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1 // GENERATED FILE - DO NOT EDIT.
2 // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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 // validationES2_autogen.h:
9 //   Validation functions for the OpenGL ES 2.0 entry points.
10 
11 #ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
12 #define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
13 
14 #include "common/PackedEnums.h"
15 #include "common/entry_points_enum_autogen.h"
16 
17 namespace gl
18 {
19 class Context;
20 
21 bool ValidateActiveTexture(const Context *context, angle::EntryPoint entryPoint, GLenum texture);
22 bool ValidateAttachShader(const Context *context,
23                           angle::EntryPoint entryPoint,
24                           ShaderProgramID programPacked,
25                           ShaderProgramID shaderPacked);
26 bool ValidateBindAttribLocation(const Context *context,
27                                 angle::EntryPoint entryPoint,
28                                 ShaderProgramID programPacked,
29                                 GLuint index,
30                                 const GLchar *name);
31 bool ValidateBindBuffer(const Context *context,
32                         angle::EntryPoint entryPoint,
33                         BufferBinding targetPacked,
34                         BufferID bufferPacked);
35 bool ValidateBindFramebuffer(const Context *context,
36                              angle::EntryPoint entryPoint,
37                              GLenum target,
38                              FramebufferID framebufferPacked);
39 bool ValidateBindRenderbuffer(const Context *context,
40                               angle::EntryPoint entryPoint,
41                               GLenum target,
42                               RenderbufferID renderbufferPacked);
43 bool ValidateBindTexture(const Context *context,
44                          angle::EntryPoint entryPoint,
45                          TextureType targetPacked,
46                          TextureID texturePacked);
47 bool ValidateBlendColor(const Context *context,
48                         angle::EntryPoint entryPoint,
49                         GLfloat red,
50                         GLfloat green,
51                         GLfloat blue,
52                         GLfloat alpha);
53 bool ValidateBlendEquation(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
54 bool ValidateBlendEquationSeparate(const Context *context,
55                                    angle::EntryPoint entryPoint,
56                                    GLenum modeRGB,
57                                    GLenum modeAlpha);
58 bool ValidateBlendFunc(const Context *context,
59                        angle::EntryPoint entryPoint,
60                        GLenum sfactor,
61                        GLenum dfactor);
62 bool ValidateBlendFuncSeparate(const Context *context,
63                                angle::EntryPoint entryPoint,
64                                GLenum sfactorRGB,
65                                GLenum dfactorRGB,
66                                GLenum sfactorAlpha,
67                                GLenum dfactorAlpha);
68 bool ValidateBufferData(const Context *context,
69                         angle::EntryPoint entryPoint,
70                         BufferBinding targetPacked,
71                         GLsizeiptr size,
72                         const void *data,
73                         BufferUsage usagePacked);
74 bool ValidateBufferSubData(const Context *context,
75                            angle::EntryPoint entryPoint,
76                            BufferBinding targetPacked,
77                            GLintptr offset,
78                            GLsizeiptr size,
79                            const void *data);
80 bool ValidateCheckFramebufferStatus(const Context *context,
81                                     angle::EntryPoint entryPoint,
82                                     GLenum target);
83 bool ValidateClear(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask);
84 bool ValidateClearColor(const Context *context,
85                         angle::EntryPoint entryPoint,
86                         GLfloat red,
87                         GLfloat green,
88                         GLfloat blue,
89                         GLfloat alpha);
90 bool ValidateClearDepthf(const Context *context, angle::EntryPoint entryPoint, GLfloat d);
91 bool ValidateClearStencil(const Context *context, angle::EntryPoint entryPoint, GLint s);
92 bool ValidateColorMask(const Context *context,
93                        angle::EntryPoint entryPoint,
94                        GLboolean red,
95                        GLboolean green,
96                        GLboolean blue,
97                        GLboolean alpha);
98 bool ValidateCompileShader(const Context *context,
99                            angle::EntryPoint entryPoint,
100                            ShaderProgramID shaderPacked);
101 bool ValidateCompressedTexImage2D(const Context *context,
102                                   angle::EntryPoint entryPoint,
103                                   TextureTarget targetPacked,
