Edit

kc3-lang/angle/src/libANGLE/validationGL41_autogen.h

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2020-11-30 17:27:39
    Hash : 0be3f296
    Message : Entry Points: Combine desktop GL minor versions. This reduces the proliferation of small entry point files. Bug: angleproject:2621 Change-Id: Ib882fd9e32e165279439d5d6cab7205eae0732ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2566592 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com>

  • src/libANGLE/validationGL41_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.
    //
    // validationGL41_autogen.h:
    //   Validation functions for the OpenGL 4.1 entry points.
    
    #ifndef LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
    #define LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
    
    #include "common/PackedEnums.h"
    
    namespace gl
    {
    class Context;
    
    bool ValidateDepthRangeArrayv(const Context *context,
                                  GLuint first,
                                  GLsizei count,
                                  const GLdouble *v);
    bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f);
    bool ValidateGetDoublei_v(const Context *context,
                              GLenum target,
                              GLuint index,
                              const GLdouble *data);
    bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data);
    bool ValidateGetVertexAttribLdv(const Context *context,
                                    GLuint index,
                                    GLenum pname,
                                    const GLdouble *params);
    bool ValidateProgramUniform1d(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLdouble v0);
    bool ValidateProgramUniform1dv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLdouble *value);
    bool ValidateProgramUniform2d(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLdouble v0,
                                  GLdouble v1);
    bool ValidateProgramUniform2dv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLdouble *value);
    bool ValidateProgramUniform3d(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLdouble v0,
                                  GLdouble v1,
                                  GLdouble v2);
    bool ValidateProgramUniform3dv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLdouble *value);
    bool ValidateProgramUniform4d(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLdouble v0,
                                  GLdouble v1,
                                  GLdouble v2,
                                  GLdouble v3);
    bool ValidateProgramUniform4dv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLdouble *value);
    bool ValidateProgramUniformMatrix2dv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value);
    bool ValidateProgramUniformMatrix2x3dv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix2x4dv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix3dv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value);
    bool ValidateProgramUniformMatrix3x2dv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix3x4dv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix4dv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value);
    bool ValidateProgramUniformMatrix4x2dv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix4x3dv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v);
    bool ValidateScissorIndexed(const Context *context,
                                GLuint index,
                                GLint left,
                                GLint bottom,
                                GLsizei width,
                                GLsizei height);
    bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v);
    bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x);
    bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v);
    bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y);
    bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v);
    bool ValidateVertexAttribL3d(const Context *context,
                                 GLuint index,
                                 GLdouble x,
                                 GLdouble y,
                                 GLdouble z);
    bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v);
    bool ValidateVertexAttribL4d(const Context *context,
                                 GLuint index,
                                 GLdouble x,
                                 GLdouble y,
                                 GLdouble z,
                                 GLdouble w);
    bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v);
    bool ValidateVertexAttribLPointer(const Context *context,
                                      GLuint index,
                                      GLint size,
                                      GLenum type,
                                      GLsizei stride,
                                      const void *pointer);
    bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v);
    bool ValidateViewportIndexedf(const Context *context,
                                  GLuint index,
                                  GLfloat x,
                                  GLfloat y,
                                  GLfloat w,
                                  GLfloat h);
    bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_GL41_AUTOGEN_H_