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kc3-lang/angle/src/libANGLE/validationES2_autogen.h

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  • Author : Jamie Madill
    Date : 2020-04-30 17:35:50
    Hash : 57d95828
    Message : Revert "Add type for attribute locations." This reverts commit 9349c14344b2d1fd6bc357063b602bc2626c140f and commit d43b057435e6c9e3194dd20627681ffca0c0808e. It's no longer needed after we bind attribute locations before link. Original CL message: This will allow the capture/replay tool to easily intercept and label attribute locations for remapping. There's some inconsistency in implementation in the GL desktop front- end. This is a quick fix and the full implementation is left for when we implement the full desktop GL API set. Bug: angleproject:4598 Change-Id: Ic510159d4d1982eff41560503cabf983a1be0381 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2174076 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/validationES2_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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.
    //
    // validationES2_autogen.h:
    //   Validation functions for the OpenGL ES 2.0 entry points.
    
    #ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
    #define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
    
    #include "common/PackedEnums.h"
    
    namespace gl
    {
    class Context;
    
    bool ValidateActiveTexture(const Context *context, GLenum texture);
    bool ValidateAttachShader(const Context *context,
                              ShaderProgramID programPacked,
                              ShaderProgramID shaderPacked);
    bool ValidateBindAttribLocation(const Context *context,
                                    ShaderProgramID programPacked,
                                    GLuint index,
                                    const GLchar *name);
    bool ValidateBindBuffer(const Context *context, BufferBinding targetPacked, BufferID bufferPacked);
    bool ValidateBindFramebuffer(const Context *context,
                                 GLenum target,
                                 FramebufferID framebufferPacked);
    bool ValidateBindRenderbuffer(const Context *context,
                                  GLenum target,
                                  RenderbufferID renderbufferPacked);
    bool ValidateBindTexture(const Context *context, TextureType targetPacked, TextureID texturePacked);
    bool ValidateBlendColor(const Context *context,
                            GLfloat red,
                            GLfloat green,
                            GLfloat blue,
                            GLfloat alpha);
    bool ValidateBlendEquation(const Context *context, GLenum mode);
    bool ValidateBlendEquationSeparate(const Context *context, GLenum modeRGB, GLenum modeAlpha);
    bool ValidateBlendFunc(const Context *context, GLenum sfactor, GLenum dfactor);
    bool ValidateBlendFuncSeparate(const Context *context,
                                   GLenum sfactorRGB,
                                   GLenum dfactorRGB,
                                   GLenum sfactorAlpha,
                                   GLenum dfactorAlpha);
    bool ValidateBufferData(const Context *context,
                            BufferBinding targetPacked,
                            GLsizeiptr size,
                            const void *data,
                            BufferUsage usagePacked);
    bool ValidateBufferSubData(const Context *context,
                               BufferBinding targetPacked,
                               GLintptr offset,
                               GLsizeiptr size,
                               const void *data);
    bool ValidateCheckFramebufferStatus(const Context *context, GLenum target);
    bool ValidateClear(const Context *context, GLbitfield mask);
    bool ValidateClearColor(const Context *context,
                            GLfloat red,
                            GLfloat green,
                            GLfloat blue,
                            GLfloat alpha);
    bool ValidateClearDepthf(const Context *context, GLfloat d);
    bool ValidateClearStencil(const Context *context, GLint s);
    bool ValidateColorMask(const Context *context,
                           GLboolean red,
                           GLboolean green,
                           GLboolean blue,
                           GLboolean alpha);
    bool ValidateCompileShader(const Context *context, ShaderProgramID shaderPacked);
    bool ValidateCompressedTexImage2D(const Context *context,
                                      TextureTarget targetPacked,
                                      GLint level,
                                      GLenum internalformat,
                                      GLsizei width,
                                      GLsizei height,
                                      GLint border,
                                      GLsizei imageSize,
                                      const void *data);
    bool ValidateCompressedTexSubImage2D(const Context *context,
                                         TextureTarget targetPacked,
