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

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  • Author : Clemen Deng
    Date : 2019-06-18 13:02:03
    Hash : 7558e836
    Message : Windows Desktop GL Implementation Bug: angleproject:3620 Change-Id: I4ef4ab3ee145e5ce9b1ebf0c2d61d0777db72c43 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1678405 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/validationGL1_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
    //
    // Copyright 2019 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 1.0 entry points.
    
    #ifndef LIBANGLE_VALIDATION_GL1_AUTOGEN_H_
    #define LIBANGLE_VALIDATION_GL1_AUTOGEN_H_
    
    #include "common/PackedEnums.h"
    
    namespace gl
    {
    class Context;
    
    bool ValidateAccum(Context *context, GLenum op, GLfloat value);
    bool ValidateBegin(Context *context, GLenum mode);
    bool ValidateBitmap(Context *context,
                        GLsizei width,
                        GLsizei height,
                        GLfloat xorig,
                        GLfloat yorig,
                        GLfloat xmove,
                        GLfloat ymove,
                        const GLubyte *bitmap);
    bool ValidateCallList(Context *context, GLuint list);
    bool ValidateCallLists(Context *context, GLsizei n, GLenum type, const void *lists);
    bool ValidateClearAccum(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
    bool ValidateClearDepth(Context *context, GLdouble depth);
    bool ValidateClearIndex(Context *context, GLfloat c);
    bool ValidateClipPlane(Context *context, GLenum plane, const GLdouble *equation);
    bool ValidateColor3b(Context *context, GLbyte red, GLbyte green, GLbyte blue);
    bool ValidateColor3bv(Context *context, const GLbyte *v);
    bool ValidateColor3d(Context *context, GLdouble red, GLdouble green, GLdouble blue);
    bool ValidateColor3dv(Context *context, const GLdouble *v);
    bool ValidateColor3f(Context *context, GLfloat red, GLfloat green, GLfloat blue);
    bool ValidateColor3fv(Context *context, const GLfloat *v);
    bool ValidateColor3i(Context *context, GLint red, GLint green, GLint blue);
    bool ValidateColor3iv(Context *context, const GLint *v);
    bool ValidateColor3s(Context *context, GLshort red, GLshort green, GLshort blue);
    bool ValidateColor3sv(Context *context, const GLshort *v);
    bool ValidateColor3ub(Context *context, GLubyte red, GLubyte green, GLubyte blue);
    bool ValidateColor3ubv(Context *context, const GLubyte *v);
    bool ValidateColor3ui(Context *context, GLuint red, GLuint green, GLuint blue);
    bool ValidateColor3uiv(Context *context, const GLuint *v);
    bool ValidateColor3us(Context *context, GLushort red, GLushort green, GLushort blue);
    bool ValidateColor3usv(Context *context, const GLushort *v);
    bool ValidateColor4b(Context *context, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
    bool ValidateColor4bv(Context *context, const GLbyte *v);
    bool ValidateColor4d(Context *context, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
    bool ValidateColor4dv(Context *context, const GLdouble *v);
    bool ValidateColor4fv(Context *context, const GLfloat *v);
    bool ValidateColor4i(Context *context, GLint red, GLint green, GLint blue, GLint alpha);
    bool ValidateColor4iv(Context *context, const GLint *v);
    bool ValidateColor4s(Context *context, GLshort red, GLshort green, GLshort blue, GLshort alpha);
    bool ValidateColor4sv(Context *context, const GLshort *v);
    bool ValidateColor4ubv(Context *context, const GLubyte *v);
    bool ValidateColor4ui(Context *context, GLuint red, GLuint green, GLuint blue, GLuint alpha);
    bool ValidateColor4uiv(Context *context, const GLuint *v);
    bool ValidateColor4us(Context *context,
                          GLushort red,
                          GLushort green,
                          GLushort blue,
                          GLushort alpha);
    bool ValidateColor4usv(Context *context, const GLushort *v);
    bool ValidateColorMaterial(Context *context, GLenum face, GLenum mode);
    bool ValidateCopyPixels(Context *context,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height,
