1 // GENERATED FILE - DO NOT EDIT. 2 // Generated by generate_entry_points.py using data from gl.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 Desktop GL 3.x entry points. 10 11 #ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ 12 #define LIBANGLE_VALIDATION_GL3_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 class PrivateState; 21 class ErrorSet; 22 23 // GL 3.0 24 bool ValidateBeginConditionalRender(const Context *context, 25 angle::EntryPoint entryPoint, 26 GLuint id, 27 GLenum mode); 28 bool ValidateBindFragDataLocation(const Context *context, 29 angle::EntryPoint entryPoint, 30 ShaderProgramID programPacked, 31 GLuint color, 32 const GLchar *name); 33 bool ValidateClampColor(const Context *context, 34 angle::EntryPoint entryPoint, 35 GLenum target, 36 GLenum clamp); 37 bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint); 38 bool ValidateFramebufferTexture1D(const Context *context, 39 angle::EntryPoint entryPoint, 40 GLenum target, 41 GLenum attachment, 42 TextureTarget textargetPacked, 43 TextureID texturePacked, 44 GLint level); 45 bool ValidateFramebufferTexture3D(const Context *context, 46 angle::EntryPoint entryPoint, 47 GLenum target, 48 GLenum attachment, 49 TextureTarget textargetPacked, 50 TextureID texturePacked, 51 GLint level, 52 GLint zoffset); 53 bool ValidateVertexAttribI1i(const PrivateState &state, 54 ErrorSet *errors, 55 angle::EntryPoint entryPoint, 56 GLuint index, 57 GLint x); 58 bool ValidateVertexAttribI1iv(const PrivateState &state, 59 ErrorSet *errors, 60 angle::EntryPoint entryPoint, 61 GLuint index, 62 const GLint *v); 63 bool ValidateVertexAttribI1ui(const PrivateState &state, 64 ErrorSet *errors, 65 angle::EntryPoint entryPoint, 66 GLuint index, 67 GLuint x); 68 bool ValidateVertexAttribI1uiv(const PrivateState &state, 69 ErrorSet *errors, 70 angle::EntryPoint entryPoint, 71 GLuint index, 72 const GLuint *v); 73 bool ValidateVertexAttribI2i(const PrivateState &state, 74 ErrorSet *errors, 75 angle::EntryPoint entryPoint, 76 GLuint index, 77 GLint x, 78 GLint y); 79 bool ValidateVertexAttribI2iv(const PrivateState &state, 80 ErrorSet *errors, 81 angle::EntryPoint entryPoint, 82 GLuint index, 83 const GLint *v); 84 bool ValidateVertexAttribI2ui(const PrivateState &state, 85 ErrorSet *errors, 86 angle::EntryPoint entryPoint, 87 GLuint index, 88 GLuint x, 89 GLuint y); 90 bool ValidateVertexAttribI2uiv(const PrivateState &state, 91 ErrorSet *errors, 92 angle::EntryPoint entryPoint, 93 GLuint index, 94 const GLuint *v); 95 bool ValidateVertexAttribI3i(const PrivateState &state, 96 ErrorSet *errors, 97 angle::EntryPoint entryPoint, 98 GLuint index, 99 GLint x, 100 GLint y, 101 GLint z); 102 bool ValidateVertexAttribI3iv(const PrivateState &state, 103 ErrorSet *errors, 104 angle::EntryPoint entryPoint, 105 GLuint index, 106 const GLint *v); 107 bool ValidateVertexAttribI3ui(const PrivateState &state, 108 ErrorSet *errors, 109 angle::EntryPoint entryPoint, 110 GLuint index, 111 GLuint x, 112 GLuint y, 113 GLuint z); 114 bool ValidateVertexAttribI3uiv(const PrivateState &state, 115 ErrorSet *errors, 116 angle::EntryPoint entryPoint, 117 GLuint index, 118 const GLuint *v); 119 bool ValidateVertexAttribI4bv(const PrivateState &state, 120 ErrorSet *errors, 121 angle::EntryPoint entryPoint, 122 GLuint index, 123 const GLbyte *v); 124 bool ValidateVertexAttribI4sv(const PrivateState &state, 125 ErrorSet *errors, 126 angle::EntryPoint entryPoint, 127 GLuint index, 128 const GLshort *v); 129 bool ValidateVertexAttribI4ubv(const PrivateState &state, 130 ErrorSet *errors, 131 angle::EntryPoint entryPoint, 132 GLuint index, 133 const GLubyte *v); 134 bool ValidateVertexAttribI4usv(const PrivateState &state, 135 ErrorSet *errors, 136 angle::EntryPoint entryPoint, 137 GLuint index, 138 const GLushort *v); 139 140 // GL 3.1 141 bool ValidateGetActiveUniformName(const Context *context, 142 angle::EntryPoint