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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL4_autogen.h')
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1 files changed, 1096 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL4_autogen.h b/gfx/angle/checkout/src/libANGLE/validationGL4_autogen.h new file mode 100644 index 0000000000..54ad232e59 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationGL4_autogen.h @@ -0,0 +1,1096 @@ +// 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. +// +// validationGL4_autogen.h: +// Validation functions for the OpenGL Desktop GL 4.x entry points. + +#ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ +#define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ + +#include "common/PackedEnums.h" + +namespace gl +{ +class Context; + +// GL 4.0 +bool ValidateBeginQueryIndexed(const Context *context, + GLenum target, + GLuint index, + QueryID idPacked); +bool ValidateDrawTransformFeedback(const Context *context, + GLenum mode, + TransformFeedbackID idPacked); +bool ValidateDrawTransformFeedbackStream(const Context *context, + GLenum mode, + TransformFeedbackID idPacked, + GLuint stream); +bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index); +bool ValidateGetActiveSubroutineName(const Context *context, + ShaderProgramID programPacked, + GLenum shadertype, + GLuint index, + GLsizei bufsize, + const GLsizei *length, + const GLchar *name); +bool ValidateGetActiveSubroutineUniformName(const Context *context, + ShaderProgramID programPacked, + GLenum shadertype, + GLuint index, + GLsizei bufsize, + const GLsizei *length, + const GLchar *name); +bool ValidateGetActiveSubroutineUniformiv(const Context *context, + ShaderProgramID programPacked, + GLenum shadertype, + GLuint index, + GLenum pname, + const GLint *values); +bool ValidateGetProgramStageiv(const Context *context, + ShaderProgramID programPacked, + GLenum shadertype, + GLenum pname, + const GLint *values); +bool ValidateGetQueryIndexediv(const Context *context, + GLenum target, + GLuint index, + GLenum pname, + const GLint *params); +bool ValidateGetSubroutineIndex(const Context *context, + ShaderProgramID programPacked, + GLenum shadertype, + const GLchar *name); +bool ValidateGetSubroutineUniformLocation(const Context *context, + ShaderProgramID programPacked, + GLenum shadertype, + const GLchar *name); +bool ValidateGetUniformSubroutineuiv(const Context *context, + GLenum shadertype, + GLint location, + const GLuint *params); +bool ValidateGetUniformdv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + const GLdouble *params); +bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values); +bool ValidateUniform1d(const Context *context, UniformLocation locationPacked, GLdouble x); +bool ValidateUniform1dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + const GLdouble *value); +bool ValidateUniform2d(const Context *context, + UniformLocation locationPacked, + GLdouble x, + GLdouble y); +bool ValidateUniform2dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + const GLdouble *value); +bool ValidateUniform3d(const Context *context, + UniformLocation locationPacked, + GLdouble x, + GLdouble y, + GLdouble z); +bool ValidateUniform3dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + const GLdouble *value); +bool ValidateUniform4d(const Context *context, + UniformLocation locationPacked, + GLdouble x, + GLdouble y, + GLdouble z, + GLdouble w); +bool ValidateUniform4dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + const GLdouble *value); +bool ValidateUniformMatrix2dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformMatrix2x3dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformMatrix2x4dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformMatrix3dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformMatrix3x2dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformMatrix3x4dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformMatrix4dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformMatrix4x2dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformMatrix4x3dv(const