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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