104                                   GLint level,
105                                   GLenum internalformat,
106                                   GLsizei width,
107                                   GLsizei height,
108                                   GLint border,
109                                   GLsizei imageSize,
110                                   const void *data);
111 bool ValidateCompressedTexSubImage2D(const Context *context,
112                                      angle::EntryPoint entryPoint,
113                                      TextureTarget targetPacked,
114                                      GLint level,
115                                      GLint xoffset,
116                                      GLint yoffset,
117                                      GLsizei width,
118                                      GLsizei height,
119                                      GLenum format,
120                                      GLsizei imageSize,
121                                      const void *data);
122 bool ValidateCopyTexImage2D(const Context *context,
123                             angle::EntryPoint entryPoint,
124                             TextureTarget targetPacked,
125                             GLint level,
126                             GLenum internalformat,
127                             GLint x,
128                             GLint y,
129                             GLsizei width,
130                             GLsizei height,
131                             GLint border);
132 bool ValidateCopyTexSubImage2D(const Context *context,
133                                angle::EntryPoint entryPoint,
134                                TextureTarget targetPacked,
135                                GLint level,
136                                GLint xoffset,
137                                GLint yoffset,
138                                GLint x,
139                                GLint y,
140                                GLsizei width,
141                                GLsizei height);
142 bool ValidateCreateProgram(const Context *context, angle::EntryPoint entryPoint);
143 bool ValidateCreateShader(const Context *context,
144                           angle::EntryPoint entryPoint,
145                           ShaderType typePacked);
146 bool ValidateCullFace(const Context *context,
147                       angle::EntryPoint entryPoint,
148                       CullFaceMode modePacked);
149 bool ValidateDeleteBuffers(const Context *context,
150                            angle::EntryPoint entryPoint,
151                            GLsizei n,
152                            const BufferID *buffersPacked);
153 bool ValidateDeleteFramebuffers(const Context *context,
154                                 angle::EntryPoint entryPoint,
155                                 GLsizei n,
156                                 const FramebufferID *framebuffersPacked);
157 bool ValidateDeleteProgram(const Context *context,
158                            angle::EntryPoint entryPoint,
159                            ShaderProgramID programPacked);
160 bool ValidateDeleteRenderbuffers(const Context *context,
161                                  angle::EntryPoint entryPoint,
162                                  GLsizei n,
163                                  const RenderbufferID *renderbuffersPacked);
164 bool ValidateDeleteShader(const Context *context,
165                           angle::EntryPoint entryPoint,
166                           ShaderProgramID shaderPacked);
167 bool ValidateDeleteTextures(const Context *context,
168                             angle::EntryPoint entryPoint,
169                             GLsizei n,
170                             const TextureID *texturesPacked);
171 bool ValidateDepthFunc(const Context *context, angle::EntryPoint entryPoint, GLenum func);
172 bool ValidateDepthMask(const Context *context, angle::EntryPoint entryPoint, GLboolean flag);
173 bool ValidateDepthRangef(const Context *context,
174                          angle::EntryPoint entryPoint,
175                          GLfloat n,
176                          GLfloat f);
177 bool ValidateDetachShader(const Context *context,
178                           angle::EntryPoint entryPoint,
179                           ShaderProgramID programPacked,
180                           ShaderProgramID shaderPacked);
181 bool ValidateDisable(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
182 bool ValidateDisableVertexAttribArray(const Context *context,
183                                       angle::EntryPoint entryPoint,
184                                       GLuint index);
185 bool ValidateDrawArrays(const Context *context,
186                         angle::EntryPoint entryPoint,
187                         PrimitiveMode modePacked,
188                         GLint first,
189                         GLsizei count);
190 bool ValidateDrawElements(const Context *context,
191                           angle::EntryPoint entryPoint,
192                           PrimitiveMode modePacked,
193                           GLsizei count,
194                           DrawElementsType typePacked,
