// 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. // // validationGL41_autogen.h: // Validation functions for the OpenGL 4.1 entry points. #ifndef LIBANGLE_VALIDATION_GL41_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL41_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateDepthRangeArrayv(const Context *context, GLuint first, GLsizei count, const GLdouble *v); bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f); bool ValidateGetDoublei_v(const Context *context, GLenum target, GLuint index, const GLdouble *data); bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data); bool ValidateGetVertexAttribLdv(const Context *context, GLuint index, GLenum pname, const GLdouble *params); bool ValidateProgramUniform1d(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0); bool ValidateProgramUniform1dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateProgramUniform2d(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1); bool ValidateProgramUniform2dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateProgramUniform3d(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1, GLdouble v2); bool ValidateProgramUniform3dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateProgramUniform4d(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); bool ValidateProgramUniform4dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateProgramUniformMatrix2dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix2x3dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix2x4dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix3dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix3x2dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix3x4dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix4dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix4x2dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix4x3dv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v); bool ValidateScissorIndexed(const Context *context, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v); bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x); bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v); bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y); bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v); bool ValidateVertexAttribL3d(const Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z); bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v); bool ValidateVertexAttribL4d(const Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v); bool ValidateVertexAttribLPointer(const Context *context, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v); bool ValidateViewportIndexedf(const Context *context, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v); } // namespace gl #endif // LIBANGLE_VALIDATION_GL41_AUTOGEN_H_