// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.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. // // validationGL1_autogen.h: // Validation functions for the OpenGL Desktop GL 1.x entry points. #ifndef LIBANGLE_VALIDATION_GL1_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL1_AUTOGEN_H_ #include "common/PackedEnums.h" #include "common/entry_points_enum_autogen.h" namespace gl { class Context; // GL 1.0 bool ValidateAccum(const Context *context, angle::EntryPoint entryPoint, GLenum op, GLfloat value); bool ValidateBegin(const Context *context, angle::EntryPoint entryPoint, GLenum mode); bool ValidateBitmap(const Context *context, angle::EntryPoint entryPoint, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); bool ValidateCallList(const Context *context, angle::EntryPoint entryPoint, GLuint list); bool ValidateCallLists(const Context *context, angle::EntryPoint entryPoint, GLsizei n, GLenum type, const void *lists); bool ValidateClearAccum(const Context *context, angle::EntryPoint entryPoint, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); bool ValidateClearDepth(const Context *context, angle::EntryPoint entryPoint, GLdouble depth); bool ValidateClearIndex(const Context *context, angle::EntryPoint entryPoint, GLfloat c); bool ValidateClipPlane(const Context *context, angle::EntryPoint entryPoint, GLenum plane, const GLdouble *equation); bool ValidateColor3b(const Context *context, angle::EntryPoint entryPoint, GLbyte red, GLbyte green, GLbyte blue); bool ValidateColor3bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v); bool ValidateColor3d(const Context *context, angle::EntryPoint entryPoint, GLdouble red, GLdouble green, GLdouble blue); bool ValidateColor3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateColor3f(const Context *context, angle::EntryPoint entryPoint, GLfloat red, GLfloat green, GLfloat blue); bool ValidateColor3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateColor3i(const Context *context, angle::EntryPoint entryPoint, GLint red, GLint green, GLint blue); bool ValidateColor3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateColor3s(const Context *context, angle::EntryPoint entryPoint, GLshort red, GLshort green, GLshort blue); bool ValidateColor3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateColor3ub(const Context *context, angle::EntryPoint entryPoint, GLubyte red, GLubyte green, GLubyte blue); bool ValidateColor3ubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *v); bool ValidateColor3ui(const Context *context, angle::EntryPoint entryPoint, GLuint red, GLuint green, GLuint blue); bool ValidateColor3uiv(const Context *context, angle::EntryPoint entryPoint, const GLuint *v); bool ValidateColor3us(const Context *context, angle::EntryPoint entryPoint, GLushort red, GLushort green, GLushort blue); bool ValidateColor3usv(const Context *context, angle::EntryPoint entryPoint, const GLushort *v); bool ValidateColor4b(const Context *context, angle::EntryPoint entryPoint, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); bool ValidateColor4bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v); bool ValidateColor4d(const Context *context, angle::EntryPoint entryPoint, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); bool ValidateColor4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateColor4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateColor4i(const Context *context, angle::EntryPoint entryPoint, GLint red, GLint green, GLint blue, GLint alpha); bool ValidateColor4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateColor4s(const Context *context, angle::EntryPoint entryPoint, GLshort red, GLshort green, GLshort blue, GLshort alpha); bool ValidateColor4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateColor4ubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *v); bool ValidateColor4ui(const Context *context, angle::EntryPoint entryPoint, GLuint red, GLuint green, GLuint blue, GLuint alpha); bool ValidateColor4uiv(const Context *context, angle::EntryPoint entryPoint, const GLuint *v); bool ValidateColor4us(const Context *context, angle::EntryPoint entryPoint, GLushort red, GLushort green, GLushort blue, GLushort alpha); bool ValidateColor4usv(const Context *context, angle::EntryPoint entryPoint, const GLushort *v); bool ValidateColorMaterial(const Context *context, angle::EntryPoint entryPoint, GLenum face, GLenum mode); bool ValidateCopyPixels(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); bool ValidateDeleteLists(const Context *context, angle::EntryPoint entryPoint, GLuint list, GLsizei range); bool ValidateDepthRange(const Context *context, angle::EntryPoint entryPoint, GLdouble n, GLdouble f); bool ValidateDrawBuffer(const Context *context, angle::EntryPoint entryPoint, GLenum buf); bool ValidateDrawPixels(const Context *context, angle::EntryPoint entryPoint, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); bool ValidateEdgeFlag(const Context *context, angle::EntryPoint entryPoint, GLboolean flag); bool ValidateEdgeFlagv(const Context *context, angle::EntryPoint entryPoint, const GLboolean *flag); bool ValidateEnd(const Context *context, angle::EntryPoint entryPoint); bool ValidateEndList(const Context *context, angle::EntryPoint entryPoint); bool