Context *context, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateUniformSubroutinesuiv(const Context *context, + GLenum shadertype, + GLsizei count, + const GLuint *indices); + +// GL 4.1 +bool ValidateDepthRangeArrayv(const Context *context, + GLuint first, + GLsizei count, + const GLdouble *v); +bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f); +bool ValidateGetDoublei_v(const Context *context, + GLenum target, + GLuint index, + const GLdouble *data); +bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data); +bool ValidateGetVertexAttribLdv(const Context *context, + GLuint index, + GLenum pname, + const GLdouble *params); +bool ValidateProgramUniform1d(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLdouble v0); +bool ValidateProgramUniform1dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLdouble *value); +bool ValidateProgramUniform2d(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLdouble v0, + GLdouble v1); +bool ValidateProgramUniform2dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLdouble *value); +bool ValidateProgramUniform3d(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLdouble v0, + GLdouble v1, + GLdouble v2); +bool ValidateProgramUniform3dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLdouble *value); +bool ValidateProgramUniform4d(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLdouble v0, + GLdouble v1, + GLdouble v2, + GLdouble v3); +bool ValidateProgramUniform4dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLdouble *value); +bool ValidateProgramUniformMatrix2dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateProgramUniformMatrix2x3dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateProgramUniformMatrix2x4dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateProgramUniformMatrix3dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateProgramUniformMatrix3x2dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateProgramUniformMatrix3x4dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateProgramUniformMatrix4dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateProgramUniformMatrix4x2dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateProgramUniformMatrix4x3dv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLdouble *value); +bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v); +bool ValidateScissorIndexed(const Context *context, + GLuint index, + GLint left, + GLint bottom, + GLsizei width, + GLsizei height); +bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v); +bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x); +bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v); +bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y); +bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v); +bool ValidateVertexAttribL3d(const Context *context, + GLuint index, + GLdouble x, + GLdouble y, + GLdouble z); +bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v); +bool ValidateVertexAttribL4d(const Context *context, + GLuint index, + GLdouble x, + GLdouble y, + GLdouble z, + GLdouble w); +bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v); +bool ValidateVertexAttribLPointer(const Context *context, + GLuint index, + GLint size, + GLenum type, + GLsizei stride, + const void *pointer); +bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v); +bool ValidateViewportIndexedf(const Context *context, + GLuint index, + GLfloat x, + GLfloat y, + GLfloat w, + GLfloat h); +bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v); + +// GL 4.2 +bool ValidateDrawArraysInstancedBaseInstance(const Context *context, + PrimitiveMode modePacked, + GLint first, + GLsizei count, + GLsizei instancecount, + GLuint baseinstance); +bool ValidateDrawElementsInstancedBaseInstance(const Context *context, + GLenum mode, + GLsizei count, + GLenum type, + const void *indices, + GLsizei instancecount, + GLuint baseinstance); +bool ValidateDrawElementsInstancedBaseVertexBaseInstance(const Context *context, + PrimitiveMode modePacked, + GLsizei count, + DrawElementsType typePacked, + const void *indices, + GLsizei instancecount, + GLint basevertex, + GLuint baseinstance); +bool ValidateDrawTransformFeedbackInstanced(const Context *context, + GLenum mode, + TransformFeedbackID idPacked, + GLsizei instancecount); +bool ValidateDrawTransformFeedbackStreamInstanced(const Context *context, + GLenum mode, + TransformFeedbackID idPacked, + GLuint stream, + GLsizei instancecount); +bool ValidateGetActiveAtomicCounterBufferiv(const Context *context, + ShaderProgramID programPacked, + GLuint bufferIndex, + GLenum pname, + const GLint *params); +bool ValidateTexStorage1D(const Context *context, + GLenum target, + GLsizei levels, + GLenum internalformat, + GLsizei width); + +// GL 4.3 +bool ValidateClearBufferData(const Context *context, + GLenum target, + GLenum internalformat, + GLenum format, + GLenum type, + const void *data); +bool ValidateClearBufferSubData(const Context *context, + GLenum target, + GLenum internalformat, + GLintptr offset, + GLsizeiptr size, + GLenum format, + GLenum type, + const void *data); +bool ValidateGetInternalformati64v(const Context *context, + GLenum target, + GLenum internalformat, + GLenum pname, + GLsizei bufSize, + const GLint64 *params); +bool ValidateGetProgramResourceLocationIndex(const Context *context, + ShaderProgramID programPacked, + GLenum programInterface, + const GLchar *name); +bool ValidateInvalidateBufferData(const Context *context, BufferID bufferPacked); +bool ValidateInvalidateBufferSubData(const Context *context, + BufferID bufferPacked, + GLintptr offset, + GLsizeiptr length); +bool ValidateInvalidateTexImage(const Context *context, TextureID texturePacked, GLint level); +bool ValidateInvalidateTexSubImage(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth); +bool ValidateMultiDrawArraysIndirect(const Context *context, + GLenum mode, + const void *indirect, + GLsizei drawcount, + GLsizei stride); +bool ValidateMultiDrawElementsIndirect(const Context *context, + GLenum mode, + GLenum type, + const void *indirect, + GLsizei drawcount, + GLsizei stride); +bool ValidateShaderStorageBlockBinding(const Context *context, + ShaderProgramID programPacked, + GLuint storageBlockIndex, + GLuint storageBlockBinding); +bool ValidateTextureView(const Context *context, + TextureID texturePacked, + GLenum target, + GLuint origtexture, + GLenum internalformat, + GLuint minlevel, + GLuint numlevels, + GLuint minlayer, + GLuint numlayers); +bool ValidateVertexAttribLFormat(const Context *context, + GLuint attribindex, + GLint size, + GLenum type, + GLuint relativeoffset); + +// GL 4.4 +bool ValidateBindBuffersBase(const Context *context, + GLenum target, + GLuint first, + GLsizei count, + const BufferID *buffersPacked); +bool ValidateBindBuffersRange(const Context *context, + GLenum target, + GLuint first, + GLsizei count, + const BufferID *buffersPacked, + const GLintptr *offsets, + const GLsizeiptr *sizes); +bool ValidateBindImageTextures(const Context *context, + GLuint first, + GLsizei count, + const GLuint *textures); +bool ValidateBindSamplers(const Context *context, + GLuint first, + GLsizei count, + const GLuint *samplers); +bool ValidateBindTextures(const Context *context, + GLuint first, + GLsizei count, + const GLuint *textures); +bool ValidateBindVertexBuffers(const Context *context, + GLuint first, + GLsizei count, + const BufferID *buffersPacked, + const GLintptr *offsets, + const GLsizei *strides); +bool ValidateBufferStorage(const Context *context, + BufferBinding targetPacked, + GLsizeiptr size, + const void *data, + GLbitfield flags); +bool ValidateClearTexImage(const Context *context, + TextureID texturePacked, + GLint level, + GLenum format, + GLenum type, + const void *data); +bool ValidateClearTexSubImage(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + const void *data); + +// GL 4.5 +bool ValidateBindTextureUnit(const Context *context, GLuint unit, TextureID texturePacked); +bool ValidateBlitNamedFramebuffer(const Context *context, + GLuint readFramebuffer, + GLuint drawFramebuffer, + GLint srcX0, + GLint srcY0, + GLint srcX1, + GLint srcY1, + GLint dstX0, + GLint