                            GLenum type);
    bool ValidateDeleteLists(Context *context, GLuint list, GLsizei range);
    bool ValidateDepthRange(Context *context, GLdouble n, GLdouble f);
    bool ValidateDrawBuffer(Context *context, GLenum buf);
    bool ValidateDrawPixels(Context *context,
                            GLsizei width,
                            GLsizei height,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateEdgeFlag(Context *context, GLboolean flag);
    bool ValidateEdgeFlagv(Context *context, const GLboolean *flag);
    bool ValidateEnd(Context *context);
    bool ValidateEndList(Context *context);
    bool ValidateEvalCoord1d(Context *context, GLdouble u);
    bool ValidateEvalCoord1dv(Context *context, const GLdouble *u);
    bool ValidateEvalCoord1f(Context *context, GLfloat u);
    bool ValidateEvalCoord1fv(Context *context, const GLfloat *u);
    bool ValidateEvalCoord2d(Context *context, GLdouble u, GLdouble v);
    bool ValidateEvalCoord2dv(Context *context, const GLdouble *u);
    bool ValidateEvalCoord2f(Context *context, GLfloat u, GLfloat v);
    bool ValidateEvalCoord2fv(Context *context, const GLfloat *u);
    bool ValidateEvalMesh1(Context *context, GLenum mode, GLint i1, GLint i2);
    bool ValidateEvalMesh2(Context *context, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
    bool ValidateEvalPoint1(Context *context, GLint i);
    bool ValidateEvalPoint2(Context *context, GLint i, GLint j);
    bool ValidateFeedbackBuffer(Context *context, GLsizei size, GLenum type, GLfloat *buffer);
    bool ValidateFogi(Context *context, GLenum pname, GLint param);
    bool ValidateFogiv(Context *context, GLenum pname, const GLint *params);
    bool ValidateFrustum(Context *context,
                         GLdouble left,
                         GLdouble right,
                         GLdouble bottom,
                         GLdouble top,
                         GLdouble zNear,
                         GLdouble zFar);
    bool ValidateGenLists(Context *context, GLsizei range);
    bool ValidateGetClipPlane(Context *context, GLenum plane, GLdouble *equation);
    bool ValidateGetDoublev(Context *context, GLenum pname, GLdouble *data);
    bool ValidateGetLightiv(Context *context, GLenum light, GLenum pname, GLint *params);
    bool ValidateGetMapdv(Context *context, GLenum target, GLenum query, GLdouble *v);
    bool ValidateGetMapfv(Context *context, GLenum target, GLenum query, GLfloat *v);
    bool ValidateGetMapiv(Context *context, GLenum target, GLenum query, GLint *v);
    bool ValidateGetMaterialiv(Context *context, GLenum face, GLenum pname, GLint *params);
    bool ValidateGetPixelMapfv(Context *context, GLenum map, GLfloat *values);
    bool ValidateGetPixelMapuiv(Context *context, GLenum map, GLuint *values);
    bool ValidateGetPixelMapusv(Context *context, GLenum map, GLushort *values);
    bool ValidateGetPolygonStipple(Context *context, GLubyte *mask);
    bool ValidateGetTexGendv(Context *context, GLenum coord, GLenum pname, GLdouble *params);
    bool ValidateGetTexGenfv(Context *context, GLenum coord, GLenum pname, GLfloat *params);
    bool ValidateGetTexGeniv(Context *context, GLenum coord, GLenum pname, GLint *params);
    bool ValidateGetTexImage(Context *context,
                             GLenum target,
                             GLint level,
                             GLenum format,
                             GLenum type,
                             void *pixels);
    bool ValidateIndexMask(Context *context, GLuint mask);
    bool ValidateIndexd(Context *context, GLdouble c);
    bool ValidateIndexdv(Context *context, const GLdouble *c);
    bool ValidateIndexf(Context *context, GLfloat c);
    bool ValidateIndexfv(Context *context, const GLfloat *c);
    bool ValidateIndexi(Context *context, GLint c);
    bool ValidateIndexiv(Context *context, const GLint *c);
    bool ValidateIndexs(Context *context, GLshort c);
    bool ValidateIndexsv(Context *context, const GLshort *c);
    bool ValidateInitNames(Context *context);
    bool ValidateIsList(Context *context, GLuint list);
    bool ValidateLightModeli(Context *context, GLenum pname, GLint param);
    bool ValidateLightModeliv(Context *context, GLenum pname, const GLint *params);
    bool ValidateLighti(Context *context, GLenum light, GLenum pname, GLint param);
    bool ValidateLightiv(Context *context, GLenum light, GLenum pname, const GLint *params);
    bool ValidateLineStipple(Context *context, GLint factor, GLushort pattern);
    bool ValidateListBase(Context *context, GLuint base);
    bool ValidateLoadMatrixd(Context *context, const GLdouble *m);
    bool ValidateLoadName(Context *context, GLuint name);
    bool ValidateMap1d(Context *context,
                       GLenum target,
                       GLdouble u1,
                       GLdouble u2,
                       GLint stride,
                       GLint order,
                       const GLdouble *points);
    bool ValidateMap1f(Context *context,
                       GLenum target,
                       GLfloat u1,
                       GLfloat u2,
                       GLint stride,
                       GLint order,
                       const GLfloat *points);
    bool ValidateMap2d(Context *context,
                       GLenum target,
                       GLdouble u1,
                       GLdouble u2,
                       GLint ustride,
                       GLint uorder,
                       GLdouble v1,
                       GLdouble v2,
                       GLint vstride,
                       GLint vorder,
                       const GLdouble *points);
    bool ValidateMap2f(Context *context,
                       GLenum target,
                       GLfloat u1,
                       GLfloat u2,
                       GLint ustride,
                       GLint uorder,
                       GLfloat v1,
                       GLfloat v2,
                       GLint vstride,
                       GLint vorder,
                       const GLfloat *points);
    bool ValidateMapGrid1d(Context *context, GLint un, GLdouble u1, GLdouble u2);
    bool ValidateMapGrid1f(Context *context, GLint un, GLfloat u1, GLfloat u2);
    bool ValidateMapGrid2d(Context *context,
                           GLint un,
                           GLdouble u1,
                           GLdouble u2,
                           GLint vn,
                           GLdouble v1,
                           GLdouble v2);
    bool ValidateMapGrid2f(Context *context,
                           GLint un,
                           GLfloat u1,
                           GLfloat u2,
                           GLint vn,
                           GLfloat v1,
                           GLfloat v2);
    bool ValidateMateriali(Context *context, GLenum face, GLenum pname, GLint param);
    bool ValidateMaterialiv(Context *context, GLenum face, GLenum pname, const GLint *params);
    bool ValidateMultMatrixd(Context *context, const GLdouble *m);
    bool ValidateNewList(Context *context, GLuint list, GLenum mode);
    bool ValidateNormal3b(Context *context, GLbyte nx, GLbyte ny, GLbyte nz);
    bool ValidateNormal3bv(Context *context, const GLbyte *v);
    bool ValidateNormal3d(Context *context, GLdouble nx, GLdouble ny, GLdouble nz);
    bool ValidateNormal3dv(Context *context, const GLdouble *v);
    bool ValidateNormal3fv(Context *context, const GLfloat *v);
    bool ValidateNormal3i(Context *context, GLint nx, GLint ny, GLint nz);
    bool ValidateNormal3iv(Context *context, const GLint *v);
    bool ValidateNormal3s(Context *context, GLshort nx, GLshort ny, GLshort nz);
    bool ValidateNormal3sv(Context *context, const GLshort *v);
    bool ValidateOrtho(Context *context,
                       GLdouble left,
                       GLdouble right,
                       GLdouble bottom,
                       GLdouble top,
                       GLdouble zNear,
                       GLdouble zFar);
    bool ValidatePassThrough(Context *context, GLfloat token);
    bool ValidatePixelMapfv(Context *context, GLenum map, GLsizei mapsize, const GLfloat *values);
    bool ValidatePixelMapuiv(Context *context, GLenum map, GLsizei mapsize, const GLuint *values);
    bool ValidatePixelMapusv(Context *context, GLenum map, GLsizei mapsize, const GLushort *values);