ValidateEvalCoord1d(const Context *context, angle::EntryPoint entryPoint, GLdouble u); bool ValidateEvalCoord1dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *u); bool ValidateEvalCoord1f(const Context *context, angle::EntryPoint entryPoint, GLfloat u); bool ValidateEvalCoord1fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *u); bool ValidateEvalCoord2d(const Context *context, angle::EntryPoint entryPoint, GLdouble u, GLdouble v); bool ValidateEvalCoord2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *u); bool ValidateEvalCoord2f(const Context *context, angle::EntryPoint entryPoint, GLfloat u, GLfloat v); bool ValidateEvalCoord2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *u); bool ValidateEvalMesh1(const Context *context, angle::EntryPoint entryPoint, GLenum mode, GLint i1, GLint i2); bool ValidateEvalMesh2(const Context *context, angle::EntryPoint entryPoint, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); bool ValidateEvalPoint1(const Context *context, angle::EntryPoint entryPoint, GLint i); bool ValidateEvalPoint2(const Context *context, angle::EntryPoint entryPoint, GLint i, GLint j); bool ValidateFeedbackBuffer(const Context *context, angle::EntryPoint entryPoint, GLsizei size, GLenum type, const GLfloat *buffer); bool ValidateFogi(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLint param); bool ValidateFogiv(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLint *params); bool ValidateFrustum(const Context *context, angle::EntryPoint entryPoint, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); bool ValidateGenLists(const Context *context, angle::EntryPoint entryPoint, GLsizei range); bool ValidateGetClipPlane(const Context *context, angle::EntryPoint entryPoint, GLenum plane, const GLdouble *equation); bool ValidateGetDoublev(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLdouble *data); bool ValidateGetLightiv(const Context *context, angle::EntryPoint entryPoint, GLenum light, GLenum pname, const GLint *params); bool ValidateGetMapdv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum query, const GLdouble *v); bool ValidateGetMapfv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum query, const GLfloat *v); bool ValidateGetMapiv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum query, const GLint *v); bool ValidateGetMaterialiv(const Context *context, angle::EntryPoint entryPoint, GLenum face, GLenum pname, const GLint *params); bool ValidateGetPixelMapfv(const Context *context, angle::EntryPoint entryPoint, GLenum map, const GLfloat *values); bool ValidateGetPixelMapuiv(const Context *context, angle::EntryPoint entryPoint, GLenum map, const GLuint *values); bool ValidateGetPixelMapusv(const Context *context, angle::EntryPoint entryPoint, GLenum map, const GLushort *values); bool ValidateGetPolygonStipple(const Context *context, angle::EntryPoint entryPoint, const GLubyte *mask); bool ValidateGetTexGendv(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLdouble *params); bool ValidateGetTexGenfv(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLfloat *params); bool ValidateGetTexGeniv(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLint *params); bool ValidateGetTexImage(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLenum format, GLenum type, const void *pixels); bool ValidateIndexMask(const Context *context, angle::EntryPoint entryPoint, GLuint mask); bool ValidateIndexd(const Context *context, angle::EntryPoint entryPoint, GLdouble c); bool ValidateIndexdv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *c); bool ValidateIndexf(const Context *context, angle::EntryPoint entryPoint, GLfloat c); bool ValidateIndexfv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *c); bool ValidateIndexi(const Context *context, angle::EntryPoint entryPoint, GLint c); bool ValidateIndexiv(const Context *context, angle::EntryPoint entryPoint, const GLint *c); bool ValidateIndexs(const Context *context, angle::EntryPoint entryPoint, GLshort c); bool ValidateIndexsv(const Context *context, angle::EntryPoint entryPoint, const GLshort *c); bool ValidateInitNames(const Context *context, angle::EntryPoint entryPoint); bool ValidateIsList(const Context *context, angle::EntryPoint entryPoint, GLuint list); bool ValidateLightModeli(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLint param); bool ValidateLightModeliv(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLint *params); bool ValidateLighti(const Context *context, angle::EntryPoint entryPoint, GLenum light, GLenum pname, GLint param); bool ValidateLightiv(const Context *context, angle::EntryPoint entryPoint, GLenum light, GLenum pname, const GLint *params); bool ValidateLineStipple(const Context *context, angle::EntryPoint entryPoint, GLint factor, GLushort pattern); bool ValidateListBase(const Context *context, angle::EntryPoint entryPoint, GLuint base); bool ValidateLoadMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m); bool ValidateLoadName(const Context *context, angle::EntryPoint entryPoint, GLuint name); bool ValidateMap1d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); bool ValidateMap1f(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); bool ValidateMap2d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); bool ValidateMap2f(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); bool ValidateMapGrid1d(const Context *context, angle::EntryPoint entryPoint, GLint un, GLdouble u1, GLdouble u2); bool ValidateMapGrid1f(const Context *context, angle::EntryPoint entryPoint, GLint un, GLfloat u1, GLfloat u2); bool ValidateMapGrid2d(const Context *context, angle::EntryPoint entryPoint, GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); bool ValidateMapGrid2f(const Context *context, angle::EntryPoint entryPoint, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); bool ValidateMateriali(const Context *context, angle::EntryPoint entryPoint, GLenum face, GLenum pname, GLint param); bool ValidateMaterialiv(const Context *context, angle::EntryPoint entryPoint, GLenum face, GLenum pname, const GLint *params); bool ValidateMultMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m); bool ValidateNewList(const Context *context, angle::EntryPoint entryPoint, GLuint list, GLenum mode); bool ValidateNormal3b(const Context *context, angle::EntryPoint entryPoint, GLbyte nx, GLbyte ny, GLbyte nz); bool ValidateNormal3bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v); bool ValidateNormal3d(const Context *context, angle::EntryPoint entryPoint, GLdouble nx, GLdouble ny, GLdouble nz); bool ValidateNormal3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateNormal3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateNormal3i(const Context *context, angle::EntryPoint entryPoint, GLint nx, GLint ny, GLint nz); bool ValidateNormal3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateNormal3s(const Context *context, angle::EntryPoint entryPoint, GLshort nx, GLshort ny, GLshort nz); bool ValidateNormal3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateOrtho(const Context *context, angle::EntryPoint entryPoint, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); bool ValidatePassThrough(const Context *context, angle::EntryPoint entryPoint, GLfloat token); bool ValidatePixelMapfv(const Context *context, angle::EntryPoint entryPoint, GLenum map, GLsizei mapsize, const GLfloat *values); bool ValidatePixelMapuiv(const Context *context, angle::EntryPoint entryPoint, GLenum map, GLsizei mapsize, const GLuint *values); bool ValidatePixelMapusv(const Context *context, angle::EntryPoint entryPoint, GLenum map, GLsizei mapsize, const GLushort *values); bool ValidatePixelStoref(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLfloat param); bool ValidatePixelTransferf(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLfloat param); bool ValidatePixelTransferi(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLint param); bool ValidatePixelZoom(const Context *context, angle::EntryPoint entryPoint, GLfloat xfactor, GLfloat yfactor); bool ValidatePolygonMode(const Context *context, angle::EntryPoint entryPoint, GLenum face, GLenum mode); bool ValidatePolygonStipple(const Context *context, angle::EntryPoint entryPoint, const GLubyte *mask); bool ValidatePopAttrib(const Context *context, angle::EntryPoint entryPoint); bool ValidatePopName(const Context *context, angle::EntryPoint entryPoint); bool ValidatePushAttrib(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask); bool ValidatePushName(const Context *context, angle::EntryPoint entryPoint, GLuint name); bool ValidateRasterPos2d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y); bool ValidateRasterPos2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateRasterPos2f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y); bool ValidateRasterPos2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateRasterPos2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y); bool ValidateRasterPos2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateRasterPos2s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y); bool ValidateRasterPos2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateRasterPos3d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z); bool ValidateRasterPos3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateRasterPos3f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z); bool ValidateRasterPos3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateRasterPos3i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z); bool ValidateRasterPos3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateRasterPos3s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z); bool ValidateRasterPos3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateRasterPos4d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z, GLdouble w); bool ValidateRasterPos4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateRasterPos4f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z, GLfloat w); bool ValidateRasterPos4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateRasterPos4i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z, GLint w); bool ValidateRasterPos4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateRasterPos4s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z, GLshort w); bool ValidateRasterPos4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateRectd(const Context *context, angle::EntryPoint entryPoint, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); bool ValidateRectdv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v1, const GLdouble *v2); bool ValidateRectf(const Context *context, angle::EntryPoint entryPoint, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); bool ValidateRectfv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v1, const GLfloat *v2); bool ValidateRecti(const Context *context, angle::EntryPoint entryPoint, GLint x1, GLint y1, GLint x2, GLint y2); bool ValidateRectiv(const Context *context, angle::EntryPoint entryPoint, const GLint *v1, const GLint *v2); bool ValidateRects(const Context *context, angle::EntryPoint entryPoint, GLshort x1, GLshort y1, GLshort x2, GLshort y2); bool ValidateRectsv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v1, const GLshort *v2); bool ValidateRenderMode(const Context *context, angle::EntryPoint entryPoint, GLenum mode); bool ValidateRotated(const Context *context, angle::EntryPoint entryPoint, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); bool ValidateScaled(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z); bool ValidateSelectBuffer(const Context *context, angle::EntryPoint entryPoint, GLsizei size, const GLuint *buffer); bool ValidateTexCoord1d(const Context *context, angle::EntryPoint entryPoint, GLdouble s); bool ValidateTexCoord1dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateTexCoord1f(const Context *context, angle::EntryPoint entryPoint, GLfloat s); bool ValidateTexCoord1fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateTexCoord1i(const Context *context, angle::EntryPoint entryPoint, GLint s); bool ValidateTexCoord1iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateTexCoord1s(const Context *context, angle::EntryPoint entryPoint, GLshort s); bool ValidateTexCoord1sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateTexCoord2d(const Context *context, angle::EntryPoint entryPoint, GLdouble s, GLdouble t); bool ValidateTexCoord2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateTexCoord2f(const Context *context, angle::EntryPoint entryPoint, GLfloat s, GLfloat t); bool ValidateTexCoord2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateTexCoord2i(const Context *context, angle::EntryPoint entryPoint, GLint s, GLint t); bool ValidateTexCoord2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateTexCoord2s(const Context *context, angle::EntryPoint entryPoint, GLshort s, GLshort t); bool ValidateTexCoord2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateTexCoord3d(const Context *context, angle::EntryPoint entryPoint, GLdouble s, GLdouble t, GLdouble r); bool ValidateTexCoord3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateTexCoord3f(const Context *context, angle::EntryPoint entryPoint, GLfloat s, GLfloat t, GLfloat r); bool ValidateTexCoord3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateTexCoord3i(const Context *context, angle::EntryPoint entryPoint, GLint s, GLint t, GLint r); bool ValidateTexCoord3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateTexCoord3s(const Context *context, angle::EntryPoint entryPoint, GLshort s, GLshort t, GLshort r); bool ValidateTexCoord3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateTexCoord4d(const Context *context, angle::EntryPoint entryPoint, GLdouble s, GLdouble t, GLdouble r, GLdouble q); bool ValidateTexCoord4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateTexCoord4f(const Context *context, angle::EntryPoint entryPoint, GLfloat s, GLfloat t, GLfloat r, GLfloat q); bool ValidateTexCoord4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateTexCoord4i(const Context *context, angle::EntryPoint entryPoint, GLint s, GLint t, GLint r, GLint q); bool ValidateTexCoord4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateTexCoord4s(const Context *context, angle::EntryPoint entryPoint, GLshort s, GLshort t, GLshort r, GLshort q); bool ValidateTexCoord4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateTexGend(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, GLdouble param); bool ValidateTexGendv(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLdouble *params); bool ValidateTexGenf(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, GLfloat param); bool ValidateTexGenfv(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLfloat *params); bool ValidateTexGeni(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, GLint param); bool ValidateTexGeniv(const Context *context, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLint *params); bool ValidateTexImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); bool ValidateTranslated(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z); bool ValidateVertex2d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y); bool ValidateVertex2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateVertex2f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y); bool ValidateVertex2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateVertex2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y); bool ValidateVertex2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateVertex2s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y); bool ValidateVertex2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateVertex3d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z); bool ValidateVertex3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateVertex3f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z); bool ValidateVertex3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateVertex3i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z); bool ValidateVertex3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateVertex3s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z); bool ValidateVertex3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateVertex4d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z, GLdouble w); bool ValidateVertex4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateVertex4f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z, GLfloat w); bool ValidateVertex4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateVertex4i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z, GLint w); bool ValidateVertex4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateVertex4s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z, GLshort w); bool ValidateVertex4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); // GL 1.1 bool ValidateAreTexturesResident(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLuint *textures, const GLboolean *residences); bool ValidateArrayElement(const Context *context, angle::EntryPoint entryPoint, GLint i); bool ValidateCopyTexImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); bool ValidateCopyTexSubImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); bool ValidateEdgeFlagPointer(const Context *context, angle::EntryPoint entryPoint, GLsizei stride, const void *pointer); bool ValidateIndexPointer(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLsizei stride, const void *pointer); bool ValidateIndexub(const Context *context, angle::EntryPoint entryPoint, GLubyte c); bool ValidateIndexubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *c); bool ValidateInterleavedArrays(const Context *context, angle::EntryPoint entryPoint, GLenum format, GLsizei stride, const void *pointer); bool ValidatePopClientAttrib(const Context *context, angle::EntryPoint entryPoint); bool ValidatePrioritizeTextures(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLuint *textures, const GLfloat *priorities); bool ValidatePushClientAttrib(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask); bool ValidateTexSubImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); // GL 1.2 // GL 1.3 bool ValidateCompressedTexImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); bool ValidateCompressedTexSubImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); bool ValidateGetCompressedTexImage(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, const void *img); bool ValidateLoadTransposeMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m); bool ValidateLoadTransposeMatrixf(const Context *context, angle::EntryPoint entryPoint, const GLfloat *m); bool ValidateMultTransposeMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m); bool ValidateMultTransposeMatrixf(const Context *context, angle::EntryPoint entryPoint, const GLfloat *m); bool ValidateMultiTexCoord1d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble s); bool ValidateMultiTexCoord1dv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLdouble *v); bool ValidateMultiTexCoord1f(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLfloat s); bool ValidateMultiTexCoord1fv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLfloat *v); bool ValidateMultiTexCoord1i(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint s); bool ValidateMultiTexCoord1iv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLint *v); bool ValidateMultiTexCoord1s(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLshort s); bool ValidateMultiTexCoord1sv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLshort *v); bool ValidateMultiTexCoord2d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble s, GLdouble t); bool ValidateMultiTexCoord2dv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLdouble *v); bool ValidateMultiTexCoord2f(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLfloat s, GLfloat t); bool ValidateMultiTexCoord2fv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLfloat *v); bool ValidateMultiTexCoord2i(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint s, GLint t); bool ValidateMultiTexCoord2iv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLint *v); bool ValidateMultiTexCoord2s(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLshort s, GLshort t); bool ValidateMultiTexCoord2sv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLshort *v); bool ValidateMultiTexCoord3d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble s, GLdouble t, GLdouble r); bool ValidateMultiTexCoord3dv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLdouble *v); bool ValidateMultiTexCoord3f(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLfloat s, GLfloat t, GLfloat r); bool ValidateMultiTexCoord3fv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLfloat *v); bool ValidateMultiTexCoord3i(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint s, GLint t, GLint r); bool ValidateMultiTexCoord3iv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLint *v); bool ValidateMultiTexCoord3s(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLshort s, GLshort