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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationES2_autogen.h')
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1 files changed, 666 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h b/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h new file mode 100644 index 0000000000..335139fe70 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h @@ -0,0 +1,666 @@ +// 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. +// +// validationES2_autogen.h: +// Validation functions for the OpenGL ES 2.0 entry points. + +#ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ +#define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ + +#include "common/PackedEnums.h" +#include "common/entry_points_enum_autogen.h" + +namespace gl +{ +class Context; + +bool ValidateActiveTexture(const Context *context, angle::EntryPoint entryPoint, GLenum texture); +bool ValidateAttachShader(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + ShaderProgramID shaderPacked); +bool ValidateBindAttribLocation(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLuint index, + const GLchar *name); +bool ValidateBindBuffer(const Context *context, + angle::EntryPoint entryPoint, + BufferBinding targetPacked, + BufferID bufferPacked); +bool ValidateBindFramebuffer(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + FramebufferID framebufferPacked); +bool ValidateBindRenderbuffer(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + RenderbufferID renderbufferPacked); +bool ValidateBindTexture(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked, + TextureID texturePacked); +bool ValidateBlendColor(const Context *context, + angle::EntryPoint entryPoint, + GLfloat red, + GLfloat green, + GLfloat blue, + GLfloat alpha); +bool ValidateBlendEquation(const Context *context, angle::EntryPoint entryPoint, GLenum mode); +bool ValidateBlendEquationSeparate(const Context *context, + angle::EntryPoint entryPoint, + GLenum modeRGB, + GLenum modeAlpha); +bool ValidateBlendFunc(const Context *context, + angle::EntryPoint entryPoint, + GLenum sfactor, + GLenum dfactor); +bool ValidateBlendFuncSeparate(const Context *context, + angle::EntryPoint entryPoint, + GLenum sfactorRGB, + GLenum dfactorRGB, + GLenum sfactorAlpha, + GLenum dfactorAlpha); +bool ValidateBufferData(const Context *context, + angle::EntryPoint entryPoint, + BufferBinding targetPacked, + GLsizeiptr size, + const void *data, + BufferUsage usagePacked); +bool ValidateBufferSubData(const Context *context, + angle::EntryPoint entryPoint, + BufferBinding targetPacked, + GLintptr offset, + GLsizeiptr size, + const void *data); +bool ValidateCheckFramebufferStatus(const Context *context, + angle::EntryPoint entryPoint, + GLenum target); +bool ValidateClear(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask); +bool ValidateClearColor(const Context *context, + angle::EntryPoint entryPoint, + GLfloat red, + GLfloat green, + GLfloat blue, + GLfloat alpha); +bool ValidateClearDepthf(const Context *context, angle::EntryPoint entryPoint, GLfloat d); +bool ValidateClearStencil(const Context *context, angle::EntryPoint entryPoint, GLint s); +bool ValidateColorMask(const Context *context, + angle::EntryPoint entryPoint, + GLboolean red, + GLboolean green, + GLboolean blue, + GLboolean alpha); +bool ValidateCompileShader(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID shaderPacked); +bool ValidateCompressedTexImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureTarget targetPacked, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLsizei imageSize, + const void *data); +bool ValidateCompressedTexSubImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureTarget targetPacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLsizei imageSize, + const void *data); +bool ValidateCopyTexImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureTarget targetPacked, + GLint level, + GLenum internalformat, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLint border); +bool ValidateCopyTexSubImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureTarget targetPacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +bool ValidateCreateProgram(const Context *context, angle::EntryPoint entryPoint); +bool ValidateCreateShader(const Context *context, + angle::EntryPoint entryPoint, + ShaderType typePacked); +bool ValidateCullFace(const Context *context, + angle::EntryPoint entryPoint, + CullFaceMode modePacked); +bool ValidateDeleteBuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const BufferID *buffersPacked); +bool ValidateDeleteFramebuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const FramebufferID *framebuffersPacked); +bool ValidateDeleteProgram(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked); +bool ValidateDeleteRenderbuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const RenderbufferID *renderbuffersPacked); +bool ValidateDeleteShader(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID shaderPacked); +bool ValidateDeleteTextures(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const TextureID *texturesPacked); +bool ValidateDepthFunc(const Context *context, angle::EntryPoint entryPoint, GLenum func); +bool ValidateDepthMask(const Context *context, angle::EntryPoint entryPoint, GLboolean flag); +bool ValidateDepthRangef(const Context *context, + angle::EntryPoint entryPoint, + GLfloat n, + GLfloat f); +bool ValidateDetachShader(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + ShaderProgramID shaderPacked); +bool ValidateDisable(const Context *context, angle::EntryPoint entryPoint, GLenum cap); +bool ValidateDisableVertexAttribArray(const Context *context, + angle::EntryPoint entryPoint, + GLuint index); +bool ValidateDrawArrays(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode modePacked, + GLint first, + GLsizei count); +bool