dstY0, + GLint dstX1, + GLint dstY1, + GLbitfield mask, + GLenum filter); +bool ValidateCheckNamedFramebufferStatus(const Context *context, + FramebufferID framebufferPacked, + GLenum target); +bool ValidateClearNamedBufferData(const Context *context, + BufferID bufferPacked, + GLenum internalformat, + GLenum format, + GLenum type, + const void *data); +bool ValidateClearNamedBufferSubData(const Context *context, + BufferID bufferPacked, + GLenum internalformat, + GLintptr offset, + GLsizeiptr size, + GLenum format, + GLenum type, + const void *data); +bool ValidateClearNamedFramebufferfi(const Context *context, + FramebufferID framebufferPacked, + GLenum buffer, + GLint drawbuffer, + GLfloat depth, + GLint stencil); +bool ValidateClearNamedFramebufferfv(const Context *context, + FramebufferID framebufferPacked, + GLenum buffer, + GLint drawbuffer, + const GLfloat *value); +bool ValidateClearNamedFramebufferiv(const Context *context, + FramebufferID framebufferPacked, + GLenum buffer, + GLint drawbuffer, + const GLint *value); +bool ValidateClearNamedFramebufferuiv(const Context *context, + FramebufferID framebufferPacked, + GLenum buffer, + GLint drawbuffer, + const GLuint *value); +bool ValidateClipControl(const Context *context, GLenum origin, GLenum depth); +bool ValidateCompressedTextureSubImage1D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLsizei width, + GLenum format, + GLsizei imageSize, + const void *data); +bool ValidateCompressedTextureSubImage2D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLsizei imageSize, + const void *data); +bool ValidateCompressedTextureSubImage3D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLsizei imageSize, + const void *data); +bool ValidateCopyNamedBufferSubData(const Context *context, + GLuint readBuffer, + GLuint writeBuffer, + GLintptr readOffset, + GLintptr writeOffset, + GLsizeiptr size); +bool ValidateCopyTextureSubImage1D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint x, + GLint y, + GLsizei width); +bool ValidateCopyTextureSubImage2D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +bool ValidateCopyTextureSubImage3D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +bool ValidateCreateBuffers(const Context *context, GLsizei n, const BufferID *buffersPacked); +bool ValidateCreateFramebuffers(const Context *context, GLsizei n, const GLuint *framebuffers); +bool ValidateCreateProgramPipelines(const Context *context, GLsizei n, const GLuint *pipelines); +bool ValidateCreateQueries(const Context *context, GLenum target, GLsizei n, const GLuint *ids); +bool ValidateCreateRenderbuffers(const Context *context, + GLsizei n, + const RenderbufferID *renderbuffersPacked); +bool ValidateCreateSamplers(const Context *context, GLsizei n, const GLuint *samplers); +bool ValidateCreateTextures(const Context *context, + GLenum target, + GLsizei n, + const GLuint *textures); +bool ValidateCreateTransformFeedbacks(const Context *context, GLsizei n, const GLuint *ids); +bool ValidateCreateVertexArrays(const Context *context, + GLsizei n, + const VertexArrayID *arraysPacked); +bool ValidateDisableVertexArrayAttrib(const Context *context, + VertexArrayID vaobjPacked, + GLuint index); +bool ValidateEnableVertexArrayAttrib(const Context *context, + VertexArrayID vaobjPacked, + GLuint index); +bool ValidateFlushMappedNamedBufferRange(const Context *context, + BufferID bufferPacked, + GLintptr offset, + GLsizeiptr length); +bool ValidateGenerateTextureMipmap(const Context *context, TextureID texturePacked); +bool ValidateGetCompressedTextureImage(const Context *context, + TextureID texturePacked, + GLint level, + GLsizei bufSize, + const void *pixels); +bool ValidateGetCompressedTextureSubImage(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLsizei bufSize, + const void *pixels); +bool ValidateGetNamedBufferParameteri64v(const Context *context, + BufferID bufferPacked, + GLenum pname, + const GLint64 *params); +bool ValidateGetNamedBufferParameteriv(const Context *context, + BufferID bufferPacked, + GLenum pname, + const GLint *params); +bool