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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /gfx/angle/checkout/src/libANGLE/validationES3_autogen.h | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationES3_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationES3_autogen.h | 578 |
1 files changed, 578 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationES3_autogen.h b/gfx/angle/checkout/src/libANGLE/validationES3_autogen.h new file mode 100644 index 0000000000..10465c63f5 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationES3_autogen.h @@ -0,0 +1,578 @@ +// 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_ |