195                           const void *indices);
196 bool ValidateEnable(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
197 bool ValidateEnableVertexAttribArray(const Context *context,
198                                      angle::EntryPoint entryPoint,
199                                      GLuint index);
200 bool ValidateFinish(const Context *context, angle::EntryPoint entryPoint);
201 bool ValidateFlush(const Context *context, angle::EntryPoint entryPoint);
202 bool ValidateFramebufferRenderbuffer(const Context *context,
203                                      angle::EntryPoint entryPoint,
204                                      GLenum target,
205                                      GLenum attachment,
206                                      GLenum renderbuffertarget,
207                                      RenderbufferID renderbufferPacked);
208 bool ValidateFramebufferTexture2D(const Context *context,
209                                   angle::EntryPoint entryPoint,
210                                   GLenum target,
211                                   GLenum attachment,
212                                   TextureTarget textargetPacked,
213                                   TextureID texturePacked,
214                                   GLint level);
215 bool ValidateFrontFace(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
216 bool ValidateGenBuffers(const Context *context,
217                         angle::EntryPoint entryPoint,
218                         GLsizei n,
219                         const BufferID *buffersPacked);
220 bool ValidateGenFramebuffers(const Context *context,
221                              angle::EntryPoint entryPoint,
222                              GLsizei n,
223                              const FramebufferID *framebuffersPacked);
224 bool ValidateGenRenderbuffers(const Context *context,
225                               angle::EntryPoint entryPoint,
226                               GLsizei n,
227                               const RenderbufferID *renderbuffersPacked);
228 bool ValidateGenTextures(const Context *context,
229                          angle::EntryPoint entryPoint,
230                          GLsizei n,
231                          const TextureID *texturesPacked);
232 bool ValidateGenerateMipmap(const Context *context,
233                             angle::EntryPoint entryPoint,
234                             TextureType targetPacked);
235 bool ValidateGetActiveAttrib(const Context *context,
236                              angle::EntryPoint entryPoint,
237                              ShaderProgramID programPacked,
238                              GLuint index,
239                              GLsizei bufSize,
240                              const GLsizei *length,
241                              const GLint *size,
242                              const GLenum *type,
243                              const GLchar *name);
244 bool ValidateGetActiveUniform(const Context *context,
245                               angle::EntryPoint entryPoint,
246                               ShaderProgramID programPacked,
247                               GLuint index,
248                               GLsizei bufSize,
249                               const GLsizei *length,
250                               const GLint *size,
251                               const GLenum *type,
252                               const GLchar *name);
253 bool ValidateGetAttachedShaders(const Context *context,
254                                 angle::EntryPoint entryPoint,
255                                 ShaderProgramID programPacked,
256                                 GLsizei maxCount,
257                                 const GLsizei *count,
258                                 const ShaderProgramID *shadersPacked);
259 bool ValidateGetAttribLocation(const Context *context,
260                                angle::EntryPoint entryPoint,
261                                ShaderProgramID programPacked,
262                                const GLchar *name);
263 bool ValidateGetBooleanv(const Context *context,
264                          angle::EntryPoint entryPoint,
265                          GLenum pname,
266                          const GLboolean *data);
267 bool ValidateGetBufferParameteriv(const Context *context,
268                                   angle::EntryPoint entryPoint,
269                                   BufferBinding targetPacked,
270                                   GLenum pname,
271                                   const GLint *params);
272 bool ValidateGetError(const Context *context, angle::EntryPoint entryPoint);
273 bool ValidateGetFloatv(const Context *context,
274                        angle::EntryPoint entryPoint,
275                        GLenum pname,
276                        const GLfloat *data);
277 bool ValidateGetFramebufferAttachmentParameteriv(const Context *context,
278                                                  angle::EntryPoint entryPoint,
279                                                  GLenum target,
280                                                  GLenum attachment,
