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kc3-lang/angle/src/libANGLE/validationGL1_autogen.h

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  • Author : YuxinHu
    Date : 2021-10-12 17:05:48
    Hash : 2aa5286d
    Message : Add Entry Point name to validation errors Add gl/gles entry point names to validation error messages some special cases: 1. Debug::insertPerfWarning() is invoked from multiple places, such as TextureVK, ContextVK, adding an extra entryPoint function parameter in these files will need extra investigations. I am passing the entryPoint name GLInvalid as a temp workaround. 2.ErrorSet::hangleError() is invoked from multiple Context*.cpp files, adding an extra entryPoint function parameter in these files will need extra investigations. I am passing the entryPoint name GLInvalid as a temp workaround. 3. Debug::insertMessage(), Debug::popGroup(), Debug::pushGroup() can be invoked from more than one GL entry points, e.g. Debug::pushGroup() can be invoked from either GL_APIENTRY GL_PushDebugGroup() or GL_APIENTRY GL_PushDebugGroupKHR() through context->pushDebugGroup() call. Right now the same entry point name glPushDebugGroup will be printed out in the error message for both cases. However, we should be able to tell the actual entry point by checking which version: KHR version or core version the application uses, and this helps avoid the confusion. For now we will let the same entry point name getting printed for both cases. Bug: angleproject:6523 Change-Id: I64a5463d9168d8444d376d1f428c3b3d894f2ea9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3215063 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Yuxin Hu <yuxinhu@google.com>

  • src/libANGLE/validationGL1_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.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.
    //
    // validationGL1_autogen.h:
    //   Validation functions for the OpenGL Desktop GL 1.x entry points.
    
    #ifndef LIBANGLE_VALIDATION_GL1_AUTOGEN_H_
    #define LIBANGLE_VALIDATION_GL1_AUTOGEN_H_
    
    #include "common/PackedEnums.h"
    #include "common/entry_points_enum_autogen.h"
    
    namespace gl
    {
    class Context;
    
    // GL 1.0
    bool ValidateAccum(const Context *context, angle::EntryPoint entryPoint, GLenum op, GLfloat value);
    bool ValidateBegin(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
    bool ValidateBitmap(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLsizei width,
                        GLsizei height,
                        GLfloat xorig,
                        GLfloat yorig,
                        GLfloat xmove,
                        GLfloat ymove,
                        const GLubyte *bitmap);
    bool ValidateCallList(const Context *context, angle::EntryPoint entryPoint, GLuint list);
    bool ValidateCallLists(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLsizei n,
                           GLenum type,
                           const void *lists);
    bool ValidateClearAccum(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLfloat red,
                            GLfloat green,
                            GLfloat blue,
                            GLfloat alpha);
    bool ValidateClearDepth(const Context *context, angle::EntryPoint entryPoint, GLdouble depth);
    bool ValidateClearIndex(const Context *context, angle::EntryPoint entryPoint, GLfloat c);
    bool ValidateClipPlane(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum plane,
                           const GLdouble *equation);
    bool ValidateColor3b(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLbyte red,
                         GLbyte green,
                         GLbyte blue);
    bool ValidateColor3bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v);
    bool ValidateColor3d(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLdouble red,
                         GLdouble green,
                         GLdouble blue);
    bool ValidateColor3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateColor3f(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLfloat red,
                         GLfloat green,
                         GLfloat blue);
    bool ValidateColor3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateColor3i(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLint red,
                         GLint green,
                         GLint blue);
    bool ValidateColor3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateColor3s(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLshort red,
                         GLshort green,
                         GLshort blue);
    bool ValidateColor3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateColor3ub(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLubyte red,
                          GLubyte green,
                          GLubyte blue);
    bool ValidateColor3ubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *v);
    bool ValidateColor3ui(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLuint red,
                          GLuint green,
                          GLuint blue);
    bool ValidateColor3uiv(const Context *context, angle::EntryPoint entryPoint, const GLuint *v);
    bool ValidateColor3us(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLushort red,
                          GLushort green,
                          GLushort blue);
    bool ValidateColor3usv(const Context *context, angle::EntryPoint entryPoint, const GLushort *v);
    bool ValidateColor4b(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLbyte red,
                         GLbyte green,
                         GLbyte blue,
                         GLbyte alpha);
    bool ValidateColor4bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v);
    bool ValidateColor4d(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLdouble red,
                         GLdouble green,
                         GLdouble blue,
                         GLdouble alpha);
    bool ValidateColor4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateColor4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateColor4i(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLint red,