                                         GLint level,
                                         GLint xoffset,
                                         GLint yoffset,
                                         GLsizei width,
                                         GLsizei height,
                                         GLenum format,
                                         GLsizei imageSize,
                                         const void *data);
    bool ValidateCopyTexImage2D(const Context *context,
                                TextureTarget targetPacked,
                                GLint level,
                                GLenum internalformat,
                                GLint x,
                                GLint y,
                                GLsizei width,
                                GLsizei height,
                                GLint border);
    bool ValidateCopyTexSubImage2D(const Context *context,
                                   TextureTarget targetPacked,
                                   GLint level,
                                   GLint xoffset,
                                   GLint yoffset,
                                   GLint x,
                                   GLint y,
                                   GLsizei width,
                                   GLsizei height);
    bool ValidateCreateProgram(const Context *context);
    bool ValidateCreateShader(const Context *context, ShaderType typePacked);
    bool ValidateCullFace(const Context *context, CullFaceMode modePacked);
    bool ValidateDeleteBuffers(const Context *context, GLsizei n, const BufferID *buffersPacked);
    bool ValidateDeleteFramebuffers(const Context *context,
                                    GLsizei n,
                                    const FramebufferID *framebuffersPacked);
    bool ValidateDeleteProgram(const Context *context, ShaderProgramID programPacked);
    bool ValidateDeleteRenderbuffers(const Context *context,
                                     GLsizei n,
                                     const RenderbufferID *renderbuffersPacked);
    bool ValidateDeleteShader(const Context *context, ShaderProgramID shaderPacked);
    bool ValidateDeleteTextures(const Context *context, GLsizei n, const TextureID *texturesPacked);
    bool ValidateDepthFunc(const Context *context, GLenum func);
    bool ValidateDepthMask(const Context *context, GLboolean flag);
    bool ValidateDepthRangef(const Context *context, GLfloat n, GLfloat f);
    bool ValidateDetachShader(const Context *context,
                              ShaderProgramID programPacked,
                              ShaderProgramID shaderPacked);
    bool ValidateDisable(const Context *context, GLenum cap);
    bool ValidateDisableVertexAttribArray(const Context *context, GLuint index);
    bool ValidateDrawArrays(const Context *context,
                            PrimitiveMode modePacked,
                            GLint first,
                            GLsizei count);
    bool ValidateDrawElements(const Context *context,
                              PrimitiveMode modePacked,
                              GLsizei count,
                              DrawElementsType typePacked,
                              const void *indices);
    bool ValidateEnable(const Context *context, GLenum cap);
    bool ValidateEnableVertexAttribArray(const Context *context, GLuint index);
    bool ValidateFinish(const Context *context);
    bool ValidateFlush(const Context *context);
    bool ValidateFramebufferRenderbuffer(const Context *context,
                                         GLenum target,
                                         GLenum attachment,
                                         GLenum renderbuffertarget,
                                         RenderbufferID renderbufferPacked);
    bool ValidateFramebufferTexture2D(const Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      TextureTarget textargetPacked,
                                      TextureID texturePacked,
                                      GLint level);
    bool ValidateFrontFace(const Context *context, GLenum mode);
    bool ValidateGenBuffers(const Context *context, GLsizei n, const BufferID *buffersPacked);
    bool ValidateGenFramebuffers(const Context *context,
                                 GLsizei n,
                                 const FramebufferID *framebuffersPacked);
    bool ValidateGenRenderbuffers(const Context *context,
                                  GLsizei n,
                                  const RenderbufferID *renderbuffersPacked);
    bool ValidateGenTextures(const Context *context, GLsizei n, const TextureID *texturesPacked);
    bool ValidateGenerateMipmap(const Context *context, TextureType targetPacked);
    bool ValidateGetActiveAttrib(const Context *context,
                                 ShaderProgramID programPacked,
                                 GLuint index,
                                 GLsizei bufSize,
                                 const GLsizei *length,
                                 const GLint *size,
                                 const GLenum *type,