281                                                  GLenum pname,
282                                                  const GLint *params);
283 bool ValidateGetIntegerv(const Context *context,
284                          angle::EntryPoint entryPoint,
285                          GLenum pname,
286                          const GLint *data);
287 bool ValidateGetProgramInfoLog(const Context *context,
288                                angle::EntryPoint entryPoint,
289                                ShaderProgramID programPacked,
290                                GLsizei bufSize,
291                                const GLsizei *length,
292                                const GLchar *infoLog);
293 bool ValidateGetProgramiv(const Context *context,
294                           angle::EntryPoint entryPoint,
295                           ShaderProgramID programPacked,
296                           GLenum pname,
297                           const GLint *params);
298 bool ValidateGetRenderbufferParameteriv(const Context *context,
299                                         angle::EntryPoint entryPoint,
300                                         GLenum target,
301                                         GLenum pname,
302                                         const GLint *params);
303 bool ValidateGetShaderInfoLog(const Context *context,
304                               angle::EntryPoint entryPoint,
305                               ShaderProgramID shaderPacked,
306                               GLsizei bufSize,
307                               const GLsizei *length,
308                               const GLchar *infoLog);
309 bool ValidateGetShaderPrecisionFormat(const Context *context,
310                                       angle::EntryPoint entryPoint,
311                                       GLenum shadertype,
312                                       GLenum precisiontype,
313                                       const GLint *range,
314                                       const GLint *precision);
315 bool ValidateGetShaderSource(const Context *context,
316                              angle::EntryPoint entryPoint,
317                              ShaderProgramID shaderPacked,
318                              GLsizei bufSize,
319                              const GLsizei *length,
320                              const GLchar *source);
321 bool ValidateGetShaderiv(const Context *context,
322                          angle::EntryPoint entryPoint,
323                          ShaderProgramID shaderPacked,
324                          GLenum pname,
325                          const GLint *params);
326 bool ValidateGetString(const Context *context, angle::EntryPoint entryPoint, GLenum name);
327 bool ValidateGetTexParameterfv(const Context *context,
328                                angle::EntryPoint entryPoint,
329                                TextureType targetPacked,
330                                GLenum pname,
331                                const GLfloat *params);
332 bool ValidateGetTexParameteriv(const Context *context,
333                                angle::EntryPoint entryPoint,
334                                TextureType targetPacked,
335                                GLenum pname,
336                                const GLint *params);
337 bool ValidateGetUniformLocation(const Context *context,
338                                 angle::EntryPoint entryPoint,
339                                 ShaderProgramID programPacked,
340                                 const GLchar *name);
341 bool ValidateGetUniformfv(const Context *context,
342                           angle::EntryPoint entryPoint,
343                           ShaderProgramID programPacked,
344                           UniformLocation locationPacked,
345                           const GLfloat *params);
346 bool ValidateGetUniformiv(const Context *context,
347                           angle::EntryPoint entryPoint,
348                           ShaderProgramID programPacked,
349                           UniformLocation locationPacked,
350                           const GLint *params);
351 bool ValidateGetVertexAttribPointerv(const Context *context,
352                                      angle::EntryPoint entryPoint,
353                                      GLuint index,
354                                      GLenum pname,
355                                      void *const *pointer);
356 bool ValidateGetVertexAttribfv(const Context *context,
357                                angle::EntryPoint entryPoint,
358                                GLuint index,
359                                GLenum pname,
360                                const GLfloat *params);
361 bool ValidateGetVertexAttribiv(const Context *context,
362                                angle::EntryPoint entryPoint,
363                                GLuint index,
364                                GLenum pname,
365                                const GLint *params);
366 bool ValidateHint(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum mode);
367 bool ValidateIsBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked);
