diff options
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationES31_autogen.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationES31_autogen.h | 415 |
1 files changed, 415 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationES31_autogen.h b/gfx/angle/checkout/src/libANGLE/validationES31_autogen.h new file mode 100644 index 0000000000..3e2adb50d0 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationES31_autogen.h @@ -0,0 +1,415 @@ +// 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" +#include "common/entry_points_enum_autogen.h" + +namespace gl +{ +class Context; + +bool ValidateActiveShaderProgram(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked, + ShaderProgramID programPacked); +bool ValidateBindImageTexture(const Context *context, + angle::EntryPoint entryPoint, + GLuint unit, + TextureID texturePacked, + GLint level, + GLboolean layered, + GLint layer, + GLenum access, + GLenum format); +bool ValidateBindProgramPipeline(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked); +bool ValidateBindVertexBuffer(const Context *context, + angle::EntryPoint entryPoint, + GLuint bindingindex, + BufferID bufferPacked, + GLintptr offset, + GLsizei stride); +bool ValidateCreateShaderProgramv(const Context *context, + angle::EntryPoint entryPoint, + ShaderType typePacked, + GLsizei count, + const GLchar *const *strings); +bool ValidateDeleteProgramPipelines(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const ProgramPipelineID *pipelinesPacked); +bool ValidateDispatchCompute(const Context *context, + angle::EntryPoint entryPoint, + GLuint num_groups_x, + GLuint num_groups_y, + GLuint num_groups_z); +bool ValidateDispatchComputeIndirect(const Context *context, + angle::EntryPoint entryPoint, + GLintptr indirect); +bool ValidateDrawArraysIndirect(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode modePacked, + const void *indirect); +bool ValidateDrawElementsIndirect(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode modePacked, + DrawElementsType typePacked, + const void *indirect); +bool ValidateFramebufferParameteri(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum pname, + GLint param); +bool ValidateGenProgramPipelines(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const ProgramPipelineID *pipelinesPacked); +bool ValidateGetBooleani_v(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLuint index, + const GLboolean *data); +bool ValidateGetFramebufferParameteriv(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum pname, + const GLint *params); +bool ValidateGetMultisamplefv(const Context *context, + angle::EntryPoint entryPoint, + GLenum pname, + GLuint index, + const GLfloat *val); +bool ValidateGetProgramInterfaceiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLenum programInterface, + GLenum pname, + const GLint *params); +bool ValidateGetProgramPipelineInfoLog(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked, + GLsizei bufSize, + const GLsizei *length, + const GLchar *infoLog); +bool ValidateGetProgramPipelineiv(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked, + GLenum pname, + const GLint *params); +bool ValidateGetProgramResourceIndex(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLenum programInterface, + const GLchar *name); +bool ValidateGetProgramResourceLocation(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLenum programInterface, + const GLchar *name); +bool ValidateGetProgramResourceName(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLenum programInterface, + GLuint index, + GLsizei bufSize, + const GLsizei *length, + const GLchar *name); +bool ValidateGetProgramResourceiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + GLenum programInterface, + GLuint index, + GLsizei propCount, + const GLenum *props, + GLsizei count, + const GLsizei *length, + const GLint *params); +bool ValidateGetTexLevelParameterfv(const Context *context, + angle::EntryPoint entryPoint, + TextureTarget targetPacked, + GLint level, + GLenum pname, + const GLfloat *params); +bool ValidateGetTexLevelParameteriv(const Context *context, + angle::EntryPoint entryPoint, + TextureTarget targetPacked, + GLint level, + GLenum pname, + const GLint *params); +bool ValidateIsProgramPipeline(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked); +bool ValidateMemoryBarrier(const Context *context, + angle::EntryPoint entryPoint, + GLbitfield barriers); +bool ValidateMemoryBarrierByRegion(const Context *context, + angle::EntryPoint entryPoint, + GLbitfield barriers); +bool ValidateProgramUniform1f(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLfloat v0); +bool ValidateProgramUniform1fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform1i(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLint v0); +bool ValidateProgramUniform1iv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform1ui(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLuint v0); +bool ValidateProgramUniform1uiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform2f(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1); +bool ValidateProgramUniform2fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform2i(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLint v0, + GLint v1); +bool ValidateProgramUniform2iv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform2ui(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLuint v0, + GLuint v1); +bool ValidateProgramUniform2uiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform3f(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1, + GLfloat v2); +bool ValidateProgramUniform3fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform3i(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLint v0, + GLint v1, + GLint v2); +bool ValidateProgramUniform3iv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform3ui(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLuint v0, + GLuint v1, + GLuint v2); +bool ValidateProgramUniform3uiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform4f(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLfloat v0, + GLfloat v1, + GLfloat v2, + GLfloat v3); +bool ValidateProgramUniform4fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform4i(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLint v0, + GLint v1, + GLint v2, + GLint v3); +bool ValidateProgramUniform4iv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform4ui(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLuint v0, + GLuint v1, + GLuint v2, + GLuint v3); +bool ValidateProgramUniform4uiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniformMatrix2fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix2x3fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix2x4fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3x2fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3x4fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4x2fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4x3fv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID programPacked, + UniformLocation locationPacked, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateSampleMaski(const Context *context, + angle::EntryPoint entryPoint, + GLuint maskNumber, + GLbitfield mask); +bool ValidateTexStorage2DMultisample(const Context *context, + angle::EntryPoint entryPoint, + TextureType targetPacked, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLboolean fixedsamplelocations); +bool ValidateUseProgramStages(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked, + GLbitfield stages, + ShaderProgramID programPacked); +bool ValidateValidateProgramPipeline(const Context *context, + angle::EntryPoint entryPoint, + ProgramPipelineID pipelinePacked); +bool ValidateVertexAttribBinding(const Context *context, + angle::EntryPoint entryPoint, + GLuint attribindex, + GLuint bindingindex); +bool ValidateVertexAttribFormat(const Context *context, + angle::EntryPoint entryPoint, + GLuint attribindex, + GLint size, + VertexAttribType typePacked, + GLboolean normalized, + GLuint relativeoffset); +bool ValidateVertexAttribIFormat(const Context *context, + angle::EntryPoint entryPoint, + GLuint attribindex, + GLint size, + VertexAttribType typePacked, + GLuint relativeoffset); +bool ValidateVertexBindingDivisor(const Context *context, + angle::EntryPoint entryPoint, + GLuint bindingindex, + GLuint divisor); +} // namespace gl + +#endif // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_ |