                         GLint green,
                         GLint blue,
                         GLint alpha);
    bool ValidateColor4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateColor4s(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLshort red,
                         GLshort green,
                         GLshort blue,
                         GLshort alpha);
    bool ValidateColor4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateColor4ubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *v);
    bool ValidateColor4ui(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLuint red,
                          GLuint green,
                          GLuint blue,
                          GLuint alpha);
    bool ValidateColor4uiv(const Context *context, angle::EntryPoint entryPoint, const GLuint *v);
    bool ValidateColor4us(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLushort red,
                          GLushort green,
                          GLushort blue,
                          GLushort alpha);
    bool ValidateColor4usv(const Context *context, angle::EntryPoint entryPoint, const GLushort *v);
    bool ValidateColorMaterial(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum face,
                               GLenum mode);
    bool ValidateCopyPixels(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height,
                            GLenum type);
    bool ValidateDeleteLists(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLuint list,
                             GLsizei range);
    bool ValidateDepthRange(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLdouble n,
                            GLdouble f);
    bool ValidateDrawBuffer(const Context *context, angle::EntryPoint entryPoint, GLenum buf);
    bool ValidateDrawPixels(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLsizei width,
                            GLsizei height,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateEdgeFlag(const Context *context, angle::EntryPoint entryPoint, GLboolean flag);
    bool ValidateEdgeFlagv(const Context *context, angle::EntryPoint entryPoint, const GLboolean *flag);
    bool ValidateEnd(const Context *context, angle::EntryPoint entryPoint);
    bool ValidateEndList(const Context *context, angle::EntryPoint entryPoint);
    bool ValidateEvalCoord1d(const Context *context, angle::EntryPoint entryPoint, GLdouble u);
    bool ValidateEvalCoord1dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *u);
    bool ValidateEvalCoord1f(const Context *context, angle::EntryPoint entryPoint, GLfloat u);
    bool ValidateEvalCoord1fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *u);
    bool ValidateEvalCoord2d(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLdouble u,
                             GLdouble v);
    bool ValidateEvalCoord2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *u);
    bool ValidateEvalCoord2f(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLfloat u,
                             GLfloat v);
    bool ValidateEvalCoord2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *u);
    bool ValidateEvalMesh1(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum mode,
                           GLint i1,
                           GLint i2);
    bool ValidateEvalMesh2(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum mode,
                           GLint i1,
                           GLint i2,
                           GLint j1,
                           GLint j2);
    bool ValidateEvalPoint1(const Context *context, angle::EntryPoint entryPoint, GLint i);
    bool ValidateEvalPoint2(const Context *context, angle::EntryPoint entryPoint, GLint i, GLint j);
    bool ValidateFeedbackBuffer(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLsizei size,
                                GLenum type,
                                const GLfloat *buffer);
    bool ValidateFogi(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLint param);
    bool ValidateFogiv(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLenum pname,
                       const GLint *params);
    bool ValidateFrustum(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLdouble left,
                         GLdouble right,
                         GLdouble bottom,
                         GLdouble top,
                         GLdouble zNear,
                         GLdouble zFar);
    bool ValidateGenLists(const Context *context, angle::EntryPoint entryPoint, GLsizei range);
    bool ValidateGetClipPlane(const Context *context,
                              angle::EntryPoint entryPoint,
                              GLenum plane,
                              const GLdouble *equation);
    bool ValidateGetDoublev(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLenum pname,
                            const GLdouble *data);
    bool ValidateGetLightiv(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLenum light,
                            GLenum pname,
                            const GLint *params);
    bool ValidateGetMapdv(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum target,
                          GLenum query,
                          const GLdouble *v);
    bool ValidateGetMapfv(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum target,
                          GLenum query,
                          const GLfloat *v);
    bool ValidateGetMapiv(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum target,
                          GLenum query,
                          const GLint *v);
    bool ValidateGetMaterialiv(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum face,
                               GLenum pname,
                               const GLint *params);
    bool ValidateGetPixelMapfv(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum map,
                               const GLfloat *values);
    bool ValidateGetPixelMapuiv(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum map,
                                const GLuint *values);