368 bool ValidateIsEnabled(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
369 bool ValidateIsFramebuffer(const Context *context,
370                            angle::EntryPoint entryPoint,
371                            FramebufferID framebufferPacked);
372 bool ValidateIsProgram(const Context *context,
373                        angle::EntryPoint entryPoint,
374                        ShaderProgramID programPacked);
375 bool ValidateIsRenderbuffer(const Context *context,
376                             angle::EntryPoint entryPoint,
377                             RenderbufferID renderbufferPacked);
378 bool ValidateIsShader(const Context *context,
379                       angle::EntryPoint entryPoint,
380                       ShaderProgramID shaderPacked);
381 bool ValidateIsTexture(const Context *context,
382                        angle::EntryPoint entryPoint,
383                        TextureID texturePacked);
384 bool ValidateLineWidth(const Context *context, angle::EntryPoint entryPoint, GLfloat width);
385 bool ValidateLinkProgram(const Context *context,
386                          angle::EntryPoint entryPoint,
387                          ShaderProgramID programPacked);
388 bool ValidatePixelStorei(const Context *context,
389                          angle::EntryPoint entryPoint,
390                          GLenum pname,
391                          GLint param);
392 bool ValidatePolygonOffset(const Context *context,
393                            angle::EntryPoint entryPoint,
394                            GLfloat factor,
395                            GLfloat units);
396 bool ValidateReadPixels(const Context *context,
397                         angle::EntryPoint entryPoint,
398                         GLint x,
399                         GLint y,
400                         GLsizei width,
401                         GLsizei height,
402                         GLenum format,
403                         GLenum type,
404                         const void *pixels);
405 bool ValidateReleaseShaderCompiler(const Context *context, angle::EntryPoint entryPoint);
406 bool ValidateRenderbufferStorage(const Context *context,
407                                  angle::EntryPoint entryPoint,
408                                  GLenum target,
409                                  GLenum internalformat,
410                                  GLsizei width,
411                                  GLsizei height);
412 bool ValidateSampleCoverage(const Context *context,
413                             angle::EntryPoint entryPoint,
414                             GLfloat value,
415                             GLboolean invert);
416 bool ValidateScissor(const Context *context,
417                      angle::EntryPoint entryPoint,
418                      GLint x,
419                      GLint y,
420                      GLsizei width,
421                      GLsizei height);
422 bool ValidateShaderBinary(const Context *context,
423                           angle::EntryPoint entryPoint,
424                           GLsizei count,
425                           const ShaderProgramID *shadersPacked,
426                           GLenum binaryformat,
427                           const void *binary,
428                           GLsizei length);
429 bool ValidateShaderSource(const Context *context,
430                           angle::EntryPoint entryPoint,
431                           ShaderProgramID shaderPacked,
432                           GLsizei count,
433                           const GLchar *const *string,
434                           const GLint *length);
435 bool ValidateStencilFunc(const Context *context,
436                          angle::EntryPoint entryPoint,
437                          GLenum func,
438                          GLint ref,
439                          GLuint mask);
440 bool ValidateStencilFuncSeparate(const Context *context,
441                                  angle::EntryPoint entryPoint,
442                                  GLenum face,
443                                  GLenum func,
444                                  GLint ref,
445                                  GLuint mask);
446 bool ValidateStencilMask(const Context *context, angle::EntryPoint entryPoint, GLuint mask);
447 bool ValidateStencilMaskSeparate(const Context *context,
448                                  angle::EntryPoint entryPoint,
449                                  GLenum face,
450                                  GLuint mask);
451 bool ValidateStencilOp(const Context *context,
452                        angle::EntryPoint entryPoint,
453                        GLenum fail,
454                        GLenum zfail,
455                        GLenum zpass);
456 bool ValidateStencilOpSeparate(const Context *context,
457                                angle::EntryPoint entryPoint,
458                                GLenum face,
459                                GLenum sfail,
460                                GLenum dpfail,
461                                GLenum dppass);
462 bool ValidateTexImage2D(const Context *context,
463                         angle::EntryPoint entryPoint,
464                         TextureTarget targetPacked,
465                         GLint level,
466                         GLint internalformat,
467                         GLsizei width,
468                         GLsizei height,
469                         GLint border,
470                         GLenum format,
471                         GLenum type,
472                         const void *pixels);
473 bool ValidateTexParameterf(const Context *context,
474                            angle::EntryPoint entryPoint,
475                            TextureType targetPacked,
476                            GLenum pname,
477                            GLfloat param);
478 bool ValidateTexParameterfv(const Context *context,
479                             angle::EntryPoint entryPoint,
480                             TextureType targetPacked,
481                             GLenum pname,
482                             const GLfloat *params);
483 bool ValidateTexParameteri(const Context *context,
484                            angle::EntryPoint entryPoint,
485                            TextureType targetPacked,
486                            GLenum pname,
487                            GLint param);
488 bool ValidateTexParameteriv(const Context *context,
489                             angle::EntryPoint entryPoint,
490                             TextureType targetPacked,
491                             GLenum pname,
492                             const GLint *params);
493 bool ValidateTexSubImage2D(const Context *context,
494                            angle::EntryPoint entryPoint,
495                            TextureTarget targetPacked,
496                            GLint level,
497                            GLint xoffset,
498                            GLint yoffset,
499                            GLsizei width,
500                            GLsizei height,
501                            GLenum format,
502                            GLenum type,
503                            const void *pixels);
504 bool ValidateUniform1f(const Context *context,
505                        angle::EntryPoint entryPoint,
506                        UniformLocation locationPacked,
507                        GLfloat v0);
508 bool ValidateUniform1fv(const Context *context,
509                         angle::EntryPoint entryPoint,
510                         UniformLocation locationPacked,
511                         GLsizei count,
512                         const GLfloat *value);
513 bool ValidateUniform1i(const Context *context,
514                        angle::EntryPoint entryPoint,
515                        UniformLocation locationPacked,
516                        GLint v0);
517 bool ValidateUniform1iv(const Context *context,
518                         angle::EntryPoint entryPoint,
519                         UniformLocation locationPacked,
520                         GLsizei count,
521                         const GLint *value);
522 bool ValidateUniform2f(const Context *context,
523                        angle::EntryPoint entryPoint,
524                        UniformLocation locationPacked,
525                        GLfloat v0,
526                        GLfloat v1);
527 bool ValidateUniform2fv(const Context *context,
528                         angle::EntryPoint entryPoint,
529                         UniformLocation locationPacked,
530                         GLsizei count,
531                         const GLfloat *value);
532 bool ValidateUniform2i(const Context *context,
533                        angle::EntryPoint entryPoint,
534                        UniformLocation locationPacked,
535                        GLint v0,
536                        GLint v1);
537 bool ValidateUniform2iv(const Context *context,
538                         angle::EntryPoint entryPoint,
539                         UniformLocation locationPacked,
540                         GLsizei count,
541                         const GLint *value);
542 bool ValidateUniform3f(const Context *context,
543                        angle::EntryPoint entryPoint,
544                        UniformLocation locationPacked,
545                        GLfloat v0,
546                        GLfloat v1,
547                        GLfloat v2);
548 bool ValidateUniform3fv(const Context *context,
549                         angle::EntryPoint entryPoint,
550                         UniformLocation locationPacked,
551                         GLsizei count,
552                         const GLfloat *value);
553 bool ValidateUniform3i(const Context *context,
554                        angle::EntryPoint entryPoint,
555                        UniformLocation locationPacked,
556                        GLint v0,
557                        GLint v1,
558                        GLint v2);
559 bool ValidateUniform3iv(const Context *context,
560                         angle::EntryPoint entryPoint,
561                         UniformLocation locationPacked,
562                         GLsizei count,
563                         const GLint *value);
564 bool ValidateUniform4f(const Context *context,
565                        angle::EntryPoint entryPoint,
566                        UniformLocation locationPacked,
