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kc3-lang/angle/src/libANGLE/validationES31_autogen.h

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  • Author : Jamie Madill
    Date : 2022-08-25 11:16:23
    Hash : 64f41972
    Message : Use canonical gl.xml and update enum to string function. This replaces our copy of gl.xml with the upstream canonical copy. Note that one patch is required before we can remove ANGLE's copy: https://github.com/KhronosGroup/OpenGL-Registry/pull/538 Because the upstream version uses a new method of enum groups, we also update our enum-to-string generator to use the new groups. This new code includes many more enums and groups in the mapping. Bug: angleproject:6461 Change-Id: I1c0ab44c36afce8db04c9661b377bbe5762c913e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3856649 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@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"
    #include "common/entry_points_enum_autogen.h"
    
    namespace gl
    {
    class Context;
    
    bool ValidateActiveShaderProgram(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     ProgramPipelineID pipelinePacked,
                                     ShaderProgramID programPacked);
    bool ValidateBindImageTexture(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLuint unit,
                                  TextureID texturePacked,
                                  GLint level,
                                  GLboolean layered,
                                  GLint layer,
                                  GLenum access,
                                  GLenum format);
    bool ValidateBindProgramPipeline(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     ProgramPipelineID pipelinePacked);
    bool ValidateBindVertexBuffer(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLuint bindingindex,
                                  BufferID bufferPacked,
                                  GLintptr offset,
                                  GLsizei stride);
    bool ValidateCreateShaderProgramv(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      ShaderType typePacked,
                                      GLsizei count,
                                      const GLchar *const *strings);
    bool ValidateDeleteProgramPipelines(const Context *context,
                                        angle::EntryPoint entryPoint,
                                        GLsizei n,
                                        const ProgramPipelineID *pipelinesPacked);
    bool ValidateDispatchCompute(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLuint num_groups_x,
                                 GLuint num_groups_y,
                                 GLuint num_groups_z);
    bool ValidateDispatchComputeIndirect(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         GLintptr indirect);
    bool ValidateDrawArraysIndirect(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    PrimitiveMode modePacked,
                                    const void *indirect);
    bool ValidateDrawElementsIndirect(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      PrimitiveMode modePacked,
                                      DrawElementsType typePacked,
                                      const void *indirect);
    bool ValidateFramebufferParameteri(const Context *context,
                                       angle::EntryPoint entryPoint,
                                       GLenum target,
                                       GLenum pname,
                                       GLint param);
    bool ValidateGenProgramPipelines(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     GLsizei n,
                                     const ProgramPipelineID *pipelinesPacked);
    bool ValidateGetBooleani_v(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum target,
                               GLuint index,
                               const GLboolean *data);
    bool ValidateGetFramebufferParameteriv(const Context *context,
                                           angle::EntryPoint entryPoint,
                                           GLenum target,
                                           GLenum pname,
                                           const GLint *params);
    bool ValidateGetMultisamplefv(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum pname,
                                  GLuint index,
                                  const GLfloat *val);
    bool ValidateGetProgramInterfaceiv(const Context *context,
                                       angle::EntryPoint entryPoint,
                                       ShaderProgramID programPacked,
                                       GLenum programInterface,
                                       GLenum pname,
                                       const GLint *params);
    bool ValidateGetProgramPipelineInfoLog(const Context *context,
                                           angle::EntryPoint entryPoint,
                                           ProgramPipelineID pipelinePacked,
                                           GLsizei bufSize,
                                           const GLsizei *length,
                                           const GLchar *infoLog);
    bool ValidateGetProgramPipelineiv(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      ProgramPipelineID pipelinePacked,
                                      GLenum pname,
                                      const GLint *params);
    bool ValidateGetProgramResourceIndex(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         ShaderProgramID programPacked,
                                         GLenum programInterface,
                                         const GLchar *name);
    bool ValidateGetProgramResourceLocation(const Context *context,
                                            angle::EntryPoint entryPoint,
                                            ShaderProgramID programPacked,
                                            GLenum programInterface,
                                            const GLchar *name);
    bool ValidateGetProgramResourceName(const Context *context,
                                        angle::EntryPoint entryPoint,
                                        ShaderProgramID programPacked,
                                        GLenum programInterface,
                                        GLuint index,
                                        GLsizei bufSize,
                                        const GLsizei *length,
                                        const GLchar *name);
    bool ValidateGetProgramResourceiv(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      ShaderProgramID programPacked,
                                      GLenum programInterface,
                                      GLuint index,
                                      GLsizei propCount,
                                      const GLenum *props,
                                      GLsizei count,
                                      const GLsizei *length,
                                      const GLint *params);
    bool ValidateGetTexLevelParameterfv(const Context *context,
                                        angle::EntryPoint entryPoint,
                                        TextureTarget targetPacked,
                                        GLint level,
                                        GLenum pname,
                                        const GLfloat *params);
    bool ValidateGetTexLevelParameteriv(const Context *context,
                                        angle::EntryPoint entryPoint,
                                        TextureTarget targetPacked,
                                        GLint level,
                                        GLenum pname,
                                        const GLint *params);
    bool ValidateIsProgramPipeline(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ProgramPipelineID pipelinePacked);
    bool ValidateMemoryBarrier(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLbitfield barriers);
    bool ValidateMemoryBarrierByRegion(const Context *context,
                                       angle::EntryPoint entryPoint,
                                       GLbitfield barriers);
    bool ValidateProgramUniform1f(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0);
    bool ValidateProgramUniform1fv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform1i(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0);
    bool ValidateProgramUniform1iv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform1ui(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0);
    bool ValidateProgramUniform1uiv(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform2f(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1);
    bool ValidateProgramUniform2fv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform2i(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1);
    bool ValidateProgramUniform2iv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform2ui(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1);
    bool ValidateProgramUniform2uiv(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform3f(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1,
                                  GLfloat v2);
    bool ValidateProgramUniform3fv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform3i(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1,
                                  GLint v2);
    bool ValidateProgramUniform3iv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform3ui(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1,
                                   GLuint v2);
    bool ValidateProgramUniform3uiv(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform4f(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1,
                                  GLfloat v2,
                                  GLfloat v3);
    bool ValidateProgramUniform4fv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform4i(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1,
                                  GLint v2,
                                  GLint v3);
    bool ValidateProgramUniform4iv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform4ui(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1,
                                   GLuint v2,
                                   GLuint v3);
    bool ValidateProgramUniform4uiv(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniformMatrix2fv(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix2x3fv(const Context *context,
                                           angle::EntryPoint entryPoint,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix2x4fv(const Context *context,
                                           angle::EntryPoint entryPoint,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix3fv(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix3x2fv(const Context *context,
                                           angle::EntryPoint entryPoint,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix3x4fv(const Context *context,
                                           angle::EntryPoint entryPoint,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix4fv(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix4x2fv(const Context *context,
                                           angle::EntryPoint entryPoint,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix4x3fv(const Context *context,
                                           angle::EntryPoint entryPoint,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateSampleMaski(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLuint maskNumber,
                             GLbitfield mask);
    bool ValidateTexStorage2DMultisample(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         TextureType targetPacked,
                                         GLsizei samples,
                                         GLenum internalformat,
                                         GLsizei width,
                                         GLsizei height,
                                         GLboolean fixedsamplelocations);
    bool ValidateUseProgramStages(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ProgramPipelineID pipelinePacked,
                                  GLbitfield stages,
                                  ShaderProgramID programPacked);
    bool ValidateValidateProgramPipeline(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         ProgramPipelineID pipelinePacked);
    bool ValidateVertexAttribBinding(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     GLuint attribindex,
                                     GLuint bindingindex);
    bool ValidateVertexAttribFormat(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    GLuint attribindex,
                                    GLint size,
                                    VertexAttribType typePacked,
                                    GLboolean normalized,
                                    GLuint relativeoffset);
    bool ValidateVertexAttribIFormat(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     GLuint attribindex,
                                     GLint size,
                                     VertexAttribType typePacked,
                                     GLuint relativeoffset);
    bool ValidateVertexBindingDivisor(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      GLuint bindingindex,
                                      GLuint divisor);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_