ValidateDrawElements(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode modePacked, + GLsizei count, + DrawElementsType typePacked, + const void *indices); +bool ValidateEnable(const Context *context, angle::EntryPoint entryPoint, GLenum cap); +bool ValidateEnableVertexAttribArray(const Context *context, + angle::EntryPoint entryPoint, + GLuint index); +bool ValidateFinish(const Context *context, angle::EntryPoint entryPoint); +bool ValidateFlush(const Context *context, angle::EntryPoint entryPoint); +bool ValidateFramebufferRenderbuffer(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum attachment, + GLenum renderbuffertarget, + RenderbufferID renderbufferPacked); +bool ValidateFramebufferTexture2D(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum attachment, + TextureTarget textargetPacked, + TextureID texturePacked, + GLint level); +bool ValidateFrontFace(const Context *context, angle::EntryPoint entryPoint, GLenum mode); +bool ValidateGenBuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const BufferID *buffersPacked); +bool ValidateGenFramebuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const FramebufferID *framebuffersPacked); +bool ValidateGenRenderbuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const RenderbufferID *renderbuffersPacked); +bool ValidateGenTextures(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const TextureID *texturesPacked); +bool ValidateGenerateMipmap(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked); +bool ValidateGetActiveAttrib(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLuint index, + GLsizei bufSize, + const GLsizei *length, + const GLint *size, + const GLenum *type, + const GLchar *name); +bool ValidateGetActiveUniform(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLuint index, + GLsizei bufSize, + const GLsizei *length, + const GLint *size, + const GLenum *type, + const GLchar *name); +bool ValidateGetAttachedShaders(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLsizei maxCount, + const GLsizei *count, + const ShaderProgramID *shadersPacked); +bool ValidateGetAttribLocation(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + const GLchar *name); +bool ValidateGetBooleanv(const Context *context, + angle::EntryPoint entryPoint, + GLenum pname, + const GLboolean *data); +bool ValidateGetBufferParameteriv(const Context *context, + angle::EntryPoint entryPoint, + BufferBinding targetPacked, + GLenum pname, + const GLint *params); +bool ValidateGetError(const Context *context, angle::EntryPoint entryPoint); +bool ValidateGetFloatv(const Context *context, + angle::EntryPoint entryPoint, + GLenum pname, + const GLfloat *data); +bool ValidateGetFramebufferAttachmentParameteriv(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum attachment, + GLenum pname, + const GLint *params); +bool ValidateGetIntegerv(const Context *context, + angle::EntryPoint entryPoint, + GLenum pname, + const GLint *data); +bool ValidateGetProgramInfoLog(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLsizei bufSize, + const GLsizei *length, + const GLchar *infoLog); +bool ValidateGetProgramiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLenum pname, + const GLint *params); +bool ValidateGetRenderbufferParameteriv(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum pname, + const GLint *params); +bool ValidateGetShaderInfoLog(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID shaderPacked, + GLsizei bufSize, + const GLsizei *length, + const GLchar *infoLog); +bool ValidateGetShaderPrecisionFormat(const Context *context, + angle::EntryPoint entryPoint, + GLenum shadertype, + GLenum precisiontype, + const GLint *range, + const GLint *precision); +bool ValidateGetShaderSource(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID shaderPacked, + GLsizei bufSize, + const GLsizei *length, + const GLchar *source); +bool ValidateGetShaderiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID shaderPacked, + GLenum pname, + const GLint *params); +bool ValidateGetString(const Context *context, angle::EntryPoint entryPoint, GLenum name); +bool ValidateGetTexParameterfv(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked, + GLenum pname, + const GLfloat *params); +bool ValidateGetTexParameteriv(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked, + GLenum pname, + const GLint *params); +bool ValidateGetUniformLocation(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + const GLchar *name); +bool ValidateGetUniformfv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + const GLfloat *params); +bool ValidateGetUniformiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + const GLint *params); +bool ValidateGetVertexAttribPointerv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum pname, + void *const *pointer); +bool ValidateGetVertexAttribfv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum pname, + const GLfloat *params); +bool ValidateGetVertexAttribiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum pname, + const GLint *params); +bool ValidateHint(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum mode); +bool ValidateIsBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked); +bool ValidateIsEnabled(const Context *context, angle::EntryPoint entryPoint, GLenum cap); +bool ValidateIsFramebuffer(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebufferPacked); +bool ValidateIsProgram(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked); +bool ValidateIsRenderbuffer(const Context *context, + angle::EntryPoint entryPoint, + RenderbufferID renderbufferPacked); +bool ValidateIsShader(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID shaderPacked); +bool ValidateIsTexture(const Context *context, + angle::EntryPoint entryPoint, + TextureID texturePacked); +bool ValidateLineWidth(const Context *context, angle::EntryPoint entryPoint, GLfloat width); +bool