567                        GLfloat v0,
568                        GLfloat v1,
569                        GLfloat v2,
570                        GLfloat v3);
571 bool ValidateUniform4fv(const Context *context,
572                         angle::EntryPoint entryPoint,
573                         UniformLocation locationPacked,
574                         GLsizei count,
575                         const GLfloat *value);
576 bool ValidateUniform4i(const Context *context,
577                        angle::EntryPoint entryPoint,
578                        UniformLocation locationPacked,
579                        GLint v0,
580                        GLint v1,
581                        GLint v2,
582                        GLint v3);
583 bool ValidateUniform4iv(const Context *context,
584                         angle::EntryPoint entryPoint,
585                         UniformLocation locationPacked,
586                         GLsizei count,
587                         const GLint *value);
588 bool ValidateUniformMatrix2fv(const Context *context,
589                               angle::EntryPoint entryPoint,
590                               UniformLocation locationPacked,
591                               GLsizei count,
592                               GLboolean transpose,
593                               const GLfloat *value);
594 bool ValidateUniformMatrix3fv(const Context *context,
595                               angle::EntryPoint entryPoint,
596                               UniformLocation locationPacked,
597                               GLsizei count,
598                               GLboolean transpose,
599                               const GLfloat *value);
600 bool ValidateUniformMatrix4fv(const Context *context,
601                               angle::EntryPoint entryPoint,
602                               UniformLocation locationPacked,
603                               GLsizei count,
604                               GLboolean transpose,
605                               const GLfloat *value);
606 bool ValidateUseProgram(const Context *context,
607                         angle::EntryPoint entryPoint,
608                         ShaderProgramID programPacked);
609 bool ValidateValidateProgram(const Context *context,
610                              angle::EntryPoint entryPoint,
611                              ShaderProgramID programPacked);
612 bool ValidateVertexAttrib1f(const Context *context,
613                             angle::EntryPoint entryPoint,
614                             GLuint index,
615                             GLfloat x);
616 bool ValidateVertexAttrib1fv(const Context *context,
617                              angle::EntryPoint entryPoint,
618                              GLuint index,
619                              const GLfloat *v);
620 bool ValidateVertexAttrib2f(const Context *context,
621                             angle::EntryPoint entryPoint,
622                             GLuint index,
623                             GLfloat x,
624                             GLfloat y);
625 bool ValidateVertexAttrib2fv(const Context *context,
626                              angle::EntryPoint entryPoint,
627                              GLuint index,
628                              const GLfloat *v);
629 bool ValidateVertexAttrib3f(const Context *context,
630                             angle::EntryPoint entryPoint,
631                             GLuint index,
632                             GLfloat x,
633                             GLfloat y,
634                             GLfloat z);
635 bool ValidateVertexAttrib3fv(const Context *context,
636                              angle::EntryPoint entryPoint,
637                              GLuint index,
638                              const GLfloat *v);
639 bool ValidateVertexAttrib4f(const Context *context,
640                             angle::EntryPoint entryPoint,
641                             GLuint index,
642                             GLfloat x,
643                             GLfloat y,
644                             GLfloat z,
645                             GLfloat w);
646 bool ValidateVertexAttrib4fv(const Context *context,
647                              angle::EntryPoint entryPoint,
648                              GLuint index,
649                              const GLfloat *v);
650 bool ValidateVertexAttribPointer(const Context *context,
651                                  angle::EntryPoint entryPoint,
652                                  GLuint index,
653                                  GLint size,
654                                  VertexAttribType typePacked,
655                                  GLboolean normalized,
656                                  GLsizei stride,
657                                  const void *pointer);
658 bool ValidateViewport(const Context *context,
659                       angle::EntryPoint entryPoint,
660                       GLint x,
661                       GLint y,
662                       GLsizei width,
663                       GLsizei height);
664 }  // namespace gl
665 
666 #endif  // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
667