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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 2020 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 // validationGL41_autogen.h:
9 //   Validation functions for the OpenGL 4.1 entry points.
10 
11 #ifndef LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
12 #define LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
13 
14 #include "common/PackedEnums.h"
15 
16 namespace gl
17 {
18 class Context;
19 
20 bool ValidateDepthRangeArrayv(const Context *context,
21                               GLuint first,
22                               GLsizei count,
23                               const GLdouble *v);
24 bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f);
25 bool ValidateGetDoublei_v(const Context *context,
26                           GLenum target,
27                           GLuint index,
28                           const GLdouble *data);
29 bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data);
30 bool ValidateGetVertexAttribLdv(const Context *context,
31                                 GLuint index,
32                                 GLenum pname,
33                                 const GLdouble *params);
34 bool ValidateProgramUniform1d(const Context *context,
35                               ShaderProgramID programPacked,
36                               UniformLocation locationPacked,
37                               GLdouble v0);
38 bool ValidateProgramUniform1dv(const Context *context,
39                                ShaderProgramID programPacked,
40                                UniformLocation locationPacked,
41                                GLsizei count,
42                                const GLdouble *value);
43 bool ValidateProgramUniform2d(const Context *context,
44                               ShaderProgramID programPacked,
45                               UniformLocation locationPacked,
46                               GLdouble v0,
47                               GLdouble v1);
48 bool ValidateProgramUniform2dv(const Context *context,
49                                ShaderProgramID programPacked,
50                                UniformLocation locationPacked,
51                                GLsizei count,
52                                const GLdouble *value);
53 bool ValidateProgramUniform3d(const Context *context,
54                               ShaderProgramID programPacked,
55                               UniformLocation locationPacked,
56                               GLdouble v0,
57                               GLdouble v1,
58                               GLdouble v2);
59 bool ValidateProgramUniform3dv(const Context *context,
60                                ShaderProgramID programPacked,
61                                UniformLocation locationPacked,
62                                GLsizei count,
63                                const GLdouble *value);
64 bool ValidateProgramUniform4d(const Context *context,
65                               ShaderProgramID programPacked,
66                               UniformLocation locationPacked,
67                               GLdouble v0,
68                               GLdouble v1,
69                               GLdouble v2,
70                               GLdouble v3);
71 bool ValidateProgramUniform4dv(const Context *context,
72                                ShaderProgramID programPacked,
73                                UniformLocation locationPacked,
74                                GLsizei count,
75                                const GLdouble *value);
76 bool ValidateProgramUniformMatrix2dv(const Context *context,
77                                      ShaderProgramID programPacked,
78                                      UniformLocation locationPacked,
79                                      GLsizei count,
80                                      GLboolean transpose,
81                                      const GLdouble *value);
82 bool ValidateProgramUniformMatrix2x3dv(const Context *context,
83                                        ShaderProgramID programPacked,
84                                        UniformLocation locationPacked,
85                                        GLsizei count,
86                                        GLboolean transpose,
87                                        const GLdouble *value);
88 bool ValidateProgramUniformMatrix2x4dv(const Context *context,
89                                        ShaderProgramID programPacked,
90                                        UniformLocation locationPacked,
91                                        GLsizei count,
92                                        GLboolean transpose,
93                                        const GLdouble *value);
94 bool ValidateProgramUniformMatrix3dv(const Context *context,
95                                      ShaderProgramID programPacked,
96                                      UniformLocation locationPacked,
97                                      GLsizei count,
98                                      GLboolean transpose,
99                                      const GLdouble *value);
100 bool ValidateProgramUniformMatrix3x2dv(const Context *context,
101                                        ShaderProgramID programPacked,
102                                        UniformLocation locationPacked,
103                                        GLsizei count,
104                                        GLboolean transpose,
105                                        const GLdouble *value);
106 bool ValidateProgramUniformMatrix3x4dv(const Context *context,
107                                        ShaderProgramID programPacked,
108                                        UniformLocation locationPacked,
109                                        GLsizei count,
110                                        GLboolean transpose,
111                                        const GLdouble *value);
112 bool ValidateProgramUniformMatrix4dv(const Context *context,
113                                      ShaderProgramID programPacked,
114                                      UniformLocation locationPacked,
115                                      GLsizei count,
116                                      GLboolean transpose,
117                                      const GLdouble *value);
118 bool ValidateProgramUniformMatrix4x2dv(const Context *context,
119                                        ShaderProgramID programPacked,
120                                        UniformLocation locationPacked,
121                                        GLsizei count,
122                                        GLboolean transpose,
123                                        const GLdouble *value);
124 bool ValidateProgramUniformMatrix4x3dv(const Context *context,
125                                        ShaderProgramID programPacked,
126                                        UniformLocation locationPacked,
127                                        GLsizei count,
128                                        GLboolean transpose,
129                                        const GLdouble *value);
130 bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v);
131 bool ValidateScissorIndexed(const Context *context,
132                             GLuint index,
133                             GLint left,
134                             GLint bottom,
135                             GLsizei width,
136                             GLsizei height);
137 bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v);
138 bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x);
139 bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v);
140 bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y);
141 bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v);
142 bool ValidateVertexAttribL3d(const Context *context,
143                              GLuint index,
144                              GLdouble x,
145                              GLdouble y,
146                              GLdouble z);
147 bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v);
148 bool ValidateVertexAttribL4d(const Context *context,
149                              GLuint index,
150                              GLdouble x,
151                              GLdouble y,
152                              GLdouble z,
153                              GLdouble w);
154 bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v);
155 bool ValidateVertexAttribLPointer(const Context *context,
156                                   GLuint index,
157                                   GLint size,
158                                   GLenum type,
159                                   GLsizei stride,
160                                   const void *pointer);
161 bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v);
162 bool ValidateViewportIndexedf(const Context *context,
163                               GLuint index,
164                               GLfloat x,
165                               GLfloat y,
166                               GLfloat w,
167                               GLfloat h);
168 bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v);
169 }  // namespace gl
170 
171 #endif  // LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
172