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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/validationGL1_autogen.h | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.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/validationGL1_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationGL1_autogen.h | 1192 |
1 files changed, 1192 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL1_autogen.h b/gfx/angle/checkout/src/libANGLE/validationGL1_autogen.h new file mode 100644 index 0000000000..3e04829ea7 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationGL1_autogen.h @@ -0,0 +1,1192 @@ +// 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_ |