Edit

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

Branch :

  • Show log

    Commit

  • Author : Jeff Vigil
    Date : 2020-01-03 11:52:15
    Hash : 3311ef65
    Message : update date comments to 2020 run_code_generation.py updated comments with 2019 to 2020. Put all date updates into this one CL. This also updated hashes. Bug: angleproject:4262 Change-Id: Ia213dd5e47f155986cbb4161d777724355878af0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1986994 Commit-Queue: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Mohan Maiya <m.maiya@samsung.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/validationGL41_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.xml and wgl.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(Context *context, GLuint first, GLsizei count, const GLdouble *v);
    bool ValidateDepthRangeIndexed(Context *context, GLuint index, GLdouble n, GLdouble f);
    bool ValidateGetDoublei_v(Context *context, GLenum target, GLuint index, GLdouble *data);
    bool ValidateGetFloati_v(Context *context, GLenum target, GLuint index, GLfloat *data);
    bool ValidateGetVertexAttribLdv(Context *context, GLuint index, GLenum pname, GLdouble *params);
    bool ValidateProgramUniform1d(Context *context,
                                  ShaderProgramID programPacked,
                                  GLint location,
                                  GLdouble v0);
    bool ValidateProgramUniform1dv(Context *context,
                                   ShaderProgramID programPacked,
                                   GLint location,
                                   GLsizei count,
                                   const GLdouble *value);
    bool ValidateProgramUniform2d(Context *context,
                                  ShaderProgramID programPacked,
                                  GLint location,
                                  GLdouble v0,
                                  GLdouble v1);
    bool ValidateProgramUniform2dv(Context *context,
                                   ShaderProgramID programPacked,
                                   GLint location,
                                   GLsizei count,
                                   const GLdouble *value);
    bool ValidateProgramUniform3d(Context *context,
                                  ShaderProgramID programPacked,
                                  GLint location,
                                  GLdouble v0,
                                  GLdouble v1,
                                  GLdouble v2);
    bool ValidateProgramUniform3dv(Context *context,
                                   ShaderProgramID programPacked,
                                   GLint location,
                                   GLsizei count,
                                   const GLdouble *value);
    bool ValidateProgramUniform4d(Context *context,
                                  ShaderProgramID programPacked,
                                  GLint location,
                                  GLdouble v0,
                                  GLdouble v1,
                                  GLdouble v2,
                                  GLdouble v3);
    bool ValidateProgramUniform4dv(Context *context,
                                   ShaderProgramID programPacked,
                                   GLint location,
                                   GLsizei count,
                                   const GLdouble *value);
    bool ValidateProgramUniformMatrix2dv(Context *context,
                                         ShaderProgramID programPacked,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value);
    bool ValidateProgramUniformMatrix2x3dv(Context *context,
                                           ShaderProgramID programPacked,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix2x4dv(Context *context,
                                           ShaderProgramID programPacked,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix3dv(Context *context,
                                         ShaderProgramID programPacked,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value);
    bool ValidateProgramUniformMatrix3x2dv(Context *context,
                                           ShaderProgramID programPacked,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix3x4dv(Context *context,
                                           ShaderProgramID programPacked,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix4dv(Context *context,
                                         ShaderProgramID programPacked,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value);
    bool ValidateProgramUniformMatrix4x2dv(Context *context,
                                           ShaderProgramID programPacked,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateProgramUniformMatrix4x3dv(Context *context,
                                           ShaderProgramID programPacked,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value);
    bool ValidateScissorArrayv(Context *context, GLuint first, GLsizei count, const GLint *v);
    bool ValidateScissorIndexed(Context *context,
                                GLuint index,
                                GLint left,
                                GLint bottom,
                                GLsizei width,
                                GLsizei height);
    bool ValidateScissorIndexedv(Context *context, GLuint index, const GLint *v);
    bool ValidateVertexAttribL1d(Context *context, GLuint index, GLdouble x);
    bool ValidateVertexAttribL1dv(Context *context, GLuint index, const GLdouble *v);
    bool ValidateVertexAttribL2d(Context *context, GLuint index, GLdouble x, GLdouble y);
    bool ValidateVertexAttribL2dv(Context *context, GLuint index, const GLdouble *v);
    bool ValidateVertexAttribL3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z);
    bool ValidateVertexAttribL3dv(Context *context, GLuint index, const GLdouble *v);
    bool ValidateVertexAttribL4d(Context *context,
                                 GLuint index,
                                 GLdouble x,
                                 GLdouble y,
                                 GLdouble z,
                                 GLdouble w);
    bool ValidateVertexAttribL4dv(Context *context, GLuint index, const GLdouble *v);
    bool ValidateVertexAttribLPointer(Context *context,
                                      GLuint index,
                                      GLint size,
                                      GLenum type,
                                      GLsizei stride,
                                      const void *pointer);
    bool ValidateViewportArrayv(Context *context, GLuint first, GLsizei count, const GLfloat *v);
    bool ValidateViewportIndexedf(Context *context,
                                  GLuint index,
                                  GLfloat x,
                                  GLfloat y,
                                  GLfloat w,
                                  GLfloat h);
    bool ValidateViewportIndexedfv(Context *context, GLuint index, const GLfloat *v);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_GL41_AUTOGEN_H_