// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml. // // Copyright 2020 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // validationES3_autogen.h: // Validation functions for the OpenGL ES 3.0 entry points. #ifndef LIBANGLE_VALIDATION_ES3_AUTOGEN_H_ #define LIBANGLE_VALIDATION_ES3_AUTOGEN_H_ #include "common/PackedEnums.h" #include "common/entry_points_enum_autogen.h" namespace gl { class Context; bool ValidateBeginQuery(const Context *context, angle::EntryPoint entryPoint, QueryType targetPacked, QueryID idPacked); bool ValidateBeginTransformFeedback(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode primitiveModePacked); bool ValidateBindBufferBase(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLuint index, BufferID bufferPacked); bool ValidateBindBufferRange(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLuint index, BufferID bufferPacked, GLintptr offset, GLsizeiptr size); bool ValidateBindSampler(const Context *context, angle::EntryPoint entryPoint, GLuint unit, SamplerID samplerPacked); bool ValidateBindTransformFeedback(const Context *context, angle::EntryPoint entryPoint, GLenum target, TransformFeedbackID idPacked); bool ValidateBindVertexArray(const Context *context, angle::EntryPoint entryPoint, VertexArrayID arrayPacked); bool ValidateBlitFramebuffer(const Context *context, angle::EntryPoint entryPoint, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); bool ValidateClearBufferfi(const Context *context, angle::EntryPoint entryPoint, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); bool ValidateClearBufferfv(const Context *context, angle::EntryPoint entryPoint, GLenum buffer, GLint drawbuffer, const GLfloat *value); bool ValidateClearBufferiv(const Context *context, angle::EntryPoint entryPoint, GLenum buffer, GLint drawbuffer, const GLint *value); bool ValidateClearBufferuiv(const Context *context, angle::EntryPoint entryPoint, GLenum buffer, GLint drawbuffer, const GLuint *value); bool ValidateClientWaitSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync, GLbitfield flags, GLuint64 timeout); bool ValidateCompressedTexImage3D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); bool ValidateCompressedTexSubImage3D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); bool ValidateCopyBufferSubData(const Context *context, angle::EntryPoint entryPoint, BufferBinding readTargetPacked, BufferBinding writeTargetPacked, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); bool ValidateCopyTexSubImage3D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateDeleteQueries(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const QueryID *idsPacked); bool ValidateDeleteSamplers(const Context *context, angle::EntryPoint entryPoint, GLsizei count, const SamplerID *samplersPacked); bool ValidateDeleteSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync); bool ValidateDeleteTransformFeedbacks(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const TransformFeedbackID *idsPacked); bool ValidateDeleteVertexArrays(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const VertexArrayID *arraysPacked); bool ValidateDrawArraysInstanced(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, GLint first, GLsizei count, GLsizei instancecount); bool ValidateDrawBuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLenum *bufs); bool ValidateDrawElementsInstanced(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount); bool ValidateDrawRangeElements(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count, DrawElementsType typePacked, const void *indices); bool ValidateEndQuery(const Context *context, angle::EntryPoint entryPoint, QueryType targetPacked); bool ValidateEndTransformFeedback(const Context *context, angle::EntryPoint entryPoint); bool ValidateFenceSync(const Context *context, angle::EntryPoint entryPoint, GLenum condition, GLbitfield flags); bool ValidateFlushMappedBufferRange(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLintptr offset, GLsizeiptr length); bool ValidateFramebufferTextureLayer(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum attachment, TextureID texturePacked, GLint level, GLint layer); bool ValidateGenQueries(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const QueryID *idsPacked); bool ValidateGenSamplers(const Context *context, angle::EntryPoint entryPoint, GLsizei count, const SamplerID *samplersPacked); bool ValidateGenTransformFeedbacks(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const TransformFeedbackID *idsPacked); bool ValidateGenVertexArrays(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const VertexArrayID *arraysPacked); bool ValidateGetActiveUniformBlockName(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLsizei bufSize, const GLsizei *length, const GLchar *uniformBlockName); bool ValidateGetActiveUniformBlockiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLenum pname, const GLint *params); bool ValidateGetActiveUniformsiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, const GLint *params); bool ValidateGetBufferParameteri64v(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLenum pname, const GLint64 *params); bool ValidateGetBufferPointerv(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLenum pname, void *const *params); bool ValidateGetFragDataLocation(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, const GLchar *name); bool ValidateGetInteger64i_v(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint index, const GLint64 *data); bool ValidateGetInteger64v(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLint64 *data); bool ValidateGetIntegeri_v(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint index, const GLint *data); bool ValidateGetInternalformativ(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, const GLint *params); bool ValidateGetProgramBinary(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLsizei bufSize, const GLsizei *length, const GLenum *binaryFormat, const void *binary); bool ValidateGetQueryObjectuiv(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked, GLenum pname, const GLuint *params); bool