ValidateGetNamedBufferPointerv(const Context *context, + BufferID bufferPacked, + GLenum pname, + void *const *params); +bool ValidateGetNamedBufferSubData(const Context *context, + BufferID bufferPacked, + GLintptr offset, + GLsizeiptr size, + const void *data); +bool ValidateGetNamedFramebufferAttachmentParameteriv(const Context *context, + FramebufferID framebufferPacked, + GLenum attachment, + GLenum pname, + const GLint *params); +bool ValidateGetNamedFramebufferParameteriv(const Context *context, + FramebufferID framebufferPacked, + GLenum pname, + const GLint *param); +bool ValidateGetNamedRenderbufferParameteriv(const Context *context, + RenderbufferID renderbufferPacked, + GLenum pname, + const GLint *params); +bool ValidateGetQueryBufferObjecti64v(const Context *context, + GLuint id, + BufferID bufferPacked, + GLenum pname, + GLintptr offset); +bool ValidateGetQueryBufferObjectiv(const Context *context, + GLuint id, + BufferID bufferPacked, + GLenum pname, + GLintptr offset); +bool ValidateGetQueryBufferObjectui64v(const Context *context, + GLuint id, + BufferID bufferPacked, + GLenum pname, + GLintptr offset); +bool ValidateGetQueryBufferObjectuiv(const Context *context, + GLuint id, + BufferID bufferPacked, + GLenum pname, + GLintptr offset); +bool ValidateGetTextureImage(const Context *context, + TextureID texturePacked, + GLint level, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *pixels); +bool ValidateGetTextureLevelParameterfv(const Context *context, + TextureID texturePacked, + GLint level, + GLenum pname, + const GLfloat *params); +bool ValidateGetTextureLevelParameteriv(const Context *context, + TextureID texturePacked, + GLint level, + GLenum pname, + const GLint *params); +bool ValidateGetTextureParameterIiv(const Context *context, + TextureID texturePacked, + GLenum pname, + const GLint *params); +bool ValidateGetTextureParameterIuiv(const Context *context, + TextureID texturePacked, + GLenum pname, + const GLuint *params); +bool ValidateGetTextureParameterfv(const Context *context, + TextureID texturePacked, + GLenum pname, + const GLfloat *params); +bool ValidateGetTextureParameteriv(const Context *context, + TextureID texturePacked, + GLenum pname, + const GLint *params); +bool ValidateGetTextureSubImage(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *pixels); +bool ValidateGetTransformFeedbacki64_v(const Context *context, + GLuint xfb, + GLenum pname, + GLuint index, + const GLint64 *param); +bool ValidateGetTransformFeedbacki_v(const Context *context, + GLuint xfb, + GLenum pname, + GLuint index, + const GLint *param); +bool ValidateGetTransformFeedbackiv(const Context *context, + GLuint xfb, + GLenum pname, + const GLint *param); +bool ValidateGetVertexArrayIndexed64iv(const Context *context, + VertexArrayID vaobjPacked, + GLuint index, + GLenum pname, + const GLint64 *param); +bool ValidateGetVertexArrayIndexediv(const Context *context, + VertexArrayID vaobjPacked, + GLuint index, + GLenum pname, + const GLint *param); +bool ValidateGetVertexArrayiv(const Context *context, + VertexArrayID vaobjPacked, + GLenum pname, + const GLint *param); +bool ValidateGetnColorTable(const Context *context, + GLenum target, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *table); +bool ValidateGetnCompressedTexImage(const Context *context, + GLenum target, + GLint lod, + GLsizei bufSize, + const void *pixels); +bool ValidateGetnConvolutionFilter(const Context *context, + GLenum target, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *image); +bool ValidateGetnHistogram(const Context *context, + GLenum target, + GLboolean reset, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *values); +bool ValidateGetnMapdv(const Context *context, + GLenum target, + GLenum query, + GLsizei bufSize, + const GLdouble *v); +bool ValidateGetnMapfv(const Context *context, + GLenum target, + GLenum query, + GLsizei bufSize, + const GLfloat *v); +bool ValidateGetnMapiv(const Context *context, + GLenum target, + GLenum query, + GLsizei bufSize, + const GLint *v); +bool ValidateGetnMinmax(const Context *context, + GLenum