1 // GENERATED FILE - DO NOT EDIT. 2 // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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 // validationES2_autogen.h: 9 // Validation functions for the OpenGL ES 2.0 entry points. 10 11 #ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ 12 #define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ 13 14 #include "common/PackedEnums.h" 15 16 namespace gl 17 { 18 class Context; 19 20 bool ValidateActiveTexture(Context *context, GLenum texture); 21 bool ValidateAttachShader(Context *context, GLuint program, GLuint shader); 22 bool ValidateBindAttribLocation(Context *context, GLuint program, GLuint index, const GLchar *name); 23 bool ValidateBindBuffer(Context *context, BufferBinding targetPacked, BufferID bufferPacked); 24 bool ValidateBindFramebuffer(Context *context, GLenum target, GLuint framebuffer); 25 bool ValidateBindRenderbuffer(Context *context, GLenum target, RenderbufferID renderbufferPacked); 26 bool ValidateBindTexture(Context *context, TextureType targetPacked, TextureID texturePacked); 27 bool ValidateBlendColor(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); 28 bool ValidateBlendEquation(Context *context, GLenum mode); 29 bool ValidateBlendEquationSeparate(Context *context, GLenum modeRGB, GLenum modeAlpha); 30 bool ValidateBlendFunc(Context *context, GLenum sfactor, GLenum dfactor); 31 bool ValidateBlendFuncSeparate(Context *context, 32 GLenum sfactorRGB, 33 GLenum dfactorRGB, 34 GLenum sfactorAlpha, 35 GLenum dfactorAlpha); 36 bool ValidateBufferData(Context *context, 37 BufferBinding targetPacked, 38 GLsizeiptr size, 39 const void *data, 40 BufferUsage usagePacked); 41 bool ValidateBufferSubData(Context *context, 42 BufferBinding targetPacked, 43 GLintptr offset, 44 GLsizeiptr size, 45 const void *data); 46 bool ValidateCheckFramebufferStatus(Context *context, GLenum target); 47 bool ValidateClear(Context *context, GLbitfield mask); 48 bool ValidateClearColor(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); 49 bool ValidateClearDepthf(Context *context, GLfloat d); 50 bool ValidateClearStencil(Context *context, GLint s); 51 bool ValidateColorMask(Context *context, 52 GLboolean red, 53 GLboolean green, 54 GLboolean blue, 55 GLboolean alpha); 56 bool ValidateCompileShader(Context *context, GLuint shader); 57 bool ValidateCompressedTexImage2D(Context *context, 58 TextureTarget targetPacked, 59 GLint level, 60 GLenum internalformat, 61 GLsizei width, 62 GLsizei height, 63 GLint border, 64 GLsizei imageSize, 65 const void *data); 66 bool ValidateCompressedTexSubImage2D(Context *context, 67 TextureTarget targetPacked, 68 GLint level, 69 GLint xoffset, 70 GLint yoffset, 71 GLsizei width, 72 GLsizei height, 73 GLenum format, 74 GLsizei imageSize, 75 const void *data); 76 bool ValidateCopyTexImage2D(Context *context, 77 TextureTarget targetPacked, 78 GLint level, 79 GLenum internalformat, 80 GLint x, 81 GLint y, 82 GLsizei width, 83 GLsizei height, 84 GLint border); 85 bool ValidateCopyTexSubImage2D(Context *context, 86 TextureTarget targetPacked, 87 GLint level, 88 GLint xoffset, 89 GLint yoffset, 90 GLint x, 91 GLint y, 92 GLsizei width, 93 GLsizei height); 94 bool ValidateCreateProgram(Context *context); 95 bool ValidateCreateShader(Context *context, ShaderType typePacked); 96 bool ValidateCullFace(Context *context, CullFaceMode modePacked); 97 bool ValidateDeleteBuffers(Context *context, GLsizei n, const BufferID *buffersPacked); 98 bool ValidateDeleteFramebuffers(Context *context, GLsizei n, const GLuint *framebuffers); 99 bool ValidateDeleteProgram(Context *context, GLuint program); 100 bool ValidateDeleteRenderbuffers(Context *context, 101 GLsizei n, 102 const RenderbufferID *renderbuffersPacked); 103 bool ValidateDeleteShader(Context *context, GLuint shader); 104 bool ValidateDeleteTextures(Context *context, GLsizei n, const TextureID *texturesPacked); 105 bool ValidateDepthFunc(Context *context, GLenum func); 106 bool ValidateDepthMask(Context *context, GLboolean flag); 107 bool ValidateDepthRangef(Context *context, GLfloat n, GLfloat f); 108 bool ValidateDetachShader(Context *context, GLuint program, GLuint shader); 109 bool ValidateDisable(Context *context, GLenum cap); 110 bool ValidateDisableVertexAttribArray(Context *context, GLuint index); 111 bool ValidateDrawArrays(Context *context, PrimitiveMode modePacked, GLint first, GLsizei count); 112 bool ValidateDrawElements(Context *context, 113 PrimitiveMode modePacked, 114 GLsizei count, 115 DrawElementsType typePacked, 116 const void *indices); 117 bool ValidateEnable(Context *context, GLenum cap); 118 bool ValidateEnableVertexAttribArray(Context *context, GLuint index); 119 bool ValidateFinish(Context *context); 120 bool ValidateFlush(Context *context); 121 bool ValidateFramebufferRenderbuffer(Context *context, 122 GLenum target, 123 GLenum attachment, 124 GLenum renderbuffertarget, 125 RenderbufferID renderbufferPacked); 126 bool ValidateFramebufferTexture2D(Context *context, 127 GLenum target, 128 GLenum attachment, 129 TextureTarget textargetPacked, 130 TextureID texturePacked, 131 GLint level); 132 bool ValidateFrontFace(Context *context, GLenum mode); 133 bool ValidateGenBuffers(Context *context, GLsizei n, BufferID *buffersPacked); 134 bool ValidateGenFramebuffers(Context *context, GLsizei n, GLuint *framebuffers); 135 bool ValidateGenRenderbuffers(Context *context, GLsizei n, RenderbufferID *renderbuffersPacked); 136 bool ValidateGenTextures(Context *context, GLsizei n, TextureID *texturesPacked); 137 bool ValidateGenerateMipmap(Context *context, TextureType targetPacked); 138 bool ValidateGetActiveAttrib(Context *context, 139 GLuint program, 140 GLuint index, 141 GLsizei bufSize, 142 GLsizei *length, 143 GLint *size, 144 GLenum *type, 145 GLchar *name); 146 bool ValidateGetActiveUniform(Context *context, 147 GLuint program, 148 GLuint index, 149 GLsizei bufSize, 150 GLsizei *length, 151 GLint *size, 152 GLenum *type, 153 GLchar *name); 154 bool ValidateGetAttachedShaders(Context *context, 155 GLuint program, 156 GLsizei maxCount, 157 GLsizei *count, 158 GLuint *shaders); 159 bool ValidateGetAttribLocation(Context *context, GLuint program, const GLchar *name); 160 bool ValidateGetBooleanv(Context *context, GLenum pname, GLboolean *data); 161 bool ValidateGetBufferParameteriv(Context *context, 162 BufferBinding targetPacked, 163 GLenum pname, 164 GLint *params); 165 bool ValidateGetError(Context *context); 166 bool ValidateGetFloatv(Context *context, GLenum pname, GLfloat *data); 167 bool ValidateGetFramebufferAttachmentParameteriv(Context *context, 168 GLenum target, 169 GLenum attachment, 170 GLenum pname, 171 GLint *params); 172 bool ValidateGetIntegerv(Context *context, GLenum pname, GLint *data); 173 bool ValidateGetProgramInfoLog(Context *context, 174 GLuint program, 175 GLsizei bufSize, 176 GLsizei *length, 177 GLchar *infoLog); 178 bool ValidateGetProgramiv(Context *context, GLuint program, GLenum pname, GLint *params); 179 bool ValidateGetRenderbufferParameteriv(Context *context, 180 GLenum target, 181 GLenum pname, 182 GLint *params); 183 bool ValidateGetShaderInfoLog(Context *context, 184 GLuint shader, 185 GLsizei bufSize, 186 GLsizei *length, 187 GLchar *infoLog); 188 bool ValidateGetShaderPrecisionFormat(Context *context, 189 GLenum shadertype, 190 GLenum precisiontype, 191 GLint *range, 192 GLint *precision); 193 bool ValidateGetShaderSource(Context *context, 194 GLuint shader, 195 GLsizei bufSize, 196 GLsizei *length, 197 GLchar *source); 198 bool ValidateGetShaderiv(Context *context, GLuint shader, GLenum pname, GLint *params); 199 bool ValidateGetString(Context *context, GLenum name); 200 bool ValidateGetTexParameterfv(Context *context, 201 TextureType targetPacked, 202 GLenum pname, 203 GLfloat *params); 204 bool ValidateGetTexParameteriv(Context *context, 205 TextureType targetPacked, 206 GLenum pname, 207 GLint *params); 208 bool ValidateGetUniformLocation(Context *context, GLuint program, const GLchar *name); 209 bool ValidateGetUniformfv(Context *context, GLuint program, GLint location, GLfloat *params); 210 bool ValidateGetUniformiv(Context *context, GLuint program, GLint location, GLint *params); 211 bool ValidateGetVertexAttribPointerv(Context *context, GLuint index, GLenum pname, void **pointer); 212 bool ValidateGetVertexAttribfv(Context *context, GLuint index, GLenum pname, GLfloat *params); 213 bool ValidateGetVertexAttribiv(Context *context, GLuint index, GLenum pname, GLint *params); 214 bool ValidateHint(Context *context, GLenum target, GLenum mode); 215 bool ValidateIsBuffer(Context *context, BufferID bufferPacked); 216 bool ValidateIsEnabled(Context *context, GLenum cap); 217 bool ValidateIsFramebuffer(Context *context, GLuint framebuffer); 218 bool ValidateIsProgram(Context *context, GLuint program); 219 bool ValidateIsRenderbuffer(Context *context, RenderbufferID renderbufferPacked); 220 bool ValidateIsShader(Context *context, GLuint shader); 221 bool ValidateIsTexture(Context *context, TextureID texturePacked); 222 bool ValidateLineWidth(Context *context, GLfloat width); 223 bool ValidateLinkProgram(Context *context, GLuint program); 224 bool ValidatePixelStorei(Context *context, GLenum pname, GLint param); 225 bool ValidatePolygonOffset(Context *context, GLfloat factor, GLfloat units); 226 bool ValidateReadPixels(Context *context, 227 GLint x, 228 GLint y, 229 GLsizei width, 230 GLsizei height, 231 GLenum format, 232 GLenum type, 233 void *pixels); 234 bool ValidateReleaseShaderCompiler(Context *context); 235 bool ValidateRenderbufferStorage(Context *context, 236 GLenum target, 237 GLenum internalformat, 238 GLsizei width, 239 GLsizei height); 240 bool ValidateSampleCoverage(Context *context, GLfloat value, GLboolean invert); 241 bool ValidateScissor(Context *context, GLint x, GLint y, GLsizei width, GLsizei height); 242 bool ValidateShaderBinary(Context *context, 243 GLsizei count, 244 const GLuint *shaders, 245 GLenum binaryformat, 246 const void *binary, 247 GLsizei length); 248 bool ValidateShaderSource(Context *context, 249 GLuint shader, 250 GLsizei count, 251 const GLchar *const *string, 252 const GLint *length); 253 bool ValidateStencilFunc(Context *context, GLenum func, GLint ref, GLuint mask); 254 bool ValidateStencilFuncSeparate(Context *context, 255 GLenum face, 256 GLenum func, 257 GLint ref, 258 GLuint mask); 259 bool ValidateStencilMask(Context *context, GLuint mask); 260 bool ValidateStencilMaskSeparate(Context *context, GLenum face, GLuint mask); 261 bool ValidateStencilOp(Context *context, GLenum fail, GLenum zfail, GLenum zpass); 262 bool ValidateStencilOpSeparate(Context *context, 263 GLenum face, 264 GLenum sfail, 265 GLenum dpfail, 266 GLenum dppass); 267 bool ValidateTexImage2D(Context *context, 268 TextureTarget targetPacked, 269 GLint level, 270 GLint internalformat, 271 GLsizei width, 272 GLsizei height, 273 GLint border, 274 GLenum format, 275 GLenum type, 276 const void *pixels); 277 bool ValidateTexParameterf(Context *context, TextureType targetPacked, GLenum pname, GLfloat param); 278 bool ValidateTexParameterfv(Context *context, 279 TextureType