// 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. // // validationGL4_autogen.h: // Validation functions for the OpenGL 4.0 entry points. #ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateBeginQueryIndexed(const Context *context, GLenum target, GLuint index, QueryID idPacked); bool ValidateDrawTransformFeedback(const Context *context, GLenum mode, TransformFeedbackID idPacked); bool ValidateDrawTransformFeedbackStream(const Context *context, GLenum mode, TransformFeedbackID idPacked, GLuint stream); bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index); bool ValidateGetActiveSubroutineName(const Context *context, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufsize, const GLsizei *length, const GLchar *name); bool ValidateGetActiveSubroutineUniformName(const Context *context, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufsize, const GLsizei *length, const GLchar *name); bool ValidateGetActiveSubroutineUniformiv(const Context *context, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLenum pname, const GLint *values); bool ValidateGetProgramStageiv(const Context *context, ShaderProgramID programPacked, GLenum shadertype, GLenum pname, const GLint *values); bool ValidateGetQueryIndexediv(const Context *context, GLenum target, GLuint index, GLenum pname, const GLint *params); bool ValidateGetSubroutineIndex(const Context *context, ShaderProgramID programPacked, GLenum shadertype, const GLchar *name); bool ValidateGetSubroutineUniformLocation(const Context *context, ShaderProgramID programPacked, GLenum shadertype, const GLchar *name); bool ValidateGetUniformSubroutineuiv(const Context *context, GLenum shadertype, GLint location, const GLuint *params); bool ValidateGetUniformdv(const Context *context, ShaderProgramID programPacked, UniformLocation locationPacked, const GLdouble *params); bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values); bool ValidateUniform1d(const Context *context, UniformLocation locationPacked, GLdouble x); bool ValidateUniform1dv(const Context *context, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateUniform2d(const Context *context, UniformLocation locationPacked, GLdouble x, GLdouble y); bool ValidateUniform2dv(const Context *context, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateUniform3d(const Context *context, UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); bool ValidateUniform3dv(const Context *context, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateUniform4d(const Context *context, UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, GLdouble w); bool ValidateUniform4dv(const Context *context, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateUniformMatrix2dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix2x3dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix2x4dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3x2dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3x4dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4x2dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4x3dv(const Context *context, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformSubroutinesuiv(const Context *context, GLenum shadertype, GLsizei count, const GLuint *indices); } // namespace gl #endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_