    bool ValidateGetPixelMapusv(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum map,
                                const GLushort *values);
    bool ValidateGetPolygonStipple(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   const GLubyte *mask);
    bool ValidateGetTexGendv(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum coord,
                             GLenum pname,
                             const GLdouble *params);
    bool ValidateGetTexGenfv(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum coord,
                             GLenum pname,
                             const GLfloat *params);
    bool ValidateGetTexGeniv(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum coord,
                             GLenum pname,
                             const GLint *params);
    bool ValidateGetTexImage(const Context *context,
                             angle::EntryPoint entryPoint,
                             TextureTarget targetPacked,
                             GLint level,
                             GLenum format,
                             GLenum type,
                             const void *pixels);
    bool ValidateIndexMask(const Context *context, angle::EntryPoint entryPoint, GLuint mask);
    bool ValidateIndexd(const Context *context, angle::EntryPoint entryPoint, GLdouble c);
    bool ValidateIndexdv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *c);
    bool ValidateIndexf(const Context *context, angle::EntryPoint entryPoint, GLfloat c);
    bool ValidateIndexfv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *c);
    bool ValidateIndexi(const Context *context, angle::EntryPoint entryPoint, GLint c);
    bool ValidateIndexiv(const Context *context, angle::EntryPoint entryPoint, const GLint *c);
    bool ValidateIndexs(const Context *context, angle::EntryPoint entryPoint, GLshort c);
    bool ValidateIndexsv(const Context *context, angle::EntryPoint entryPoint, const GLshort *c);
    bool ValidateInitNames(const Context *context, angle::EntryPoint entryPoint);
    bool ValidateIsList(const Context *context, angle::EntryPoint entryPoint, GLuint list);
    bool ValidateLightModeli(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum pname,
                             GLint param);
    bool ValidateLightModeliv(const Context *context,
                              angle::EntryPoint entryPoint,
                              GLenum pname,
                              const GLint *params);
    bool ValidateLighti(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum light,
                        GLenum pname,
                        GLint param);
    bool ValidateLightiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLenum light,
                         GLenum pname,
                         const GLint *params);
    bool ValidateLineStipple(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLint factor,
                             GLushort pattern);
    bool ValidateListBase(const Context *context, angle::EntryPoint entryPoint, GLuint base);
    bool ValidateLoadMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m);
    bool ValidateLoadName(const Context *context, angle::EntryPoint entryPoint, GLuint name);
    bool ValidateMap1d(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLenum target,
                       GLdouble u1,
                       GLdouble u2,
                       GLint stride,
                       GLint order,
                       const GLdouble *points);
    bool ValidateMap1f(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLenum target,
                       GLfloat u1,
                       GLfloat u2,
                       GLint stride,
                       GLint order,
                       const GLfloat *points);
    bool ValidateMap2d(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLenum target,
                       GLdouble u1,
                       GLdouble u2,
                       GLint ustride,
                       GLint uorder,
                       GLdouble v1,
                       GLdouble v2,
                       GLint vstride,
                       GLint vorder,
                       const GLdouble *points);
    bool ValidateMap2f(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLenum target,
                       GLfloat u1,
                       GLfloat u2,
                       GLint ustride,
                       GLint uorder,
                       GLfloat v1,
                       GLfloat v2,
                       GLint vstride,
                       GLint vorder,
                       const GLfloat *points);
    bool ValidateMapGrid1d(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLint un,
                           GLdouble u1,
                           GLdouble u2);
    bool ValidateMapGrid1f(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLint un,
                           GLfloat u1,
                           GLfloat u2);
    bool ValidateMapGrid2d(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLint un,
                           GLdouble u1,
                           GLdouble u2,
                           GLint vn,
                           GLdouble v1,
                           GLdouble v2);
    bool ValidateMapGrid2f(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLint un,
                           GLfloat u1,
                           GLfloat u2,
                           GLint vn,
                           GLfloat v1,
                           GLfloat v2);
    bool ValidateMateriali(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum face,
                           GLenum pname,
                           GLint param);
    bool ValidateMaterialiv(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLenum face,
                            GLenum pname,
                            const GLint *params);
    bool ValidateMultMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m);
    bool ValidateNewList(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLuint list,
                         GLenum mode);