                                 const GLchar *name);
    bool ValidateGetActiveUniform(const Context *context,
                                  ShaderProgramID programPacked,
                                  GLuint index,
                                  GLsizei bufSize,
                                  const GLsizei *length,
                                  const GLint *size,
                                  const GLenum *type,
                                  const GLchar *name);
    bool ValidateGetAttachedShaders(const Context *context,
                                    ShaderProgramID programPacked,
                                    GLsizei maxCount,
                                    const GLsizei *count,
                                    const ShaderProgramID *shadersPacked);
    bool ValidateGetAttribLocation(const Context *context,
                                   ShaderProgramID programPacked,
                                   const GLchar *name);
    bool ValidateGetBooleanv(const Context *context, GLenum pname, const GLboolean *data);
    bool ValidateGetBufferParameteriv(const Context *context,
                                      BufferBinding targetPacked,
                                      GLenum pname,
                                      const GLint *params);
    bool ValidateGetError(const Context *context);
    bool ValidateGetFloatv(const Context *context, GLenum pname, const GLfloat *data);
    bool ValidateGetFramebufferAttachmentParameteriv(const Context *context,
                                                     GLenum target,
                                                     GLenum attachment,
                                                     GLenum pname,
                                                     const GLint *params);
    bool ValidateGetIntegerv(const Context *context, GLenum pname, const GLint *data);
    bool ValidateGetProgramInfoLog(const Context *context,
                                   ShaderProgramID programPacked,
                                   GLsizei bufSize,
                                   const GLsizei *length,
                                   const GLchar *infoLog);
    bool ValidateGetProgramiv(const Context *context,
                              ShaderProgramID programPacked,
                              GLenum pname,
                              const GLint *params);
    bool ValidateGetRenderbufferParameteriv(const Context *context,
                                            GLenum target,
                                            GLenum pname,
                                            const GLint *params);
    bool ValidateGetShaderInfoLog(const Context *context,
                                  ShaderProgramID shaderPacked,
                                  GLsizei bufSize,
                                  const GLsizei *length,
                                  const GLchar *infoLog);
    bool ValidateGetShaderPrecisionFormat(const Context *context,
                                          GLenum shadertype,
                                          GLenum precisiontype,
                                          const GLint *range,
                                          const GLint *precision);
    bool ValidateGetShaderSource(const Context *context,
                                 ShaderProgramID shaderPacked,
                                 GLsizei bufSize,
                                 const GLsizei *length,
                                 const GLchar *source);
    bool ValidateGetShaderiv(const Context *context,
                             ShaderProgramID shaderPacked,
                             GLenum pname,
                             const GLint *params);
    bool ValidateGetString(const Context *context, GLenum name);
    bool ValidateGetTexParameterfv(const Context *context,
                                   TextureType targetPacked,
                                   GLenum pname,
                                   const GLfloat *params);
    bool ValidateGetTexParameteriv(const Context *context,
                                   TextureType targetPacked,
                                   GLenum pname,
                                   const GLint *params);
    bool ValidateGetUniformLocation(const Context *context,
                                    ShaderProgramID programPacked,
                                    const GLchar *name);
    bool ValidateGetUniformfv(const Context *context,
                              ShaderProgramID programPacked,
                              UniformLocation locationPacked,
                              const GLfloat *params);
    bool ValidateGetUniformiv(const Context *context,
                              ShaderProgramID programPacked,
                              UniformLocation locationPacked,
                              const GLint *params);
    bool ValidateGetVertexAttribPointerv(const Context *context,
                                         GLuint index,
                                         GLenum pname,
                                         void *const *pointer);
