// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.xml and wgl.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. // // validationGL33_autogen.h: // Validation functions for the OpenGL 3.3 entry points. #ifndef LIBANGLE_VALIDATION_GL33_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL33_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateBindFragDataLocationIndexed(const Context *context, ShaderProgramID programPacked, GLuint colorNumber, GLuint index, const GLchar *name); bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color); bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color); bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color); bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color); bool ValidateGetFragDataIndex(const Context *context, ShaderProgramID programPacked, const GLchar *name); bool ValidateGetQueryObjecti64v(const Context *context, QueryID idPacked, GLenum pname, const GLint64 *params); bool ValidateGetQueryObjectui64v(const Context *context, QueryID idPacked, GLenum pname, const GLuint64 *params); bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords); bool ValidateMultiTexCoordP1uiv(const Context *context, GLenum texture, GLenum type, const GLuint *coords); bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords); bool ValidateMultiTexCoordP2uiv(const Context *context, GLenum texture, GLenum type, const GLuint *coords); bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords); bool ValidateMultiTexCoordP3uiv(const Context *context, GLenum texture, GLenum type, const GLuint *coords); bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords); bool ValidateMultiTexCoordP4uiv(const Context *context, GLenum texture, GLenum type, const GLuint *coords); bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords); bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords); bool ValidateQueryCounter(const Context *context, QueryID idPacked, QueryType targetPacked); bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color); bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color); bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords); bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords); bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords); bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords); bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords); bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords); bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords); bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords); bool ValidateVertexAttribP1ui(const Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value); bool ValidateVertexAttribP1uiv(const Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); bool ValidateVertexAttribP2ui(const Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value); bool ValidateVertexAttribP2uiv(const Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); bool ValidateVertexAttribP3ui(const Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value); bool ValidateVertexAttribP3uiv(const Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); bool ValidateVertexAttribP4ui(const Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value); bool ValidateVertexAttribP4uiv(const Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value); bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value); bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value); bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value); bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value); bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value); } // namespace gl #endif // LIBANGLE_VALIDATION_GL33_AUTOGEN_H_