    bool ValidateNormal3b(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLbyte nx,
                          GLbyte ny,
                          GLbyte nz);
    bool ValidateNormal3bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v);
    bool ValidateNormal3d(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLdouble nx,
                          GLdouble ny,
                          GLdouble nz);
    bool ValidateNormal3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateNormal3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateNormal3i(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLint nx,
                          GLint ny,
                          GLint nz);
    bool ValidateNormal3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateNormal3s(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLshort nx,
                          GLshort ny,
                          GLshort nz);
    bool ValidateNormal3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateOrtho(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLdouble left,
                       GLdouble right,
                       GLdouble bottom,
                       GLdouble top,
                       GLdouble zNear,
                       GLdouble zFar);
    bool ValidatePassThrough(const Context *context, angle::EntryPoint entryPoint, GLfloat token);
    bool ValidatePixelMapfv(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLenum map,
                            GLsizei mapsize,
                            const GLfloat *values);
    bool ValidatePixelMapuiv(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum map,
                             GLsizei mapsize,
                             const GLuint *values);
    bool ValidatePixelMapusv(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum map,
                             GLsizei mapsize,
                             const GLushort *values);
    bool ValidatePixelStoref(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum pname,
                             GLfloat param);
    bool ValidatePixelTransferf(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum pname,
                                GLfloat param);
    bool ValidatePixelTransferi(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum pname,
                                GLint param);
    bool ValidatePixelZoom(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLfloat xfactor,
                           GLfloat yfactor);
    bool ValidatePolygonMode(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum face,
                             GLenum mode);
    bool ValidatePolygonStipple(const Context *context,
                                angle::EntryPoint entryPoint,
                                const GLubyte *mask);
    bool ValidatePopAttrib(const Context *context, angle::EntryPoint entryPoint);
    bool ValidatePopName(const Context *context, angle::EntryPoint entryPoint);
    bool ValidatePushAttrib(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask);
    bool ValidatePushName(const Context *context, angle::EntryPoint entryPoint, GLuint name);
    bool ValidateRasterPos2d(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLdouble x,
                             GLdouble y);
    bool ValidateRasterPos2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateRasterPos2f(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLfloat x,
                             GLfloat y);
    bool ValidateRasterPos2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateRasterPos2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y);
    bool ValidateRasterPos2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateRasterPos2s(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLshort x,
                             GLshort y);
    bool ValidateRasterPos2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateRasterPos3d(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLdouble x,
                             GLdouble y,
                             GLdouble z);
    bool ValidateRasterPos3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateRasterPos3f(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLfloat x,
                             GLfloat y,
                             GLfloat z);
    bool ValidateRasterPos3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateRasterPos3i(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLint x,
                             GLint y,
                             GLint z);
    bool ValidateRasterPos3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateRasterPos3s(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLshort x,
                             GLshort y,
                             GLshort z);
    bool ValidateRasterPos3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateRasterPos4d(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLdouble x,
                             GLdouble y,
                             GLdouble z,
                             GLdouble w);
    bool ValidateRasterPos4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateRasterPos4f(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLfloat x,
                             GLfloat y,
                             GLfloat z,
                             GLfloat w);
    bool ValidateRasterPos4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateRasterPos4i(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLint x,
                             GLint y,
                             GLint z,
                             GLint w);
    bool ValidateRasterPos4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateRasterPos4s(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLshort x,
                             GLshort y,
                             GLshort z,
                             GLshort w);
    bool ValidateRasterPos4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateRectd(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLdouble x1,
                       GLdouble y1,
                       GLdouble x2,
                       GLdouble y2);