    bool ValidatePixelStoref(Context *context, GLenum pname, GLfloat param);
    bool ValidatePixelTransferf(Context *context, GLenum pname, GLfloat param);
    bool ValidatePixelTransferi(Context *context, GLenum pname, GLint param);
    bool ValidatePixelZoom(Context *context, GLfloat xfactor, GLfloat yfactor);
    bool ValidatePolygonMode(Context *context, GLenum face, GLenum mode);
    bool ValidatePolygonStipple(Context *context, const GLubyte *mask);
    bool ValidatePopAttrib(Context *context);
    bool ValidatePopName(Context *context);
    bool ValidatePushAttrib(Context *context, GLbitfield mask);
    bool ValidatePushName(Context *context, GLuint name);
    bool ValidateRasterPos2d(Context *context, GLdouble x, GLdouble y);
    bool ValidateRasterPos2dv(Context *context, const GLdouble *v);
    bool ValidateRasterPos2f(Context *context, GLfloat x, GLfloat y);
    bool ValidateRasterPos2fv(Context *context, const GLfloat *v);
    bool ValidateRasterPos2i(Context *context, GLint x, GLint y);
    bool ValidateRasterPos2iv(Context *context, const GLint *v);
    bool ValidateRasterPos2s(Context *context, GLshort x, GLshort y);
    bool ValidateRasterPos2sv(Context *context, const GLshort *v);
    bool ValidateRasterPos3d(Context *context, GLdouble x, GLdouble y, GLdouble z);
    bool ValidateRasterPos3dv(Context *context, const GLdouble *v);
    bool ValidateRasterPos3f(Context *context, GLfloat x, GLfloat y, GLfloat z);
    bool ValidateRasterPos3fv(Context *context, const GLfloat *v);
    bool ValidateRasterPos3i(Context *context, GLint x, GLint y, GLint z);
    bool ValidateRasterPos3iv(Context *context, const GLint *v);
    bool ValidateRasterPos3s(Context *context, GLshort x, GLshort y, GLshort z);
    bool ValidateRasterPos3sv(Context *context, const GLshort *v);
    bool ValidateRasterPos4d(Context *context, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    bool ValidateRasterPos4dv(Context *context, const GLdouble *v);
    bool ValidateRasterPos4f(Context *context, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    bool ValidateRasterPos4fv(Context *context, const GLfloat *v);
    bool ValidateRasterPos4i(Context *context, GLint x, GLint y, GLint z, GLint w);
    bool ValidateRasterPos4iv(Context *context, const GLint *v);
    bool ValidateRasterPos4s(Context *context, GLshort x, GLshort y, GLshort z, GLshort w);
    bool ValidateRasterPos4sv(Context *context, const GLshort *v);
    bool ValidateRectd(Context *context, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
    bool ValidateRectdv(Context *context, const GLdouble *v1, const GLdouble *v2);
    bool ValidateRectf(Context *context, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
    bool ValidateRectfv(Context *context, const GLfloat *v1, const GLfloat *v2);
    bool ValidateRecti(Context *context, GLint x1, GLint y1, GLint x2, GLint y2);
    bool ValidateRectiv(Context *context, const GLint *v1, const GLint *v2);
    bool ValidateRects(Context *context, GLshort x1, GLshort y1, GLshort x2, GLshort y2);
    bool ValidateRectsv(Context *context, const GLshort *v1, const GLshort *v2);
    bool ValidateRenderMode(Context *context, GLenum mode);
    bool ValidateRotated(Context *context, GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
    bool ValidateScaled(Context *context, GLdouble x, GLdouble y, GLdouble z);
    bool ValidateSelectBuffer(Context *context, GLsizei size, GLuint *buffer);
    bool ValidateTexCoord1d(Context *context, GLdouble s);
    bool ValidateTexCoord1dv(Context *context, const GLdouble *v);
    bool ValidateTexCoord1f(Context *context, GLfloat s);
    bool ValidateTexCoord1fv(Context *context, const GLfloat *v);
    bool ValidateTexCoord1i(Context *context, GLint s);
    bool ValidateTexCoord1iv(Context *context, const GLint *v);
    bool ValidateTexCoord1s(Context *context, GLshort s);
    bool ValidateTexCoord1sv(Context *context, const GLshort *v);
    bool ValidateTexCoord2d(Context *context, GLdouble s, GLdouble t);
    bool ValidateTexCoord2dv(Context *context, const GLdouble *v);
    bool ValidateTexCoord2f(Context *context, GLfloat s, GLfloat t);
    bool ValidateTexCoord2fv(Context *context, const GLfloat *v);