ValidateLinkProgram(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked); +bool ValidatePixelStorei(const Context *context, + angle::EntryPoint entryPoint, + GLenum pname, + GLint param); +bool ValidatePolygonOffset(const Context *context, + angle::EntryPoint entryPoint, + GLfloat factor, + GLfloat units); +bool ValidateReadPixels(const Context *context, + angle::EntryPoint entryPoint, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void *pixels); +bool ValidateReleaseShaderCompiler(const Context *context, angle::EntryPoint entryPoint); +bool ValidateRenderbufferStorage(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum internalformat, + GLsizei width, + GLsizei height); +bool ValidateSampleCoverage(const Context *context, + angle::EntryPoint entryPoint, + GLfloat value, + GLboolean invert); +bool ValidateScissor(const Context *context, + angle::EntryPoint entryPoint, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +bool ValidateShaderBinary(const Context *context, + angle::EntryPoint entryPoint, + GLsizei count, + const ShaderProgramID *shadersPacked, + GLenum binaryFormat, + const void *binary, + GLsizei length); +bool ValidateShaderSource(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID shaderPacked, + GLsizei count, + const GLchar *const *string, + const GLint *length); +bool ValidateStencilFunc(const Context *context, + angle::EntryPoint entryPoint, + GLenum func, + GLint ref, + GLuint mask); +bool ValidateStencilFuncSeparate(const Context *context, + angle::EntryPoint entryPoint, + GLenum face, + GLenum func, + GLint ref, + GLuint mask); +bool ValidateStencilMask(const Context *context, angle::EntryPoint entryPoint, GLuint mask); +bool ValidateStencilMaskSeparate(const Context *context, + angle::EntryPoint entryPoint, + GLenum face, + GLuint mask); +bool ValidateStencilOp(const Context *context, + angle::EntryPoint entryPoint, + GLenum fail, + GLenum zfail, + GLenum zpass); +bool ValidateStencilOpSeparate(const Context *context, + angle::EntryPoint entryPoint, + GLenum face, + GLenum sfail, + GLenum dpfail, + GLenum dppass); +bool ValidateTexImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureTarget targetPacked, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLenum format, + GLenum type, + const void *pixels); +bool ValidateTexParameterf(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked, + GLenum pname, + GLfloat param); +bool ValidateTexParameterfv(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked, + GLenum pname, + const GLfloat *params); +bool ValidateTexParameteri(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked, + GLenum pname, + GLint param); +bool ValidateTexParameteriv(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked, + GLenum pname, + const GLint *params); +bool ValidateTexSubImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureTarget targetPacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void *pixels); +bool ValidateUniform1f(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLfloat v0); +bool ValidateUniform1fv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateUniform1i(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLint v0); +bool ValidateUniform1iv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateUniform2f(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1); +bool ValidateUniform2fv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateUniform2i(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLint v0, + GLint v1); +bool ValidateUniform2iv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateUniform3f(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1, + GLfloat v2); +bool ValidateUniform3fv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateUniform3i(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLint v0, + GLint v1, + GLint v2); +bool ValidateUniform3iv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateUniform4f(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1, + GLfloat v2, + GLfloat v3); +bool ValidateUniform4fv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateUniform4i(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLint v0, + GLint v1, + GLint v2, + GLint v3); +bool ValidateUniform4iv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateUniformMatrix2fv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateUniformMatrix3fv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateUniformMatrix4fv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateUseProgram(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked); +bool ValidateValidateProgram(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked); +bool ValidateVertexAttrib1f(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLfloat x); +bool ValidateVertexAttrib1fv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLfloat *v); +bool ValidateVertexAttrib2f(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLfloat x, + GLfloat y); +bool ValidateVertexAttrib2fv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLfloat *v); +bool ValidateVertexAttrib3f(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLfloat x, + GLfloat y, + GLfloat z); +bool ValidateVertexAttrib3fv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLfloat *v); +bool ValidateVertexAttrib4f(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLfloat x, + GLfloat y, + GLfloat z, + GLfloat w); +bool ValidateVertexAttrib4fv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLfloat *v); +bool ValidateVertexAttribPointer(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLint size, + VertexAttribType typePacked, + GLboolean normalized, + GLsizei stride, + const void *pointer); +bool ValidateViewport(const Context *context, + angle::EntryPoint entryPoint, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +} // namespace gl + +#endif // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ |