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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 // validationGL3_autogen.h:
9 //   Validation functions for the OpenGL 3.0 entry points.
10 
11 #ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
12 #define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
13 
14 #include "common/PackedEnums.h"
15 
16 namespace gl
17 {
18 class Context;
19 
20 bool ValidateBeginConditionalRender(const Context *context, GLuint id, GLenum mode);
21 bool ValidateBindFragDataLocation(const Context *context,
22                                   ShaderProgramID programPacked,
23                                   GLuint color,
24                                   const GLchar *name);
25 bool ValidateClampColor(const Context *context, GLenum target, GLenum clamp);
26 bool ValidateEndConditionalRender(const Context *context);
27 bool ValidateFramebufferTexture1D(const Context *context,
28                                   GLenum target,
29                                   GLenum attachment,
30                                   TextureTarget textargetPacked,
31                                   TextureID texturePacked,
32                                   GLint level);
33 bool ValidateFramebufferTexture3D(const Context *context,
34                                   GLenum target,
35                                   GLenum attachment,
36                                   TextureTarget textargetPacked,
37                                   TextureID texturePacked,
38                                   GLint level,
39                                   GLint zoffset);
40 bool ValidateVertexAttribI1i(const Context *context, GLuint index, GLint x);
41 bool ValidateVertexAttribI1iv(const Context *context, GLuint index, const GLint *v);
42 bool ValidateVertexAttribI1ui(const Context *context, GLuint index, GLuint x);
43 bool ValidateVertexAttribI1uiv(const Context *context, GLuint index, const GLuint *v);
44 bool ValidateVertexAttribI2i(const Context *context, GLuint index, GLint x, GLint y);
45 bool ValidateVertexAttribI2iv(const Context *context, GLuint index, const GLint *v);
46 bool ValidateVertexAttribI2ui(const Context *context, GLuint index, GLuint x, GLuint y);
47 bool ValidateVertexAttribI2uiv(const Context *context, GLuint index, const GLuint *v);
48 bool ValidateVertexAttribI3i(const Context *context, GLuint index, GLint x, GLint y, GLint z);
49 bool ValidateVertexAttribI3iv(const Context *context, GLuint index, const GLint *v);
50 bool ValidateVertexAttribI3ui(const Context *context, GLuint index, GLuint x, GLuint y, GLuint z);
51 bool ValidateVertexAttribI3uiv(const Context *context, GLuint index, const GLuint *v);
52 bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte *v);
53 bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v);
54 bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v);
55 bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v);
56 }  // namespace gl
57 
58 #endif  // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
59