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kc3-lang/angle/src/libANGLE/validationES31_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/validationES31_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.
    //
    // validationES31_autogen.h:
    //   Validation functions for the OpenGL ES 3.1 entry points.
    
    #ifndef LIBANGLE_VALIDATION_ES31_AUTOGEN_H_
    #define LIBANGLE_VALIDATION_ES31_AUTOGEN_H_
    
    #include "common/PackedEnums.h"
    
    namespace gl
    {
    class Context;
    
    bool ValidateActiveShaderProgram(const Context *context,
                                     ProgramPipelineID pipelinePacked,
                                     ShaderProgramID programPacked);
    bool ValidateBindImageTexture(const Context *context,
                                  GLuint unit,
                                  TextureID texturePacked,
                                  GLint level,
                                  GLboolean layered,
                                  GLint layer,
                                  GLenum access,
                                  GLenum format);
    bool ValidateBindProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked);
    bool ValidateBindVertexBuffer(const Context *context,
                                  GLuint bindingindex,
                                  BufferID bufferPacked,
                                  GLintptr offset,
                                  GLsizei stride);
    bool ValidateCreateShaderProgramv(const Context *context,
                                      ShaderType typePacked,
                                      GLsizei count,
                                      const GLchar *const *strings);
    bool ValidateDeleteProgramPipelines(const Context *context,
                                        GLsizei n,
                                        const ProgramPipelineID *pipelinesPacked);
    bool ValidateDispatchCompute(const Context *context,
                                 GLuint num_groups_x,
                                 GLuint num_groups_y,
                                 GLuint num_groups_z);
    bool ValidateDispatchComputeIndirect(const Context *context, GLintptr indirect);
    bool ValidateDrawArraysIndirect(const Context *context,
                                    PrimitiveMode modePacked,
                                    const void *indirect);
    bool ValidateDrawElementsIndirect(const Context *context,
                                      PrimitiveMode modePacked,
                                      DrawElementsType typePacked,
                                      const void *indirect);
    bool ValidateFramebufferParameteri(const Context *context,
                                       GLenum target,
                                       GLenum pname,
                                       GLint param);
    bool ValidateGenProgramPipelines(const Context *context,
                                     GLsizei n,
                                     const ProgramPipelineID *pipelinesPacked);
    bool ValidateGetBooleani_v(const Context *context,
                               GLenum target,
                               GLuint index,
                               const GLboolean *data);
    bool ValidateGetFramebufferParameteriv(const Context *context,
                                           GLenum target,
                                           GLenum pname,
                                           const GLint *params);
    bool ValidateGetMultisamplefv(const Context *context,
                                  GLenum pname,
                                  GLuint index,
                                  const GLfloat *val);
    bool ValidateGetProgramInterfaceiv(const Context *context,
                                       ShaderProgramID programPacked,
                                       GLenum programInterface,
                                       GLenum pname,
                                       const GLint *params);
    bool ValidateGetProgramPipelineInfoLog(const Context *context,
                                           ProgramPipelineID pipelinePacked,
                                           GLsizei bufSize,
                                           const GLsizei *length,
                                           const GLchar *infoLog);
    bool ValidateGetProgramPipelineiv(const Context *context,
                                      ProgramPipelineID pipelinePacked,
                                      GLenum pname,
                                      const GLint *params);
    bool ValidateGetProgramResourceIndex(const Context *context,
                                         ShaderProgramID programPacked,
                                         GLenum programInterface,
                                         const GLchar *name);
    bool ValidateGetProgramResourceLocation(const Context *context,
                                            ShaderProgramID programPacked,
                                            GLenum programInterface,
                                            const GLchar *name);
    bool ValidateGetProgramResourceName(const Context *context,
                                        ShaderProgramID programPacked,
                                        GLenum programInterface,
                                        GLuint index,
                                        GLsizei bufSize,
                                        const GLsizei *length,
                                        const GLchar *name);
    bool ValidateGetProgramResourceiv(const Context *context,
                                      ShaderProgramID programPacked,
                                      GLenum programInterface,
                                      GLuint index,
                                      GLsizei propCount,
                                      const GLenum *props,
                                      GLsizei bufSize,
                                      const GLsizei *length,
                                      const GLint *params);
    bool ValidateGetTexLevelParameterfv(const Context *context,
                                        TextureTarget targetPacked,
                                        GLint level,
                                        GLenum pname,
                                        const GLfloat *params);
    bool ValidateGetTexLevelParameteriv(const Context *context,
                                        TextureTarget targetPacked,
                                        GLint level,
                                        GLenum pname,
                                        const GLint *params);
    bool ValidateIsProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked);
    bool ValidateMemoryBarrier(const Context *context, GLbitfield barriers);
    bool ValidateMemoryBarrierByRegion(const Context *context, GLbitfield barriers);
    bool ValidateProgramUniform1f(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0);
    bool ValidateProgramUniform1fv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform1i(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0);
    bool ValidateProgramUniform1iv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform1ui(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0);
    bool ValidateProgramUniform1uiv(const Context *context,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform2f(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1);
    bool ValidateProgramUniform2fv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform2i(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1);
    bool ValidateProgramUniform2iv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform2ui(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1);
    bool ValidateProgramUniform2uiv(const Context *context,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform3f(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1,
                                  GLfloat v2);
    bool ValidateProgramUniform3fv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform3i(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1,
                                  GLint v2);
    bool ValidateProgramUniform3iv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform3ui(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1,
                                   GLuint v2);
    bool ValidateProgramUniform3uiv(const Context *context,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform4f(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1,
                                  GLfloat v2,
                                  GLfloat v3);
    bool ValidateProgramUniform4fv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform4i(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1,
                                  GLint v2,
                                  GLint v3);
    bool ValidateProgramUniform4iv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform4ui(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1,
                                   GLuint v2,
                                   GLuint v3);
    bool ValidateProgramUniform4uiv(const Context *context,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniformMatrix2fv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix2x3fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix2x4fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix3fv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix3x2fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix3x4fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix4fv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix4x2fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix4x3fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateSampleMaski(const Context *context, GLuint maskNumber, GLbitfield mask);
    bool ValidateTexStorage2DMultisample(const Context *context,
                                         TextureType targetPacked,
                                         GLsizei samples,
                                         GLenum internalformat,
                                         GLsizei width,
                                         GLsizei height,
                                         GLboolean fixedsamplelocations);
    bool ValidateUseProgramStages(const Context *context,
                                  ProgramPipelineID pipelinePacked,
                                  GLbitfield stages,
                                  ShaderProgramID programPacked);
    bool ValidateValidateProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked);
    bool ValidateVertexAttribBinding(const Context *context, GLuint attribindex, GLuint bindingindex);
    bool ValidateVertexAttribFormat(const Context *context,
                                    GLuint attribindex,
                                    GLint size,
                                    VertexAttribType typePacked,
                                    GLboolean normalized,
                                    GLuint relativeoffset);
    bool ValidateVertexAttribIFormat(const Context *context,
                                     GLuint attribindex,
                                     GLint size,
                                     VertexAttribType typePacked,
                                     GLuint relativeoffset);
    bool ValidateVertexBindingDivisor(const Context *context, GLuint bindingindex, GLuint divisor);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_