// 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. // // validationES31_autogen.h: // Validation functions for the OpenGL ES 3.1 entry points. #ifndef LIBANGLE_VALIDATION_ES31_AUTOGEN_H_ #define LIBANGLE_VALIDATION_ES31_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateActiveShaderProgram(const Context *context, ProgramPipelineID pipelinePacked, ShaderProgramID programPacked); bool ValidateBindImageTexture(const Context *context, GLuint unit, TextureID texturePacked, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); bool ValidateBindProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked); bool ValidateBindVertexBuffer(const Context *context, GLuint bindingindex, BufferID bufferPacked, GLintptr offset, GLsizei stride); bool ValidateCreateShaderProgramv(const Context *context, ShaderType typePacked, GLsizei count, const GLchar *const *strings); bool ValidateDeleteProgramPipelines(const Context *context, GLsizei n, const ProgramPipelineID *pipelinesPacked); bool ValidateDispatchCompute(const Context *context, GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); bool ValidateDispatchComputeIndirect(const Context *context, GLintptr indirect); bool ValidateDrawArraysIndirect(const Context *context, PrimitiveMode modePacked, const void *indirect); bool ValidateDrawElementsIndirect(const Context *context, PrimitiveMode modePacked, DrawElementsType typePacked, const void *indirect); bool ValidateFramebufferParameteri(const Context *context, GLenum target, GLenum pname, GLint param); bool ValidateGenProgramPipelines(const Context *context, GLsizei n, const ProgramPipelineID *pipelinesPacked); bool ValidateGetBooleani_v(const Context *context, GLenum target, GLuint index, const GLboolean *data); bool ValidateGetFramebufferParameteriv(const Context *context, GLenum target, GLenum pname, const GLint *params); bool ValidateGetMultisamplefv(const Context *context, GLenum pname, GLuint index, const GLfloat *val); bool ValidateGetProgramInterfaceiv(const Context *context, ShaderProgramID programPacked, GLenum programInterface, GLenum pname, const GLint *params); bool ValidateGetProgramPipelineInfoLog(const Context *context, ProgramPipelineID pipelinePacked, GLsizei bufSize, const GLsizei *length, const GLchar *infoLog); bool ValidateGetProgramPipelineiv(const Context *context, ProgramPipelineID pipelinePacked, GLenum pname, const GLint *params); bool ValidateGetProgramResourceIndex(const Context *context, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name); bool ValidateGetProgramResourceLocation(const Context *context, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name); bool ValidateGetProgramResourceName(const Context *context, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei bufSize, const GLsizei *length, const GLchar *name); bool ValidateGetProgramResourceiv(const Context *context, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, const GLsizei *length, const GLint *params); bool ValidateGetTexLevelParameterfv(const Context *context, TextureTarget targetPacked, GLint level, GLenum pname, const GLfloat *params); bool ValidateGetTexLevelParameteriv(const Context *context, TextureTarget targetPacked, GLint level, GLenum pname, const GLint *params); bool ValidateIsProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked); bool ValidateMemoryBarrier(const Context *context, GLbitfield barriers); bool ValidateMemoryBarrierByRegion(const Context *context, GLbitfield barriers); bool ValidateProgramUniform1f(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLfloat v0); bool ValidateProgramUniform1fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value); bool ValidateProgramUniform1i(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0); bool ValidateProgramUniform1iv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value); bool ValidateProgramUniform1ui(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint v0); bool ValidateProgramUniform1uiv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value); bool ValidateProgramUniform2f(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLfloat v0, GLfloat v1); bool ValidateProgramUniform2fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value); bool ValidateProgramUniform2i(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, GLint v1); bool ValidateProgramUniform2iv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value); bool ValidateProgramUniform2ui(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint v0, GLuint v1); bool ValidateProgramUniform2uiv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value); bool ValidateProgramUniform3f(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2); bool ValidateProgramUniform3fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value); bool ValidateProgramUniform3i(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, GLint v1, GLint v2); bool ValidateProgramUniform3iv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value); bool ValidateProgramUniform3ui(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2); bool ValidateProgramUniform3uiv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value); bool ValidateProgramUniform4f(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); bool ValidateProgramUniform4fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value); bool ValidateProgramUniform4i(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, GLint v1, GLint v2, GLint v3); bool ValidateProgramUniform4iv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value); bool ValidateProgramUniform4ui(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3); bool ValidateProgramUniform4uiv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value); bool ValidateProgramUniformMatrix2fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateProgramUniformMatrix2x3fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateProgramUniformMatrix2x4fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateProgramUniformMatrix3fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateProgramUniformMatrix3x2fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateProgramUniformMatrix3x4fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateProgramUniformMatrix4fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateProgramUniformMatrix4x2fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateProgramUniformMatrix4x3fv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateSampleMaski(const Context *context, GLuint maskNumber, GLbitfield mask); bool ValidateTexStorage2DMultisample(const Context *context, TextureType targetPacked, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); bool ValidateUseProgramStages(const Context *context, ProgramPipelineID pipelinePacked, GLbitfield stages, ShaderProgramID programPacked); bool ValidateValidateProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked); bool ValidateVertexAttribBinding(const Context *context, GLuint attribindex, GLuint bindingindex); bool ValidateVertexAttribFormat(const Context *context, GLuint attribindex, GLint size, VertexAttribType typePacked, GLboolean normalized, GLuint relativeoffset); bool ValidateVertexAttribIFormat(const Context *context, GLuint attribindex, GLint size, VertexAttribType typePacked, GLuint relativeoffset); bool ValidateVertexBindingDivisor(const Context *context, GLuint bindingindex, GLuint divisor); } // namespace gl #endif // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_