    bool ValidateGetVertexAttribfv(const Context *context,
                                   GLuint index,
                                   GLenum pname,
                                   const GLfloat *params);
    bool ValidateGetVertexAttribiv(const Context *context,
                                   GLuint index,
                                   GLenum pname,
                                   const GLint *params);
    bool ValidateHint(const Context *context, GLenum target, GLenum mode);
    bool ValidateIsBuffer(const Context *context, BufferID bufferPacked);
    bool ValidateIsEnabled(const Context *context, GLenum cap);
    bool ValidateIsFramebuffer(const Context *context, FramebufferID framebufferPacked);
    bool ValidateIsProgram(const Context *context, ShaderProgramID programPacked);
    bool ValidateIsRenderbuffer(const Context *context, RenderbufferID renderbufferPacked);
    bool ValidateIsShader(const Context *context, ShaderProgramID shaderPacked);
    bool ValidateIsTexture(const Context *context, TextureID texturePacked);
    bool ValidateLineWidth(const Context *context, GLfloat width);
    bool ValidateLinkProgram(const Context *context, ShaderProgramID programPacked);
    bool ValidatePixelStorei(const Context *context, GLenum pname, GLint param);
    bool ValidatePolygonOffset(const Context *context, GLfloat factor, GLfloat units);
    bool ValidateReadPixels(const Context *context,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateReleaseShaderCompiler(const Context *context);
    bool ValidateRenderbufferStorage(const Context *context,
                                     GLenum target,
                                     GLenum internalformat,
                                     GLsizei width,
                                     GLsizei height);
    bool ValidateSampleCoverage(const Context *context, GLfloat value, GLboolean invert);
    bool ValidateScissor(const Context *context, GLint x, GLint y, GLsizei width, GLsizei height);
    bool ValidateShaderBinary(const Context *context,
                              GLsizei count,
                              const ShaderProgramID *shadersPacked,
                              GLenum binaryformat,
                              const void *binary,
                              GLsizei length);
    bool ValidateShaderSource(const Context *context,
                              ShaderProgramID shaderPacked,
                              GLsizei count,
                              const GLchar *const *string,
                              const GLint *length);
    bool ValidateStencilFunc(const Context *context, GLenum func, GLint ref, GLuint mask);
    bool ValidateStencilFuncSeparate(const Context *context,
                                     GLenum face,
                                     GLenum func,
                                     GLint ref,
                                     GLuint mask);
    bool ValidateStencilMask(const Context *context, GLuint mask);
    bool ValidateStencilMaskSeparate(const Context *context, GLenum face, GLuint mask);
    bool ValidateStencilOp(const Context *context, GLenum fail, GLenum zfail, GLenum zpass);
    bool ValidateStencilOpSeparate(const Context *context,
                                   GLenum face,
                                   GLenum sfail,
                                   GLenum dpfail,
                                   GLenum dppass);
    bool ValidateTexImage2D(const Context *context,
                            TextureTarget targetPacked,
                            GLint level,
                            GLint internalformat,
                            GLsizei width,
                            GLsizei height,
                            GLint border,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateTexParameterf(const Context *context,
                               TextureType targetPacked,
                               GLenum pname,
                               GLfloat param);
    bool ValidateTexParameterfv(const Context *context,
                                TextureType targetPacked,
                                GLenum pname,
                                const GLfloat *params);
    bool ValidateTexParameteri(const Context *context,
                               TextureType targetPacked,
                               GLenum pname,
                               GLint param);
    bool ValidateTexParameteriv(const Context *context,
                                TextureType targetPacked,
                                GLenum pname,
                                const GLint *params);
    bool ValidateTexSubImage2D(const Context *context,
                               TextureTarget targetPacked,
                               GLint level,
                               GLint xoffset,
                               GLint yoffset,
                               GLsizei width,
                               GLsizei height,
                               GLenum format,
                               GLenum type,
                               const void *pixels);
