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