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1 // GENERATED FILE - DO NOT EDIT.
2 // Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
3 //
4 // Copyright 2019 The ANGLE Project Authors. All rights reserved.
5 // Use of this source code is governed by a BSD-style license that can be
6 // found in the LICENSE file.
7 //
8 // validationGL3_autogen.h:
9 //   Validation functions for the OpenGL 3.0 entry points.
10 
11 #ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
12 #define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
13 
14 #include "common/PackedEnums.h"
15 
16 namespace gl
17 {
18 class Context;
19 
20 bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode);
21 bool ValidateBindFragDataLocation(Context *context,
22                                   GLuint program,
23                                   GLuint color,
24                                   const GLchar *name);
25 bool ValidateClampColor(Context *context, GLenum target, GLenum clamp);
26 bool ValidateColorMaski(Context *context,
27                         GLuint index,
28                         GLboolean r,
29                         GLboolean g,
30                         GLboolean b,
31                         GLboolean a);
32 bool ValidateDisablei(Context *context, GLenum target, GLuint index);
33 bool ValidateEnablei(Context *context, GLenum target, GLuint index);
34 bool ValidateEndConditionalRender(Context *context);
35 bool ValidateFramebufferTexture1D(Context *context,
36                                   GLenum target,
37                                   GLenum attachment,
38                                   TextureTarget textargetPacked,
39                                   TextureID texturePacked,
40                                   GLint level);
41 bool ValidateFramebufferTexture3D(Context *context,
42                                   GLenum target,
43                                   GLenum attachment,
44                                   TextureTarget textargetPacked,
45                                   TextureID texturePacked,
46                                   GLint level,
47                                   GLint zoffset);
48 bool ValidateGetTexParameterIiv(Context *context,
49                                 TextureType targetPacked,
50                                 GLenum pname,
51                                 GLint *params);
52 bool ValidateGetTexParameterIuiv(Context *context,
53                                  TextureType targetPacked,
54                                  GLenum pname,
55                                  GLuint *params);
56 bool ValidateIsEnabledi(Context *context, GLenum target, GLuint index);
57 bool ValidateTexParameterIiv(Context *context,
58                              TextureType targetPacked,
59                              GLenum pname,
60                              const GLint *params);
61 bool ValidateTexParameterIuiv(Context *context,
62                               TextureType targetPacked,
63                               GLenum pname,
64                               const GLuint *params);
65 bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x);
66 bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v);
67 bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x);
68 bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v);
69 bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y);
70 bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v);
71 bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y);
72 bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v);
73 bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z);
74 bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v);
75 bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z);
76 bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v);
77 bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v);
78 bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v);
79 bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v);
80 bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v);
81 }  // namespace gl
82 
83 #endif  // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
84