// 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. // // validationGL3_autogen.h: // Validation functions for the OpenGL 3.0 entry points. #ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateBeginConditionalRender(const Context *context, GLuint id, GLenum mode); bool ValidateBindFragDataLocation(const Context *context, ShaderProgramID programPacked, GLuint color, const GLchar *name); bool ValidateClampColor(const Context *context, GLenum target, GLenum clamp); bool ValidateEndConditionalRender(const Context *context); bool ValidateFramebufferTexture1D(const Context *context, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texturePacked, GLint level); bool ValidateFramebufferTexture3D(const Context *context, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texturePacked, GLint level, GLint zoffset); bool ValidateVertexAttribI1i(const Context *context, GLuint index, GLint x); bool ValidateVertexAttribI1iv(const Context *context, GLuint index, const GLint *v); bool ValidateVertexAttribI1ui(const Context *context, GLuint index, GLuint x); bool ValidateVertexAttribI1uiv(const Context *context, GLuint index, const GLuint *v); bool ValidateVertexAttribI2i(const Context *context, GLuint index, GLint x, GLint y); bool ValidateVertexAttribI2iv(const Context *context, GLuint index, const GLint *v); bool ValidateVertexAttribI2ui(const Context *context, GLuint index, GLuint x, GLuint y); bool ValidateVertexAttribI2uiv(const Context *context, GLuint index, const GLuint *v); bool ValidateVertexAttribI3i(const Context *context, GLuint index, GLint x, GLint y, GLint z); bool ValidateVertexAttribI3iv(const Context *context, GLuint index, const GLint *v); bool ValidateVertexAttribI3ui(const Context *context, GLuint index, GLuint x, GLuint y, GLuint z); bool ValidateVertexAttribI3uiv(const Context *context, GLuint index, const GLuint *v); bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte *v); bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v); bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v); bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v); } // namespace gl #endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_