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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationES31.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationES31.h | 300 |
1 files changed, 300 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationES31.h b/gfx/angle/checkout/src/libANGLE/validationES31.h new file mode 100644 index 0000000000..c41cedf0da --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationES31.h @@ -0,0 +1,300 @@ +// +// Copyright 2018 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.h: +// Inlined validation functions for OpenGL ES 3.1 entry points. + +#ifndef LIBANGLE_VALIDATION_ES31_H_ +#define LIBANGLE_VALIDATION_ES31_H_ + +#include "libANGLE/ErrorStrings.h" +#include "libANGLE/validationES31_autogen.h" + +namespace gl +{ + +bool ValidateTexBufferBase(const Context *context, + angle::EntryPoint entryPoint, + TextureType target, + GLenum internalformat, + BufferID bufferPacked); +bool ValidateTexBufferRangeBase(const Context *context, + angle::EntryPoint entryPoint, + TextureType target, + GLenum internalformat, + BufferID bufferPacked, + GLintptr offset, + GLsizeiptr size); + +// GL_EXT_multi_draw_indirect +bool ValidateMultiDrawIndirectBase(const Context *context, + angle::EntryPoint entryPoint, + GLsizei drawcount, + GLsizei stride); + +// GL_EXT_separate_shader_objects +bool ValidateActiveShaderProgramBase(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked, + ShaderProgramID programPacked); +bool ValidateBindProgramPipelineBase(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked); +bool ValidateCreateShaderProgramvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderType typePacked, + GLsizei count, + const GLchar **strings); +bool ValidateDeleteProgramPipelinesBase(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const ProgramPipelineID *pipelinesPacked); +bool ValidateGenProgramPipelinesBase(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const ProgramPipelineID *pipelinesPacked); +bool ValidateGetProgramPipelineInfoLogBase(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked, + GLsizei bufSize, + const GLsizei *length, + const GLchar *infoLog); +bool ValidateGetProgramPipelineivBase(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked, + GLenum pname, + const GLint *params); +bool ValidateIsProgramPipelineBase(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked); +bool ValidateProgramParameteriBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLenum pname, + GLint value); +bool ValidateProgramUniform1fBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLfloat v0); +bool ValidateProgramUniform1fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform1iBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLint v0); +bool ValidateProgramUniform1ivBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform1uiBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLuint v0); +bool ValidateProgramUniform1uivBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform2fBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1); +bool ValidateProgramUniform2fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform2iBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLint v0, + GLint v1); +bool ValidateProgramUniform2ivBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform2uiBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLuint v0, + GLuint v1); +bool ValidateProgramUniform2uivBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform3fBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1, + GLfloat v2); +bool ValidateProgramUniform3fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform3iBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLint v0, + GLint v1, + GLint v2); +bool ValidateProgramUniform3ivBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform3uiBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLuint v0, + GLuint v1, + GLuint v2); +bool ValidateProgramUniform3uivBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform4fBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1, + GLfloat v2, + GLfloat v3); +bool ValidateProgramUniform4fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform4iBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLint v0, + GLint v1, + GLint v2, + GLint v3); +bool ValidateProgramUniform4ivBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform4uiBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLuint v0, + GLuint v1, + GLuint v2, + GLuint v3); +bool ValidateProgramUniform4uivBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniformMatrix2fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix2x3fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix2x4fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3x2fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3x4fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4x2fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4x3fvBase(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateUseProgramStagesBase(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked, + GLbitfield stages, + ShaderProgramID programPacked); +bool ValidateValidateProgramPipelineBase(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked); +} // namespace gl + +#endif // LIBANGLE_VALIDATION_ES31_H_ |