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 // validationGL4_autogen.h: 9 // Validation functions for the OpenGL 4.0 entry points. 10 11 #ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ 12 #define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ 13 14 #include "common/PackedEnums.h" 15 16 namespace gl 17 { 18 class Context; 19 20 bool ValidateBeginQueryIndexed(const Context *context, 21 GLenum target, 22 GLuint index, 23 QueryID idPacked); 24 bool ValidateDrawTransformFeedback(const Context *context, 25 GLenum mode, 26 TransformFeedbackID idPacked); 27 bool ValidateDrawTransformFeedbackStream(const Context *context, 28 GLenum mode, 29 TransformFeedbackID idPacked, 30 GLuint stream); 31 bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index); 32 bool ValidateGetActiveSubroutineName(const Context *context, 33 ShaderProgramID programPacked, 34 GLenum shadertype, 35 GLuint index, 36 GLsizei bufsize, 37 const GLsizei *length, 38 const GLchar *name); 39 bool ValidateGetActiveSubroutineUniformName(const Context *context, 40 ShaderProgramID programPacked, 41 GLenum shadertype, 42 GLuint index, 43 GLsizei bufsize, 44 const GLsizei *length, 45 const GLchar *name); 46 bool ValidateGetActiveSubroutineUniformiv(const Context *context, 47 ShaderProgramID programPacked, 48 GLenum shadertype, 49 GLuint index, 50 GLenum pname, 51 const GLint *values); 52 bool ValidateGetProgramStageiv(const Context *context, 53 ShaderProgramID programPacked, 54 GLenum shadertype, 55 GLenum pname, 56 const GLint *values); 57 bool ValidateGetQueryIndexediv(const Context *context, 58 GLenum target, 59 GLuint index, 60 GLenum pname, 61 const GLint *params); 62 bool ValidateGetSubroutineIndex(const Context *context, 63 ShaderProgramID programPacked, 64 GLenum shadertype, 65 const GLchar *name); 66 bool ValidateGetSubroutineUniformLocation(const Context *context, 67 ShaderProgramID programPacked, 68 GLenum shadertype, 69 const GLchar *name); 70 bool ValidateGetUniformSubroutineuiv(const Context *context, 71 GLenum shadertype, 72 GLint location, 73 const GLuint *params); 74 bool ValidateGetUniformdv(const Context *context, 75 ShaderProgramID programPacked, 76 UniformLocation locationPacked, 77 const GLdouble *params); 78 bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values); 79 bool ValidateUniform1d(const Context *context, UniformLocation locationPacked, GLdouble x); 80 bool ValidateUniform1dv(const Context *context, 81 UniformLocation locationPacked, 82 GLsizei count, 83 const GLdouble *value); 84 bool ValidateUniform2d(const Context *context, 85 UniformLocation locationPacked, 86 GLdouble x, 87 GLdouble y); 88 bool ValidateUniform2dv(const Context *context, 89 UniformLocation locationPacked, 90 GLsizei count, 91 const GLdouble *value); 92 bool ValidateUniform3d(const Context *context, 93 UniformLocation locationPacked, 94 GLdouble x, 95 GLdouble y, 96 GLdouble z); 97 bool ValidateUniform3dv(const Context *context, 98 UniformLocation locationPacked, 99 GLsizei count, 100 const GLdouble *value); 101 bool ValidateUniform4d(const Context *context, 102 UniformLocation locationPacked, 103 GLdouble x, 104 GLdouble y, 105 GLdouble z, 106 GLdouble w); 107 bool ValidateUniform4dv(const Context *context, 108 UniformLocation locationPacked, 109 GLsizei count, 110 const GLdouble *value); 111 bool ValidateUniformMatrix2dv(const Context *context, 112 UniformLocation locationPacked, 113 GLsizei count, 114 GLboolean transpose, 115 const GLdouble *value); 116 bool ValidateUniformMatrix2x3dv(const Context *context, 117 UniformLocation locationPacked, 118 GLsizei count, 119 GLboolean transpose, 120 const GLdouble *value); 121 bool ValidateUniformMatrix2x4dv(const Context *context, 122 UniformLocation locationPacked, 123 GLsizei count, 124 GLboolean transpose, 125 const GLdouble *value); 126 bool ValidateUniformMatrix3dv(const Context *context, 127 UniformLocation locationPacked, 128 GLsizei count, 129 GLboolean transpose, 130 const GLdouble *value); 131 bool ValidateUniformMatrix3x2dv(const Context *context, 132 UniformLocation locationPacked, 133 GLsizei count, 134 GLboolean transpose, 135 const GLdouble *value); 136 bool ValidateUniformMatrix3x4dv(const Context *context, 137 UniformLocation locationPacked, 138 GLsizei count, 139 GLboolean transpose, 140 const GLdouble *value); 141 bool ValidateUniformMatrix4dv(const Context *context, 142 UniformLocation locationPacked, 143 GLsizei count, 144 GLboolean transpose, 145 const GLdouble *value); 146 bool ValidateUniformMatrix4x2dv(const Context *context, 147 UniformLocation locationPacked, 148 GLsizei count, 149 GLboolean transpose, 150 const GLdouble *value); 151 bool ValidateUniformMatrix4x3dv(const Context *context, 152 UniformLocation locationPacked, 153 GLsizei count, 154 GLboolean transpose, 155 const GLdouble *value); 156 bool ValidateUniformSubroutinesuiv(const Context *context, 157 GLenum shadertype, 158 GLsizei count, 159 const GLuint *indices); 160 } // namespace gl 161 162 #endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ 163