targetPacked, 280 GLenum pname, 281 const GLfloat *params); 282 bool ValidateTexParameteri(Context *context, TextureType targetPacked, GLenum pname, GLint param); 283 bool ValidateTexParameteriv(Context *context, 284 TextureType targetPacked, 285 GLenum pname, 286 const GLint *params); 287 bool ValidateTexSubImage2D(Context *context, 288 TextureTarget targetPacked, 289 GLint level, 290 GLint xoffset, 291 GLint yoffset, 292 GLsizei width, 293 GLsizei height, 294 GLenum format, 295 GLenum type, 296 const void *pixels); 297 bool ValidateUniform1f(Context *context, GLint location, GLfloat v0); 298 bool ValidateUniform1fv(Context *context, GLint location, GLsizei count, const GLfloat *value); 299 bool ValidateUniform1i(Context *context, GLint location, GLint v0); 300 bool ValidateUniform1iv(Context *context, GLint location, GLsizei count, const GLint *value); 301 bool ValidateUniform2f(Context *context, GLint location, GLfloat v0, GLfloat v1); 302 bool ValidateUniform2fv(Context *context, GLint location, GLsizei count, const GLfloat *value); 303 bool ValidateUniform2i(Context *context, GLint location, GLint v0, GLint v1); 304 bool ValidateUniform2iv(Context *context, GLint location, GLsizei count, const GLint *value); 305 bool ValidateUniform3f(Context *context, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); 306 bool ValidateUniform3fv(Context *context, GLint location, GLsizei count, const GLfloat *value); 307 bool ValidateUniform3i(Context *context, GLint location, GLint v0, GLint v1, GLint v2); 308 bool ValidateUniform3iv(Context *context, GLint location, GLsizei count, const GLint *value); 309 bool ValidateUniform4f(Context *context, 310 GLint location, 311 GLfloat v0, 312 GLfloat v1, 313 GLfloat v2, 314 GLfloat v3); 315 bool ValidateUniform4fv(Context *context, GLint location, GLsizei count, const GLfloat *value); 316 bool ValidateUniform4i(Context *context, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); 317 bool ValidateUniform4iv(Context *context, GLint location, GLsizei count, const GLint *value); 318 bool ValidateUniformMatrix2fv(Context *context, 319 GLint location, 320 GLsizei count, 321 GLboolean transpose, 322 const GLfloat *value); 323 bool ValidateUniformMatrix3fv(Context *context, 324 GLint location, 325 GLsizei count, 326 GLboolean transpose, 327 const GLfloat *value); 328 bool ValidateUniformMatrix4fv(Context *context, 329 GLint location, 330 GLsizei count, 331 GLboolean transpose, 332 const GLfloat *value); 333 bool ValidateUseProgram(Context *context, GLuint program); 334 bool ValidateValidateProgram(Context *context, GLuint program); 335 bool ValidateVertexAttrib1f(Context *context, GLuint index, GLfloat x); 336 bool ValidateVertexAttrib1fv(Context *context, GLuint index, const GLfloat *v); 337 bool ValidateVertexAttrib2f(Context *context, GLuint index, GLfloat x, GLfloat y); 338 bool ValidateVertexAttrib2fv(Context *context, GLuint index, const GLfloat *v); 339 bool ValidateVertexAttrib3f(Context *context, GLuint index, GLfloat x, GLfloat y, GLfloat z); 340 bool ValidateVertexAttrib3fv(Context *context, GLuint index, const GLfloat *v); 341 bool ValidateVertexAttrib4f(Context *context, 342 GLuint index, 343 GLfloat x, 344 GLfloat y, 345 GLfloat z, 346 GLfloat w); 347 bool ValidateVertexAttrib4fv(Context *context, GLuint index, const GLfloat *v); 348 bool ValidateVertexAttribPointer(Context *context, 349 GLuint index, 350 GLint size, 351 VertexAttribType typePacked, 352 GLboolean normalized, 353 GLsizei stride, 354 const void *pointer); 355 bool ValidateViewport(Context *context, GLint x, GLint y, GLsizei width, GLsizei height); 356 } // namespace gl 357 358 #endif // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ 359