    bool ValidateRectdv(const Context *context,
                        angle::EntryPoint entryPoint,
                        const GLdouble *v1,
                        const GLdouble *v2);
    bool ValidateRectf(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLfloat x1,
                       GLfloat y1,
                       GLfloat x2,
                       GLfloat y2);
    bool ValidateRectfv(const Context *context,
                        angle::EntryPoint entryPoint,
                        const GLfloat *v1,
                        const GLfloat *v2);
    bool ValidateRecti(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLint x1,
                       GLint y1,
                       GLint x2,
                       GLint y2);
    bool ValidateRectiv(const Context *context,
                        angle::EntryPoint entryPoint,
                        const GLint *v1,
                        const GLint *v2);
    bool ValidateRects(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLshort x1,
                       GLshort y1,
                       GLshort x2,
                       GLshort y2);
    bool ValidateRectsv(const Context *context,
                        angle::EntryPoint entryPoint,
                        const GLshort *v1,
                        const GLshort *v2);
    bool ValidateRenderMode(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
    bool ValidateRotated(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLdouble angle,
                         GLdouble x,
                         GLdouble y,
                         GLdouble z);
    bool ValidateScaled(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLdouble x,
                        GLdouble y,
                        GLdouble z);
    bool ValidateSelectBuffer(const Context *context,
                              angle::EntryPoint entryPoint,
                              GLsizei size,
                              const GLuint *buffer);
    bool ValidateTexCoord1d(const Context *context, angle::EntryPoint entryPoint, GLdouble s);
    bool ValidateTexCoord1dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateTexCoord1f(const Context *context, angle::EntryPoint entryPoint, GLfloat s);
    bool ValidateTexCoord1fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateTexCoord1i(const Context *context, angle::EntryPoint entryPoint, GLint s);
    bool ValidateTexCoord1iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateTexCoord1s(const Context *context, angle::EntryPoint entryPoint, GLshort s);
    bool ValidateTexCoord1sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateTexCoord2d(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLdouble s,
                            GLdouble t);
    bool ValidateTexCoord2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateTexCoord2f(const Context *context, angle::EntryPoint entryPoint, GLfloat s, GLfloat t);
    bool ValidateTexCoord2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateTexCoord2i(const Context *context, angle::EntryPoint entryPoint, GLint s, GLint t);
    bool ValidateTexCoord2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateTexCoord2s(const Context *context, angle::EntryPoint entryPoint, GLshort s, GLshort t);
    bool ValidateTexCoord2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateTexCoord3d(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLdouble s,
                            GLdouble t,
                            GLdouble r);
    bool ValidateTexCoord3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateTexCoord3f(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLfloat s,
                            GLfloat t,
                            GLfloat r);
    bool ValidateTexCoord3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateTexCoord3i(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLint s,
                            GLint t,
                            GLint r);
    bool ValidateTexCoord3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateTexCoord3s(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLshort s,
                            GLshort t,
                            GLshort r);
    bool ValidateTexCoord3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateTexCoord4d(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLdouble s,
                            GLdouble t,
                            GLdouble r,
                            GLdouble q);
    bool ValidateTexCoord4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateTexCoord4f(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLfloat s,
                            GLfloat t,
                            GLfloat r,
                            GLfloat q);
    bool ValidateTexCoord4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateTexCoord4i(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLint s,
                            GLint t,
                            GLint r,
                            GLint q);
    bool ValidateTexCoord4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateTexCoord4s(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLshort s,
                            GLshort t,
                            GLshort r,
                            GLshort q);
    bool ValidateTexCoord4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateTexGend(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLenum coord,
                         GLenum pname,
                         GLdouble param);
    bool ValidateTexGendv(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum coord,
                          GLenum pname,
                          const GLdouble *params);
    bool ValidateTexGenf(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLenum coord,
                         GLenum pname,
                         GLfloat param);
    bool ValidateTexGenfv(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum coord,
                          GLenum pname,
                          const GLfloat *params);
    bool ValidateTexGeni(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLenum coord,