target, + GLboolean reset, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *values); +bool ValidateGetnPixelMapfv(const Context *context, + GLenum map, + GLsizei bufSize, + const GLfloat *values); +bool ValidateGetnPixelMapuiv(const Context *context, + GLenum map, + GLsizei bufSize, + const GLuint *values); +bool ValidateGetnPixelMapusv(const Context *context, + GLenum map, + GLsizei bufSize, + const GLushort *values); +bool ValidateGetnPolygonStipple(const Context *context, GLsizei bufSize, const GLubyte *pattern); +bool ValidateGetnSeparableFilter(const Context *context, + GLenum target, + GLenum format, + GLenum type, + GLsizei rowBufSize, + const void *row, + GLsizei columnBufSize, + const void *column, + const void *span); +bool ValidateGetnTexImage(const Context *context, + GLenum target, + GLint level, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *pixels); +bool ValidateGetnUniformdv(const Context *context, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei bufSize, + const GLdouble *params); +bool ValidateInvalidateNamedFramebufferData(const Context *context, + FramebufferID framebufferPacked, + GLsizei numAttachments, + const GLenum *attachments); +bool ValidateInvalidateNamedFramebufferSubData(const Context *context, + FramebufferID framebufferPacked, + GLsizei numAttachments, + const GLenum *attachments, + GLint x, + GLint y, + GLsizei width, + GLsizei height); +bool ValidateMapNamedBuffer(const Context *context, BufferID bufferPacked, GLenum access); +bool ValidateMapNamedBufferRange(const Context *context, + BufferID bufferPacked, + GLintptr offset, + GLsizeiptr length, + GLbitfield access); +bool ValidateNamedBufferData(const Context *context, + BufferID bufferPacked, + GLsizeiptr size, + const void *data, + GLenum usage); +bool ValidateNamedBufferStorage(const Context *context, + BufferID bufferPacked, + GLsizeiptr size, + const void *data, + GLbitfield flags); +bool ValidateNamedBufferSubData(const Context *context, + BufferID bufferPacked, + GLintptr offset, + GLsizeiptr size, + const void *data); +bool ValidateNamedFramebufferDrawBuffer(const Context *context, + FramebufferID framebufferPacked, + GLenum buf); +bool ValidateNamedFramebufferDrawBuffers(const Context *context, + FramebufferID framebufferPacked, + GLsizei n, + const GLenum *bufs); +bool ValidateNamedFramebufferParameteri(const Context *context, + FramebufferID framebufferPacked, + GLenum pname, + GLint param); +bool ValidateNamedFramebufferReadBuffer(const Context *context, + FramebufferID framebufferPacked, + GLenum src); +bool ValidateNamedFramebufferRenderbuffer(const Context *context, + FramebufferID framebufferPacked, + GLenum attachment, + GLenum renderbuffertarget, + RenderbufferID renderbufferPacked); +bool ValidateNamedFramebufferTexture(const Context *context, + FramebufferID framebufferPacked, + GLenum attachment, + TextureID texturePacked, + GLint level); +bool ValidateNamedFramebufferTextureLayer(const Context *context, + FramebufferID framebufferPacked, + GLenum attachment, + TextureID texturePacked, + GLint level, + GLint layer); +bool ValidateNamedRenderbufferStorage(const Context *context, + RenderbufferID renderbufferPacked, + GLenum internalformat, + GLsizei width, + GLsizei height); +bool ValidateNamedRenderbufferStorageMultisample(const Context *context, + RenderbufferID renderbufferPacked, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height); +bool ValidateTextureBarrier(const Context *context); +bool ValidateTextureBuffer(const Context *context, + TextureID texturePacked, + GLenum internalformat, + BufferID bufferPacked); +bool ValidateTextureBufferRange(const Context *context, + TextureID texturePacked, + GLenum internalformat, + BufferID bufferPacked, + GLintptr offset, + GLsizeiptr size); +bool ValidateTextureParameterIiv(const Context *context, + TextureID texturePacked, + GLenum pname, + const GLint *params); +bool ValidateTextureParameterIuiv(const Context *context, + TextureID texturePacked, + GLenum pname, + const GLuint *params); +bool ValidateTextureParameterf(const Context *context, + TextureID texturePacked, + GLenum pname, + GLfloat param); +bool ValidateTextureParameterfv(const Context *context, + TextureID texturePacked, + GLenum pname, + const GLfloat *param); +bool ValidateTextureParameteri(const Context *context, + TextureID texturePacked, + GLenum pname, + GLint param); +bool ValidateTextureParameteriv(const Context *context, + TextureID texturePacked, + GLenum pname, + const GLint *param); +bool ValidateTextureStorage1D(const Context *context, + TextureID texturePacked, + GLsizei levels, + GLenum internalformat, + GLsizei width); +bool ValidateTextureStorage2D(const Context *context, + TextureID texturePacked, + GLsizei levels, + GLenum internalformat, + GLsizei width, + GLsizei height); +bool ValidateTextureStorage2DMultisample(const Context *context, + TextureID texturePacked, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLboolean fixedsamplelocations); +bool ValidateTextureStorage3D(const Context *context, + TextureID texturePacked, + GLsizei levels, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth); +bool ValidateTextureStorage3DMultisample(const Context *context, + TextureID texturePacked, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLboolean fixedsamplelocations); +bool ValidateTextureSubImage1D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLsizei width, + GLenum format, + GLenum type, + const void *pixels); +bool ValidateTextureSubImage2D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void *pixels); +bool ValidateTextureSubImage3D(const Context *context, + TextureID texturePacked, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + const void *pixels); +bool ValidateTransformFeedbackBufferBase(const Context *context, + GLuint xfb, + GLuint index, + BufferID bufferPacked); +bool ValidateTransformFeedbackBufferRange(const Context *context, + GLuint xfb, + GLuint index, + BufferID bufferPacked, + GLintptr offset, + GLsizeiptr size); +bool ValidateUnmapNamedBuffer(const Context *context, BufferID bufferPacked); +bool ValidateVertexArrayAttribBinding(const Context *context, + VertexArrayID vaobjPacked, + GLuint attribindex, + GLuint bindingindex); +bool ValidateVertexArrayAttribFormat(const Context *context, + VertexArrayID vaobjPacked, + GLuint attribindex, + GLint size, + GLenum type, + GLboolean normalized, + GLuint relativeoffset); +bool ValidateVertexArrayAttribIFormat(const Context *context, + VertexArrayID vaobjPacked, + GLuint attribindex, + GLint size, + GLenum type, + GLuint relativeoffset); +bool ValidateVertexArrayAttribLFormat(const Context *context, + VertexArrayID vaobjPacked, + GLuint attribindex, + GLint size, + GLenum type, + GLuint relativeoffset); +bool ValidateVertexArrayBindingDivisor(const Context *context, + VertexArrayID vaobjPacked, + GLuint bindingindex, + GLuint divisor); +bool ValidateVertexArrayElementBuffer(const Context *context, + VertexArrayID vaobjPacked, + BufferID bufferPacked); +bool ValidateVertexArrayVertexBuffer(const Context *context, + VertexArrayID vaobjPacked, + GLuint bindingindex, + BufferID bufferPacked, + GLintptr offset, + GLsizei stride); +bool ValidateVertexArrayVertexBuffers(const Context *context, + VertexArrayID vaobjPacked, + GLuint first, + GLsizei count, + const BufferID *buffersPacked, + const GLintptr *offsets, + const GLsizei *strides); + +// GL 4.6 +bool ValidateMultiDrawArraysIndirectCount(const Context *context, + GLenum mode, + const void *indirect, + GLintptr drawcount, + GLsizei maxdrawcount, + GLsizei stride); +bool ValidateMultiDrawElementsIndirectCount(const Context *context, + GLenum mode, + GLenum type, + const void *indirect, + GLintptr drawcount, + GLsizei maxdrawcount, + GLsizei stride); +bool ValidatePolygonOffsetClamp(const Context *context, + GLfloat factor, + GLfloat units, + GLfloat clamp); +bool ValidateSpecializeShader(const Context *context, + GLuint shader, + const GLchar *pEntryPoint, + GLuint numSpecializationConstants, + const GLuint *pConstantIndex, + const GLuint *pConstantValue); +} // namespace gl + +#endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ |