// 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. // // validationGL3_autogen.h: // Validation functions for the OpenGL Desktop GL 3.x entry points. #ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ #include "common/PackedEnums.h" #include "common/entry_points_enum_autogen.h" namespace gl { class Context; // GL 3.0 bool ValidateBeginConditionalRender(const Context *context, angle::EntryPoint entryPoint, GLuint id, GLenum mode); bool ValidateBindFragDataLocation(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint color, const GLchar *name); bool ValidateClampColor(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum clamp); bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint); bool ValidateFramebufferTexture1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texturePacked, GLint level); bool ValidateFramebufferTexture3D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texturePacked, GLint level, GLint zoffset); bool ValidateVertexAttribI1i(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLint x); bool ValidateVertexAttribI1iv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLint *v); bool ValidateVertexAttribI1ui(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLuint x); bool ValidateVertexAttribI1uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLuint *v); bool ValidateVertexAttribI2i(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLint x, GLint y); bool ValidateVertexAttribI2iv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLint *v); bool ValidateVertexAttribI2ui(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLuint x, GLuint y); bool ValidateVertexAttribI2uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLuint *v); bool ValidateVertexAttribI3i(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLint x, GLint y, GLint z); bool ValidateVertexAttribI3iv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLint *v); bool ValidateVertexAttribI3ui(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLuint x, GLuint y, GLuint z); bool ValidateVertexAttribI3uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLuint *v); bool ValidateVertexAttribI4bv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLbyte *v); bool ValidateVertexAttribI4sv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLshort *v); bool ValidateVertexAttribI4ubv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLubyte *v); bool ValidateVertexAttribI4usv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLushort *v); // GL 3.1 bool ValidateGetActiveUniformName(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, const GLsizei *length, const GLchar *uniformName); bool ValidatePrimitiveRestartIndex(const Context *context, angle::EntryPoint entryPoint, GLuint index); // GL 3.2 bool ValidateMultiDrawElementsBaseVertex(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, const GLsizei *count, DrawElementsType typePacked, const void *const *indices, GLsizei drawcount, const GLint *basevertex); bool ValidateProvokingVertex(const Context *context, angle::EntryPoint entryPoint, ProvokingVertexConvention modePacked); bool ValidateTexImage2DMultisample(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); bool ValidateTexImage3DMultisample(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); // GL 3.3 bool ValidateBindFragDataLocationIndexed(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint colorNumber, GLuint index, const GLchar *name); bool ValidateColorP3ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint color); bool ValidateColorP3uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *color); bool ValidateColorP4ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint color); bool ValidateColorP4uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *color); bool ValidateGetFragDataIndex(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, const GLchar *name); bool ValidateGetQueryObjecti64v(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked, GLenum pname, const GLint64 *params); bool ValidateGetQueryObjectui64v(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked, GLenum pname, const GLuint64 *params); bool ValidateMultiTexCoordP1ui(const Context *context, angle::EntryPoint entryPoint, GLenum texture, GLenum type, GLuint coords); bool ValidateMultiTexCoordP1uiv(const Context *context, angle::EntryPoint entryPoint, GLenum texture, GLenum type, const GLuint *coords); bool ValidateMultiTexCoordP2ui(const Context *context, angle::EntryPoint entryPoint, GLenum texture, GLenum type, GLuint coords); bool ValidateMultiTexCoordP2uiv(const Context *context, angle::EntryPoint entryPoint, GLenum texture, GLenum type, const GLuint *coords); bool ValidateMultiTexCoordP3ui(const Context *context, angle::EntryPoint entryPoint, GLenum texture, GLenum type, GLuint coords); bool ValidateMultiTexCoordP3uiv(const Context *context, angle::EntryPoint entryPoint, GLenum texture, GLenum type, const GLuint *coords); bool ValidateMultiTexCoordP4ui(const Context *context, angle::EntryPoint entryPoint, GLenum texture, GLenum type, GLuint coords); bool ValidateMultiTexCoordP4uiv(const Context *context, angle::EntryPoint entryPoint, GLenum texture, GLenum type, const GLuint *coords); bool ValidateNormalP3ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint coords); bool ValidateNormalP3uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *coords); bool ValidateQueryCounter(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked, QueryType targetPacked); bool ValidateSecondaryColorP3ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint color); bool ValidateSecondaryColorP3uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *color); bool ValidateTexCoordP1ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint coords); bool ValidateTexCoordP1uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *coords); bool ValidateTexCoordP2ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint coords); bool ValidateTexCoordP2uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *coords); bool ValidateTexCoordP3ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint coords); bool ValidateTexCoordP3uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *coords); bool ValidateTexCoordP4ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint coords); bool ValidateTexCoordP4uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *coords); bool ValidateVertexAttribP1ui(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum type, GLboolean normalized, GLuint value); bool ValidateVertexAttribP1uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); bool ValidateVertexAttribP2ui(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum type, GLboolean normalized, GLuint value); bool ValidateVertexAttribP2uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); bool ValidateVertexAttribP3ui(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum type, GLboolean normalized, GLuint value); bool ValidateVertexAttribP3uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); bool ValidateVertexAttribP4ui(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum type, GLboolean normalized, GLuint value); bool ValidateVertexAttribP4uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); bool ValidateVertexP2ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint value); bool ValidateVertexP2uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *value); bool ValidateVertexP3ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint value); bool ValidateVertexP3uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *value); bool ValidateVertexP4ui(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLuint value); bool ValidateVertexP4uiv(const Context *context, angle::EntryPoint entryPoint, GLenum type, const GLuint *value); } // namespace gl #endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_