t, GLshort r); bool ValidateMultiTexCoord3sv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLshort *v); bool ValidateMultiTexCoord4d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); bool ValidateMultiTexCoord4dv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLdouble *v); bool ValidateMultiTexCoord4fv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLfloat *v); bool ValidateMultiTexCoord4i(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint s, GLint t, GLint r, GLint q); bool ValidateMultiTexCoord4iv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLint *v); bool ValidateMultiTexCoord4s(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); bool ValidateMultiTexCoord4sv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLshort *v); // GL 1.4 bool ValidateFogCoordPointer(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLsizei stride, const void *pointer); bool ValidateFogCoordd(const Context *context, angle::EntryPoint entryPoint, GLdouble coord); bool ValidateFogCoorddv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *coord); bool ValidateFogCoordf(const Context *context, angle::EntryPoint entryPoint, GLfloat coord); bool ValidateFogCoordfv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *coord); bool ValidateMultiDrawArrays(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, const GLint *first, const GLsizei *count, GLsizei drawcount); bool ValidateMultiDrawElements(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, const GLsizei *count, DrawElementsType typePacked, const void *const *indices, GLsizei drawcount); bool ValidatePointParameteri(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLint param); bool ValidatePointParameteriv(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLint *params); bool ValidateSecondaryColor3b(const Context *context, angle::EntryPoint entryPoint, GLbyte red, GLbyte green, GLbyte blue); bool ValidateSecondaryColor3bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v); bool ValidateSecondaryColor3d(const Context *context, angle::EntryPoint entryPoint, GLdouble red, GLdouble green, GLdouble blue); bool ValidateSecondaryColor3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateSecondaryColor3f(const Context *context, angle::EntryPoint entryPoint, GLfloat red, GLfloat green, GLfloat blue); bool ValidateSecondaryColor3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateSecondaryColor3i(const Context *context, angle::EntryPoint entryPoint, GLint red, GLint green, GLint blue); bool ValidateSecondaryColor3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateSecondaryColor3s(const Context *context, angle::EntryPoint entryPoint, GLshort red, GLshort green, GLshort blue); bool ValidateSecondaryColor3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateSecondaryColor3ub(const Context *context, angle::EntryPoint entryPoint, GLubyte red, GLubyte green, GLubyte blue); bool ValidateSecondaryColor3ubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *v); bool ValidateSecondaryColor3ui(const Context *context, angle::EntryPoint entryPoint, GLuint red, GLuint green, GLuint blue); bool ValidateSecondaryColor3uiv(const Context *context, angle::EntryPoint entryPoint, const GLuint *v); bool ValidateSecondaryColor3us(const Context *context, angle::EntryPoint entryPoint, GLushort red, GLushort green, GLushort blue); bool ValidateSecondaryColor3usv(const Context *context, angle::EntryPoint entryPoint, const GLushort *v); bool ValidateSecondaryColorPointer(const Context *context, angle::EntryPoint entryPoint, GLint size, GLenum type, GLsizei stride, const void *pointer); bool ValidateWindowPos2d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y); bool ValidateWindowPos2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateWindowPos2f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y); bool ValidateWindowPos2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateWindowPos2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y); bool ValidateWindowPos2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateWindowPos2s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y); bool ValidateWindowPos2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); bool ValidateWindowPos3d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z); bool ValidateWindowPos3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v); bool ValidateWindowPos3f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z); bool ValidateWindowPos3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v); bool ValidateWindowPos3i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z); bool ValidateWindowPos3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v); bool ValidateWindowPos3s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z); bool ValidateWindowPos3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v); // GL 1.5 bool ValidateGetBufferSubData(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLintptr offset, GLsizeiptr size, const void *data); bool ValidateGetQueryObjectiv(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked, GLenum pname, const GLint *params); bool ValidateMapBuffer(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLenum access); } // namespace gl #endif // LIBANGLE_VALIDATION_GL1_AUTOGEN_H_