ValidateGetQueryiv(const Context *context, angle::EntryPoint entryPoint, QueryType targetPacked, GLenum pname, const GLint *params); bool ValidateGetSamplerParameterfv(const Context *context, angle::EntryPoint entryPoint, SamplerID samplerPacked, GLenum pname, const GLfloat *params); bool ValidateGetSamplerParameteriv(const Context *context, angle::EntryPoint entryPoint, SamplerID samplerPacked, GLenum pname, const GLint *params); bool ValidateGetStringi(const Context *context, angle::EntryPoint entryPoint, GLenum name, GLuint index); bool ValidateGetSynciv(const Context *context, angle::EntryPoint entryPoint, GLsync sync, GLenum pname, GLsizei count, const GLsizei *length, const GLint *values); bool ValidateGetTransformFeedbackVarying(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint index, GLsizei bufSize, const GLsizei *length, const GLsizei *size, const GLenum *type, const GLchar *name); bool ValidateGetUniformBlockIndex(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, const GLchar *uniformBlockName); bool ValidateGetUniformIndices(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLsizei uniformCount, const GLchar *const *uniformNames, const GLuint *uniformIndices); bool ValidateGetUniformuiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, const GLuint *params); bool ValidateGetVertexAttribIiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum pname, const GLint *params); bool ValidateGetVertexAttribIuiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum pname, const GLuint *params); bool ValidateInvalidateFramebuffer(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLsizei numAttachments, const GLenum *attachments); bool ValidateInvalidateSubFramebuffer(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateIsQuery(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked); bool ValidateIsSampler(const Context *context, angle::EntryPoint entryPoint, SamplerID samplerPacked); bool ValidateIsSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync); bool ValidateIsTransformFeedback(const Context *context, angle::EntryPoint entryPoint, TransformFeedbackID idPacked); bool ValidateIsVertexArray(const Context *context, angle::EntryPoint entryPoint, VertexArrayID arrayPacked); bool ValidateMapBufferRange(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLintptr offset, GLsizeiptr length, GLbitfield access); bool ValidatePauseTransformFeedback(const Context *context, angle::EntryPoint entryPoint); bool ValidateProgramBinary(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum binaryFormat, const void *binary, GLsizei length); bool ValidateProgramParameteri(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum pname, GLint value); bool ValidateReadBuffer(const Context *context, angle::EntryPoint entryPoint, GLenum src); bool ValidateRenderbufferStorageMultisample(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateResumeTransformFeedback(const Context *context, angle::EntryPoint entryPoint); bool ValidateSamplerParameterf(const Context *context, angle::EntryPoint entryPoint, SamplerID samplerPacked, GLenum pname, GLfloat param); bool ValidateSamplerParameterfv(const Context *context, angle::EntryPoint entryPoint, SamplerID samplerPacked, GLenum pname, const GLfloat *param); bool ValidateSamplerParameteri(const Context *context, angle::EntryPoint entryPoint, SamplerID samplerPacked, GLenum pname, GLint param); bool ValidateSamplerParameteriv(const Context *context, angle::EntryPoint entryPoint, SamplerID samplerPacked, GLenum pname, const GLint *param); bool ValidateTexImage3D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); bool ValidateTexStorage2D(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateTexStorage3D(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); bool ValidateTexSubImage3D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); bool ValidateTransformFeedbackVaryings(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLsizei count, const GLchar *const *varyings, GLenum bufferMode); bool ValidateUniform1ui(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLuint v0); bool ValidateUniform1uiv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLuint *value); bool ValidateUniform2ui(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLuint v0, GLuint v1); bool ValidateUniform2uiv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLuint *value); bool ValidateUniform3ui(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2); bool ValidateUniform3uiv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLuint *value); bool ValidateUniform4ui(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3); bool ValidateUniform4uiv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLuint *value); bool ValidateUniformBlockBinding(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLuint uniformBlockBinding); bool ValidateUniformMatrix2x3fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix2x4fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix3x2fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix3x4fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix4x2fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix4x3fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUnmapBuffer(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked); bool ValidateVertexAttribDivisor(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLuint divisor); bool ValidateVertexAttribI4i(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLint x, GLint y, GLint z, GLint w); bool ValidateVertexAttribI4iv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLint *v); bool ValidateVertexAttribI4ui(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); bool ValidateVertexAttribI4uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLuint *v); bool ValidateVertexAttribIPointer(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLint size, VertexAttribType typePacked, GLsizei stride, const void *pointer); bool ValidateWaitSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync, GLbitfield flags, GLuint64 timeout); } // namespace gl #endif // LIBANGLE_VALIDATION_ES3_AUTOGEN_H_