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kc3-lang/angle/src/libGLESv2/validationES.h

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  • src/libGLESv2/validationES.h
  • //
    // Copyright (c) 2013 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.
    //
    
    // validationES.h: Validation functions for generic OpenGL ES entry point parameters
    
    #ifndef LIBGLESV2_VALIDATION_ES_H
    #define LIBGLESV2_VALIDATION_ES_H
    
    #include "common/mathutil.h"
    
    #include <GLES2/gl2.h>
    #include <GLES3/gl3.h>
    
    namespace gl
    {
    
    class Context;
    
    bool ValidCap(const Context *context, GLenum cap);
    bool ValidTextureTarget(const Context *context, GLenum target);
    bool ValidTexture2DDestinationTarget(const Context *context, GLenum target);
    bool ValidFramebufferTarget(GLenum target);
    bool ValidBufferTarget(const Context *context, GLenum target);
    bool ValidBufferParameter(const Context *context, GLenum pname);
    bool ValidMipLevel(const Context *context, GLenum target, GLint level);
    bool ValidImageSize(const Context *context, GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth);
    bool ValidCompressedImageSize(const Context *context, GLenum internalFormat, GLsizei width, GLsizei height);
    bool ValidQueryType(const Context *context, GLenum queryType);
    bool ValidProgram(Context *context, GLuint id);
    
    bool ValidateAttachmentTarget(Context *context, GLenum attachment);
    bool ValidateRenderbufferStorageParametersBase(Context *context, GLenum target, GLsizei samples,
                                                   GLenum internalformat, GLsizei width, GLsizei height);
    bool ValidateRenderbufferStorageParametersANGLE(Context *context, GLenum target, GLsizei samples,
                                                    GLenum internalformat, GLsizei width, GLsizei height);
    
    bool ValidateFramebufferRenderbufferParameters(Context *context, GLenum target, GLenum attachment,
                                                   GLenum renderbuffertarget, GLuint renderbuffer);
    
    bool ValidateBlitFramebufferParameters(Context *context, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
                                           GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask,
                                           GLenum filter, bool fromAngleExtension);
    
    bool ValidateGetVertexAttribParameters(Context *context, GLenum pname);
    
    bool ValidateTexParamParameters(Context *context, GLenum pname, GLint param);
    
    bool ValidateSamplerObjectParameter(Context *context, GLenum pname);
    
    bool ValidateReadPixelsParameters(Context *context, GLint x, GLint y, GLsizei width, GLsizei height,
                                      GLenum format, GLenum type, GLsizei *bufSize, GLvoid *pixels);
    
    bool ValidateBeginQuery(Context *context, GLenum target, GLuint id);
    bool ValidateEndQuery(Context *context, GLenum target);
    
    bool ValidateUniform(Context *context, GLenum uniformType, GLint location, GLsizei count);
    bool ValidateUniformMatrix(Context *context, GLenum matrixType, GLint location, GLsizei count,
                               GLboolean transpose);
    
    bool ValidateStateQuery(Context *context, GLenum pname, GLenum *nativeType, unsigned int *numParams);
    
    bool ValidateCopyTexImageParametersBase(Context* context, GLenum target, GLint level, GLenum internalformat, bool isSubImage,
                                            GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height,
                                            GLint border, GLenum *textureInternalFormatOut);
    
    bool ValidateDrawArrays(Context *context, GLenum mode, GLint first, GLsizei count, GLsizei primcount);
    bool ValidateDrawArraysInstanced(Context *context, GLenum mode, GLint first, GLsizei count, GLsizei primcount);
    bool ValidateDrawArraysInstancedANGLE(Context *context, GLenum mode, GLint first, GLsizei count, GLsizei primcount);
    
    bool ValidateDrawElements(Context *context, GLenum mode, GLsizei count, GLenum type,
                              const GLvoid* indices, GLsizei primcount, rx::RangeUI *indexRangeOut);
    
    bool ValidateDrawElementsInstanced(Context *context, GLenum mode, GLsizei count, GLenum type,
                                       const GLvoid *indices, GLsizei primcount, rx::RangeUI *indexRangeOut);
    bool ValidateDrawElementsInstancedANGLE(Context *context, GLenum mode, GLsizei count, GLenum type,
                                            const GLvoid *indices, GLsizei primcount, rx::RangeUI *indexRangeOut);
    
    bool ValidateFramebufferTextureBase(Context *context, GLenum target, GLenum attachment,
                                        GLuint texture, GLint level);
    bool ValidateFramebufferTexture2D(Context *context, GLenum target, GLenum attachment,
                                      GLenum textarget, GLuint texture, GLint level);
    
    bool ValidateGetUniformBase(Context *context, GLuint program, GLint location);
    bool ValidateGetUniformfv(Context *context, GLuint program, GLint location, GLfloat* params);
    bool ValidateGetUniformiv(Context *context, GLuint program, GLint location, GLint* params);
    bool ValidateGetnUniformfvEXT(Context *context, GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
    bool ValidateGetnUniformivEXT(Context *context, GLuint program, GLint location, GLsizei bufSize, GLint* params);
    
    }
    
    #endif // LIBGLESV2_VALIDATION_ES_H