                         GLenum pname,
                         GLint param);
    bool ValidateTexGeniv(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum coord,
                          GLenum pname,
                          const GLint *params);
    bool ValidateTexImage1D(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLenum target,
                            GLint level,
                            GLint internalformat,
                            GLsizei width,
                            GLint border,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateTranslated(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLdouble x,
                            GLdouble y,
                            GLdouble z);
    bool ValidateVertex2d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y);
    bool ValidateVertex2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateVertex2f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y);
    bool ValidateVertex2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateVertex2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y);
    bool ValidateVertex2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateVertex2s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y);
    bool ValidateVertex2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateVertex3d(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLdouble x,
                          GLdouble y,
                          GLdouble z);
    bool ValidateVertex3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateVertex3f(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLfloat x,
                          GLfloat y,
                          GLfloat z);
    bool ValidateVertex3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateVertex3i(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLint x,
                          GLint y,
                          GLint z);
    bool ValidateVertex3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateVertex3s(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLshort x,
                          GLshort y,
                          GLshort z);
    bool ValidateVertex3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateVertex4d(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLdouble x,
                          GLdouble y,
                          GLdouble z,
                          GLdouble w);
    bool ValidateVertex4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateVertex4f(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLfloat x,
                          GLfloat y,
                          GLfloat z,
                          GLfloat w);
    bool ValidateVertex4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateVertex4i(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLint x,
                          GLint y,
                          GLint z,
                          GLint w);
    bool ValidateVertex4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateVertex4s(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLshort x,
                          GLshort y,
                          GLshort z,
                          GLshort w);
    bool ValidateVertex4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    
    // GL 1.1
    bool ValidateAreTexturesResident(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     GLsizei n,
                                     const GLuint *textures,
                                     const GLboolean *residences);
    bool ValidateArrayElement(const Context *context, angle::EntryPoint entryPoint, GLint i);
    bool ValidateCopyTexImage1D(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum target,
                                GLint level,
                                GLenum internalformat,
                                GLint x,
                                GLint y,
                                GLsizei width,
                                GLint border);
    bool ValidateCopyTexSubImage1D(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLenum target,
                                   GLint level,
                                   GLint xoffset,
                                   GLint x,
                                   GLint y,
                                   GLsizei width);
    bool ValidateEdgeFlagPointer(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLsizei stride,
                                 const void *pointer);
    bool ValidateIndexPointer(const Context *context,
                              angle::EntryPoint entryPoint,
                              GLenum type,
                              GLsizei stride,
                              const void *pointer);
    bool ValidateIndexub(const Context *context, angle::EntryPoint entryPoint, GLubyte c);
    bool ValidateIndexubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *c);
    bool ValidateInterleavedArrays(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLenum format,
                                   GLsizei stride,
                                   const void *pointer);
    bool ValidatePopClientAttrib(const Context *context, angle::EntryPoint entryPoint);
    bool ValidatePrioritizeTextures(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    GLsizei n,
                                    const GLuint *textures,
                                    const GLfloat *priorities);
    bool ValidatePushClientAttrib(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLbitfield mask);
    bool ValidateTexSubImage1D(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum target,
                               GLint level,
                               GLint xoffset,
                               GLsizei width,
                               GLenum format,
                               GLenum type,
                               const void *pixels);
    
    // GL 1.2
    
    // GL 1.3
    bool ValidateCompressedTexImage1D(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      GLenum target,
                                      GLint level,