    bool ValidateTexCoord2i(Context *context, GLint s, GLint t);
    bool ValidateTexCoord2iv(Context *context, const GLint *v);
    bool ValidateTexCoord2s(Context *context, GLshort s, GLshort t);
    bool ValidateTexCoord2sv(Context *context, const GLshort *v);
    bool ValidateTexCoord3d(Context *context, GLdouble s, GLdouble t, GLdouble r);
    bool ValidateTexCoord3dv(Context *context, const GLdouble *v);
    bool ValidateTexCoord3f(Context *context, GLfloat s, GLfloat t, GLfloat r);
    bool ValidateTexCoord3fv(Context *context, const GLfloat *v);
    bool ValidateTexCoord3i(Context *context, GLint s, GLint t, GLint r);
    bool ValidateTexCoord3iv(Context *context, const GLint *v);
    bool ValidateTexCoord3s(Context *context, GLshort s, GLshort t, GLshort r);
    bool ValidateTexCoord3sv(Context *context, const GLshort *v);
    bool ValidateTexCoord4d(Context *context, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
    bool ValidateTexCoord4dv(Context *context, const GLdouble *v);
    bool ValidateTexCoord4f(Context *context, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
    bool ValidateTexCoord4fv(Context *context, const GLfloat *v);
    bool ValidateTexCoord4i(Context *context, GLint s, GLint t, GLint r, GLint q);
    bool ValidateTexCoord4iv(Context *context, const GLint *v);
    bool ValidateTexCoord4s(Context *context, GLshort s, GLshort t, GLshort r, GLshort q);
    bool ValidateTexCoord4sv(Context *context, const GLshort *v);
    bool ValidateTexGend(Context *context, GLenum coord, GLenum pname, GLdouble param);
    bool ValidateTexGendv(Context *context, GLenum coord, GLenum pname, const GLdouble *params);
    bool ValidateTexGenf(Context *context, GLenum coord, GLenum pname, GLfloat param);
    bool ValidateTexGenfv(Context *context, GLenum coord, GLenum pname, const GLfloat *params);
    bool ValidateTexGeni(Context *context, GLenum coord, GLenum pname, GLint param);
    bool ValidateTexGeniv(Context *context, GLenum coord, GLenum pname, const GLint *params);
    bool ValidateTexImage1D(Context *context,
                            GLenum target,
                            GLint level,
                            GLint internalformat,
                            GLsizei width,
                            GLint border,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateTranslated(Context *context, GLdouble x, GLdouble y, GLdouble z);
    bool ValidateVertex2d(Context *context, GLdouble x, GLdouble y);
    bool ValidateVertex2dv(Context *context, const GLdouble *v);
    bool ValidateVertex2f(Context *context, GLfloat x, GLfloat y);
    bool ValidateVertex2fv(Context *context, const GLfloat *v);
    bool ValidateVertex2i(Context *context, GLint x, GLint y);
    bool ValidateVertex2iv(Context *context, const GLint *v);
    bool ValidateVertex2s(Context *context, GLshort x, GLshort y);
    bool ValidateVertex2sv(Context *context, const GLshort *v);
    bool ValidateVertex3d(Context *context, GLdouble x, GLdouble y, GLdouble z);
    bool ValidateVertex3dv(Context *context, const GLdouble *v);
    bool ValidateVertex3f(Context *context, GLfloat x, GLfloat y, GLfloat z);
    bool ValidateVertex3fv(Context *context, const GLfloat *v);
    bool ValidateVertex3i(Context *context, GLint x, GLint y, GLint z);
    bool ValidateVertex3iv(Context *context, const GLint *v);
    bool ValidateVertex3s(Context *context, GLshort x, GLshort y, GLshort z);
    bool ValidateVertex3sv(Context *context, const GLshort *v);
    bool ValidateVertex4d(Context *context, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
    bool ValidateVertex4dv(Context *context, const GLdouble *v);
    bool ValidateVertex4f(Context *context, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
    bool ValidateVertex4fv(Context *context, const GLfloat *v);
    bool ValidateVertex4i(Context *context, GLint x, GLint y, GLint z, GLint w);
    bool ValidateVertex4iv(Context *context, const GLint *v);
    bool ValidateVertex4s(Context *context, GLshort x, GLshort y, GLshort z, GLshort w);
    bool ValidateVertex4sv(Context *context, const GLshort *v);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_GL1_AUTOGEN_H_