    bool ValidateUniform1f(const Context *context, UniformLocation locationPacked, GLfloat v0);
    bool ValidateUniform1fv(const Context *context,
                            UniformLocation locationPacked,
                            GLsizei count,
                            const GLfloat *value);
    bool ValidateUniform1i(const Context *context, UniformLocation locationPacked, GLint v0);
    bool ValidateUniform1iv(const Context *context,
                            UniformLocation locationPacked,
                            GLsizei count,
                            const GLint *value);
    bool ValidateUniform2f(const Context *context,
                           UniformLocation locationPacked,
                           GLfloat v0,
                           GLfloat v1);
    bool ValidateUniform2fv(const Context *context,
                            UniformLocation locationPacked,
                            GLsizei count,
                            const GLfloat *value);
    bool ValidateUniform2i(const Context *context, UniformLocation locationPacked, GLint v0, GLint v1);
    bool ValidateUniform2iv(const Context *context,
                            UniformLocation locationPacked,
                            GLsizei count,
                            const GLint *value);
    bool ValidateUniform3f(const Context *context,
                           UniformLocation locationPacked,
                           GLfloat v0,
                           GLfloat v1,
                           GLfloat v2);
    bool ValidateUniform3fv(const Context *context,
                            UniformLocation locationPacked,
                            GLsizei count,
                            const GLfloat *value);
    bool ValidateUniform3i(const Context *context,
                           UniformLocation locationPacked,
                           GLint v0,
                           GLint v1,
                           GLint v2);
    bool ValidateUniform3iv(const Context *context,
                            UniformLocation locationPacked,
                            GLsizei count,
                            const GLint *value);
    bool ValidateUniform4f(const Context *context,
                           UniformLocation locationPacked,
                           GLfloat v0,
                           GLfloat v1,
                           GLfloat v2,
                           GLfloat v3);
    bool ValidateUniform4fv(const Context *context,
                            UniformLocation locationPacked,
                            GLsizei count,
                            const GLfloat *value);
    bool ValidateUniform4i(const Context *context,
                           UniformLocation locationPacked,
                           GLint v0,
                           GLint v1,
                           GLint v2,
                           GLint v3);
    bool ValidateUniform4iv(const Context *context,
                            UniformLocation locationPacked,
                            GLsizei count,
                            const GLint *value);
    bool ValidateUniformMatrix2fv(const Context *context,
                                  UniformLocation locationPacked,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateUniformMatrix3fv(const Context *context,
                                  UniformLocation locationPacked,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateUniformMatrix4fv(const Context *context,
                                  UniformLocation locationPacked,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateUseProgram(const Context *context, ShaderProgramID programPacked);
    bool ValidateValidateProgram(const Context *context, ShaderProgramID programPacked);
    bool ValidateVertexAttrib1f(const Context *context, GLuint index, GLfloat x);
    bool ValidateVertexAttrib1fv(const Context *context, GLuint index, const GLfloat *v);
    bool ValidateVertexAttrib2f(const Context *context, GLuint index, GLfloat x, GLfloat y);
    bool ValidateVertexAttrib2fv(const Context *context, GLuint index, const GLfloat *v);
    bool ValidateVertexAttrib3f(const Context *context, GLuint index, GLfloat x, GLfloat y, GLfloat z);
    bool ValidateVertexAttrib3fv(const Context *context, GLuint index, const GLfloat *v);
    bool ValidateVertexAttrib4f(const Context *context,
                                GLuint index,
                                GLfloat x,
                                GLfloat y,
                                GLfloat z,
                                GLfloat w);
    bool ValidateVertexAttrib4fv(const Context *context, GLuint index, const GLfloat *v);
    bool ValidateVertexAttribPointer(const Context *context,
                                     GLuint index,
                                     GLint size,
                                     VertexAttribType typePacked,
                                     GLboolean normalized,
                                     GLsizei stride,
                                     const void *pointer);
    bool ValidateViewport(const Context *context, GLint x, GLint y, GLsizei width, GLsizei height);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_