                                      GLenum internalformat,
                                      GLsizei width,
                                      GLint border,
                                      GLsizei imageSize,
                                      const void *data);
    bool ValidateCompressedTexSubImage1D(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         GLenum target,
                                         GLint level,
                                         GLint xoffset,
                                         GLsizei width,
                                         GLenum format,
                                         GLsizei imageSize,
                                         const void *data);
    bool ValidateGetCompressedTexImage(const Context *context,
                                       angle::EntryPoint entryPoint,
                                       TextureTarget targetPacked,
                                       GLint level,
                                       const void *img);
    bool ValidateLoadTransposeMatrixd(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      const GLdouble *m);
    bool ValidateLoadTransposeMatrixf(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      const GLfloat *m);
    bool ValidateMultTransposeMatrixd(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      const GLdouble *m);
    bool ValidateMultTransposeMatrixf(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      const GLfloat *m);
    bool ValidateMultiTexCoord1d(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLdouble s);
    bool ValidateMultiTexCoord1dv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLdouble *v);
    bool ValidateMultiTexCoord1f(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLfloat s);
    bool ValidateMultiTexCoord1fv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLfloat *v);
    bool ValidateMultiTexCoord1i(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLint s);
    bool ValidateMultiTexCoord1iv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLint *v);
    bool ValidateMultiTexCoord1s(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLshort s);
    bool ValidateMultiTexCoord1sv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLshort *v);
    bool ValidateMultiTexCoord2d(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLdouble s,
                                 GLdouble t);
    bool ValidateMultiTexCoord2dv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLdouble *v);
    bool ValidateMultiTexCoord2f(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLfloat s,
                                 GLfloat t);
    bool ValidateMultiTexCoord2fv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLfloat *v);
    bool ValidateMultiTexCoord2i(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLint s,
                                 GLint t);
    bool ValidateMultiTexCoord2iv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLint *v);
    bool ValidateMultiTexCoord2s(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLshort s,
                                 GLshort t);
    bool ValidateMultiTexCoord2sv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLshort *v);
    bool ValidateMultiTexCoord3d(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLdouble s,
                                 GLdouble t,
                                 GLdouble r);
    bool ValidateMultiTexCoord3dv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLdouble *v);
    bool ValidateMultiTexCoord3f(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLfloat s,
                                 GLfloat t,
                                 GLfloat r);
    bool ValidateMultiTexCoord3fv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLfloat *v);
    bool ValidateMultiTexCoord3i(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLint s,
                                 GLint t,
                                 GLint r);
    bool ValidateMultiTexCoord3iv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLint *v);
    bool ValidateMultiTexCoord3s(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLshort s,
                                 GLshort t,
                                 GLshort r);
    bool ValidateMultiTexCoord3sv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLshort *v);
    bool ValidateMultiTexCoord4d(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLdouble s,
                                 GLdouble t,
                                 GLdouble r,
                                 GLdouble q);
    bool ValidateMultiTexCoord4dv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLdouble *v);
    bool ValidateMultiTexCoord4fv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLfloat *v);
    bool ValidateMultiTexCoord4i(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLint s,
                                 GLint t,
                                 GLint r,
                                 GLint q);
    bool ValidateMultiTexCoord4iv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLint *v);
    bool ValidateMultiTexCoord4s(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLshort s,
                                 GLshort t,
                                 GLshort r,
                                 GLshort q);
    bool ValidateMultiTexCoord4sv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  const GLshort *v);
    
    // GL 1.4
    bool ValidateFogCoordPointer(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum type,
                                 GLsizei stride,
                                 const void *pointer);
    bool ValidateFogCoordd(const Context *context, angle::EntryPoint entryPoint, GLdouble coord);
    bool ValidateFogCoorddv(const Context *context,
                            angle::EntryPoint entryPoint,
                            const GLdouble *coord);
    bool ValidateFogCoordf(const Context *context, angle::EntryPoint entryPoint, GLfloat coord);
    bool ValidateFogCoordfv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *coord);
    bool ValidateMultiDrawArrays(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 PrimitiveMode modePacked,