entryPoint, 143 ShaderProgramID programPacked, 144 GLuint uniformIndex, 145 GLsizei bufSize, 146 const GLsizei *length, 147 const GLchar *uniformName); 148 bool ValidatePrimitiveRestartIndex(const Context *context, 149 angle::EntryPoint entryPoint, 150 GLuint index); 151 152 // GL 3.2 153 bool ValidateMultiDrawElementsBaseVertex(const Context *context, 154 angle::EntryPoint entryPoint, 155 PrimitiveMode modePacked, 156 const GLsizei *count, 157 DrawElementsType typePacked, 158 const void *const *indices, 159 GLsizei drawcount, 160 const GLint *basevertex); 161 bool ValidateProvokingVertex(const PrivateState &state, 162 ErrorSet *errors, 163 angle::EntryPoint entryPoint, 164 ProvokingVertexConvention modePacked); 165 bool ValidateTexImage2DMultisample(const Context *context, 166 angle::EntryPoint entryPoint, 167 GLenum target, 168 GLsizei samples, 169 GLenum internalformat, 170 GLsizei width, 171 GLsizei height, 172 GLboolean fixedsamplelocations); 173 bool ValidateTexImage3DMultisample(const Context *context, 174 angle::EntryPoint entryPoint, 175 GLenum target, 176 GLsizei samples, 177 GLenum internalformat, 178 GLsizei width, 179 GLsizei height, 180 GLsizei depth, 181 GLboolean fixedsamplelocations); 182 183 // GL 3.3 184 bool ValidateBindFragDataLocationIndexed(const Context *context, 185 angle::EntryPoint entryPoint, 186 ShaderProgramID programPacked, 187 GLuint colorNumber, 188 GLuint index, 189 const GLchar *name); 190 bool ValidateColorP3ui(const Context *context, 191 angle::EntryPoint entryPoint, 192 GLenum type, 193 GLuint color); 194 bool ValidateColorP3uiv(const Context *context, 195 angle::EntryPoint entryPoint, 196 GLenum type, 197 const GLuint *color); 198 bool ValidateColorP4ui(const Context *context, 199 angle::EntryPoint entryPoint, 200 GLenum type, 201 GLuint color); 202 bool ValidateColorP4uiv(const Context *context, 203 angle::EntryPoint entryPoint, 204 GLenum type, 205 const GLuint *color); 206 bool ValidateGetFragDataIndex(const Context *context, 207 angle::EntryPoint entryPoint, 208 ShaderProgramID programPacked, 209 const GLchar *name); 210 bool ValidateGetQueryObjecti64v(const Context *context, 211 angle::EntryPoint entryPoint, 212 QueryID idPacked, 213 GLenum pname, 214 const GLint64 *params); 215 bool ValidateGetQueryObjectui64v(const Context *context, 216 angle::EntryPoint entryPoint, 217 QueryID idPacked, 218 GLenum pname, 219 const GLuint64 *params); 220 bool ValidateMultiTexCoordP1ui(const Context *context, 221 angle::EntryPoint entryPoint, 222 GLenum texture, 223 GLenum type, 224 GLuint coords); 225 bool ValidateMultiTexCoordP1uiv(const Context *context, 226 angle::EntryPoint entryPoint, 227 GLenum texture, 228 GLenum type, 229 const GLuint *coords); 230 bool ValidateMultiTexCoordP2ui(const Context *context, 231 angle::EntryPoint entryPoint, 232 GLenum texture, 233 GLenum type, 234 GLuint coords); 235 bool ValidateMultiTexCoordP2uiv(const Context *context, 236 angle::EntryPoint entryPoint, 237 GLenum texture, 238 GLenum type, 239 const GLuint *coords); 240 bool ValidateMultiTexCoordP3ui(const Context *context, 241 angle::EntryPoint entryPoint, 242 GLenum texture, 243 GLenum type, 244 GLuint coords); 245 bool ValidateMultiTexCoordP3uiv(const Context *context, 246 angle::EntryPoint entryPoint, 247 GLenum texture, 248 GLenum type, 249 const GLuint *coords); 250 bool ValidateMultiTexCoordP4ui(const Context *context, 251 angle::EntryPoint entryPoint, 252 GLenum texture, 253 GLenum type, 254 GLuint coords); 255 bool ValidateMultiTexCoordP4uiv(const Context *context, 256 angle::EntryPoint entryPoint, 257 GLenum texture, 258 GLenum type, 259 const GLuint *coords); 260 bool ValidateNormalP3ui(const Context *context, 261 angle::EntryPoint entryPoint, 262 GLenum type, 263 GLuint coords); 264 bool ValidateNormalP3uiv(const Context *context, 265 angle::EntryPoint entryPoint, 266 GLenum type, 267 const GLuint *coords); 268 bool ValidateQueryCounter(const Context *context, 269 angle::EntryPoint entryPoint, 270 QueryID idPacked, 271 QueryType targetPacked); 272 bool ValidateSecondaryColorP3ui(const Context *context, 273 angle::EntryPoint entryPoint, 274 GLenum type, 275 GLuint color); 276 bool ValidateSecondaryColorP3uiv(const Context *context, 277 angle::EntryPoint entryPoint, 278 GLenum type, 279 const GLuint *color); 280 bool ValidateTexCoordP1ui(const Context *context, 281 angle::EntryPoint entryPoint, 282 GLenum type, 283 GLuint coords); 284 bool ValidateTexCoordP1uiv(const Context *context, 285 angle::EntryPoint entryPoint, 286 GLenum type, 287 const GLuint *coords); 288 bool ValidateTexCoordP2ui(const Context *context, 289 angle::EntryPoint entryPoint, 290 GLenum type, 291 GLuint coords); 292 bool ValidateTexCoordP2uiv(const Context *context, 293 angle::EntryPoint entryPoint, 294 GLenum type, 295 const GLuint *coords); 296 bool ValidateTexCoordP3ui(const Context *context, 297 angle::EntryPoint entryPoint, 298 GLenum type, 299 GLuint coords); 300 bool ValidateTexCoordP3uiv(const Context *context, 301 angle::EntryPoint entryPoint, 302 GLenum type, 303 const GLuint *coords); 304 bool ValidateTexCoordP4ui(const Context *context, 305 angle::EntryPoint entryPoint, 306 GLenum type, 307 GLuint coords); 308 bool ValidateTexCoordP4uiv(const Context *context, 309 angle::EntryPoint entryPoint, 310 GLenum type, 311 const GLuint *coords); 312 bool ValidateVertexAttribP1ui(const PrivateState &state, 313 ErrorSet *errors, 314 angle::EntryPoint entryPoint, 315 GLuint index, 316 GLenum type, 317 GLboolean normalized, 318 GLuint value); 319 bool ValidateVertexAttribP1uiv(const PrivateState &state, 320 ErrorSet *errors, 321 angle::EntryPoint entryPoint, 322 GLuint index, 323 GLenum type, 324 GLboolean normalized, 325 const GLuint *value); 326 bool ValidateVertexAttribP2ui(const PrivateState &state, 327 ErrorSet *errors, 328 angle::EntryPoint entryPoint, 329 GLuint index, 330 GLenum type, 331 GLboolean normalized, 332 GLuint value); 333 bool ValidateVertexAttribP2uiv(const PrivateState &state, 334 ErrorSet *errors, 335 angle::EntryPoint entryPoint, 336 GLuint index, 337 GLenum type, 338 GLboolean normalized, 339 const GLuint *value); 340 bool ValidateVertexAttribP3ui(const PrivateState &state, 341 ErrorSet *errors, 342 angle::EntryPoint entryPoint, 343 GLuint index, 344 GLenum type, 345 GLboolean normalized, 346 GLuint value); 347 bool ValidateVertexAttribP3uiv(const PrivateState &state, 348 ErrorSet *errors, 349 angle::EntryPoint entryPoint, 350 GLuint index, 351 GLenum type, 352 GLboolean normalized, 353 const GLuint *value); 354 bool ValidateVertexAttribP4ui(const PrivateState &state, 355 ErrorSet *errors, 356 angle::EntryPoint entryPoint, 357 GLuint index, 358 GLenum type, 359 GLboolean normalized, 360 GLuint value); 361 bool ValidateVertexAttribP4uiv(const PrivateState &state, 362 ErrorSet *errors, 363 angle::EntryPoint entryPoint, 364 GLuint index, 365 GLenum type, 366 GLboolean normalized, 367 const GLuint *value); 368 bool ValidateVertexP2ui(const Context *context, 369 angle::EntryPoint entryPoint, 370 GLenum type, 371 GLuint value); 372 bool ValidateVertexP2uiv(const Context *context, 373 angle::EntryPoint entryPoint, 374 GLenum type, 375 const GLuint *value); 376 bool ValidateVertexP3ui(const Context *context, 377 angle::EntryPoint entryPoint, 378 GLenum type, 379 GLuint value); 380 bool ValidateVertexP3uiv(const Context *context, 381 angle::EntryPoint entryPoint, 382 GLenum type, 383 const GLuint *value); 384 bool ValidateVertexP4ui(const Context *context, 385 angle::EntryPoint entryPoint, 386 GLenum type, 387 GLuint value); 388 bool ValidateVertexP4uiv(const Context *context, 389 angle::EntryPoint entryPoint, 390 GLenum type, 391 const GLuint *value); 392 } // namespace gl 393 394 #endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ 395