                                 const GLint *first,
                                 const GLsizei *count,
                                 GLsizei drawcount);
    bool ValidateMultiDrawElements(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   PrimitiveMode modePacked,
                                   const GLsizei *count,
                                   DrawElementsType typePacked,
                                   const void *const *indices,
                                   GLsizei drawcount);
    bool ValidatePointParameteri(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum pname,
                                 GLint param);
    bool ValidatePointParameteriv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum pname,
                                  const GLint *params);
    bool ValidateSecondaryColor3b(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLbyte red,
                                  GLbyte green,
                                  GLbyte blue);
    bool ValidateSecondaryColor3bv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   const GLbyte *v);
    bool ValidateSecondaryColor3d(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLdouble red,
                                  GLdouble green,
                                  GLdouble blue);
    bool ValidateSecondaryColor3dv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   const GLdouble *v);
    bool ValidateSecondaryColor3f(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLfloat red,
                                  GLfloat green,
                                  GLfloat blue);
    bool ValidateSecondaryColor3fv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   const GLfloat *v);
    bool ValidateSecondaryColor3i(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLint red,
                                  GLint green,
                                  GLint blue);
    bool ValidateSecondaryColor3iv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   const GLint *v);
    bool ValidateSecondaryColor3s(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLshort red,
                                  GLshort green,
                                  GLshort blue);
    bool ValidateSecondaryColor3sv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   const GLshort *v);
    bool ValidateSecondaryColor3ub(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLubyte red,
                                   GLubyte green,
                                   GLubyte blue);
    bool ValidateSecondaryColor3ubv(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    const GLubyte *v);
    bool ValidateSecondaryColor3ui(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLuint red,
                                   GLuint green,
                                   GLuint blue);
    bool ValidateSecondaryColor3uiv(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    const GLuint *v);
    bool ValidateSecondaryColor3us(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLushort red,
                                   GLushort green,
                                   GLushort blue);
    bool ValidateSecondaryColor3usv(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    const GLushort *v);
    bool ValidateSecondaryColorPointer(const Context *context,
                                       angle::EntryPoint entryPoint,
                                       GLint size,
                                       GLenum type,
                                       GLsizei stride,
                                       const void *pointer);
    bool ValidateWindowPos2d(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLdouble x,
                             GLdouble y);
    bool ValidateWindowPos2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateWindowPos2f(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLfloat x,
                             GLfloat y);
    bool ValidateWindowPos2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateWindowPos2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y);
    bool ValidateWindowPos2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateWindowPos2s(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLshort x,
                             GLshort y);
    bool ValidateWindowPos2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    bool ValidateWindowPos3d(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLdouble x,
                             GLdouble y,
                             GLdouble z);
    bool ValidateWindowPos3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
    bool ValidateWindowPos3f(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLfloat x,
                             GLfloat y,
                             GLfloat z);
    bool ValidateWindowPos3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
    bool ValidateWindowPos3i(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLint x,
                             GLint y,
                             GLint z);
    bool ValidateWindowPos3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
    bool ValidateWindowPos3s(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLshort x,
                             GLshort y,
                             GLshort z);
    bool ValidateWindowPos3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
    
    // GL 1.5
    bool ValidateGetBufferSubData(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  GLintptr offset,
                                  GLsizeiptr size,
                                  const void *data);
    bool ValidateGetQueryObjectiv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  QueryID idPacked,
                                  GLenum pname,
                                  const GLint *params);
    bool ValidateMapBuffer(const Context *context,
                           angle::EntryPoint entryPoint,
                           BufferBinding targetPacked,
                           GLenum access);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_GL1_AUTOGEN_H_