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kc3-lang/angle/src/libANGLE/validationES2_autogen.h

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  • Author : Jeff Gilbert
    Date : 2019-01-02 16:21:18
    Hash : 465d6090
    Message : Add GL_ANGLE_provoking_vertex on D3D11 and GL. This extension is a subset of GL_ARB_provoking_vertex without the QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION query. Bug: angleproject:2829 Change-Id: I907a4d16b7b13d3bbfb948842091eedd7b6a8b77 Reviewed-on: https://chromium-review.googlesource.com/c/1410289 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/validationES2_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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.
    //
    // validationES2_autogen.h:
    //   Validation functions for the OpenGL ES 2.0 entry points.
    
    #ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
    #define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
    
    #include "common/PackedEnums.h"
    
    namespace gl
    {
    class Context;
    
    bool ValidateActiveTexture(Context *context, GLenum texture);
    bool ValidateAttachShader(Context *context, GLuint program, GLuint shader);
    bool ValidateBindAttribLocation(Context *context, GLuint program, GLuint index, const GLchar *name);
    bool ValidateBindBuffer(Context *context, BufferBinding targetPacked, GLuint buffer);
    bool ValidateBindFramebuffer(Context *context, GLenum target, GLuint framebuffer);
    bool ValidateBindRenderbuffer(Context *context, GLenum target, GLuint renderbuffer);
    bool ValidateBindTexture(Context *context, TextureType targetPacked, GLuint texture);
    bool ValidateBlendColor(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
    bool ValidateBlendEquation(Context *context, GLenum mode);
    bool ValidateBlendEquationSeparate(Context *context, GLenum modeRGB, GLenum modeAlpha);
    bool ValidateBlendFunc(Context *context, GLenum sfactor, GLenum dfactor);
    bool ValidateBlendFuncSeparate(Context *context,
                                   GLenum sfactorRGB,
                                   GLenum dfactorRGB,
                                   GLenum sfactorAlpha,
                                   GLenum dfactorAlpha);
    bool ValidateBufferData(Context *context,
                            BufferBinding targetPacked,
                            GLsizeiptr size,
                            const void *data,
                            BufferUsage usagePacked);
    bool ValidateBufferSubData(Context *context,
                               BufferBinding targetPacked,
                               GLintptr offset,
                               GLsizeiptr size,
                               const void *data);
    bool ValidateCheckFramebufferStatus(Context *context, GLenum target);
    bool ValidateClear(Context *context, GLbitfield mask);
    bool ValidateClearColor(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
    bool ValidateClearDepthf(Context *context, GLfloat d);
    bool ValidateClearStencil(Context *context, GLint s);
    bool ValidateColorMask(Context *context,
                           GLboolean red,
                           GLboolean green,
                           GLboolean blue,
                           GLboolean alpha);
    bool ValidateCompileShader(Context *context, GLuint shader);
    bool ValidateCompressedTexImage2D(Context *context,
                                      TextureTarget targetPacked,
                                      GLint level,
                                      GLenum internalformat,
                                      GLsizei width,
                                      GLsizei height,
                                      GLint border,
                                      GLsizei imageSize,
                                      const void *data);
    bool ValidateCompressedTexSubImage2D(Context *context,
                                         TextureTarget targetPacked,
                                         GLint level,
                                         GLint xoffset,
                                         GLint yoffset,
                                         GLsizei width,
                                         GLsizei height,
                                         GLenum format,
                                         GLsizei imageSize,
                                         const void *data);
    bool ValidateCopyTexImage2D(Context *context,
                                TextureTarget targetPacked,
                                GLint level,
                                GLenum internalformat,
                                GLint x,
                                GLint y,
                                GLsizei width,
                                GLsizei height,
                                GLint border);
    bool ValidateCopyTexSubImage2D(Context *context,
                                   TextureTarget targetPacked,
                                   GLint level,
                                   GLint xoffset,
                                   GLint yoffset,
                                   GLint x,
                                   GLint y,
                                   GLsizei width,
                                   GLsizei height);
    bool ValidateCreateProgram(Context *context);
    bool ValidateCreateShader(Context *context, ShaderType typePacked);
    bool ValidateCullFace(Context *context, CullFaceMode modePacked);
    bool ValidateDeleteBuffers(Context *context, GLsizei n, const GLuint *buffers);
    bool ValidateDeleteFramebuffers(Context *context, GLsizei n, const GLuint *framebuffers);
    bool ValidateDeleteProgram(Context *context, GLuint program);
    bool ValidateDeleteRenderbuffers(Context *context, GLsizei n, const GLuint *renderbuffers);
    bool ValidateDeleteShader(Context *context, GLuint shader);
    bool ValidateDeleteTextures(Context *context, GLsizei n, const GLuint *textures);
    bool ValidateDepthFunc(Context *context, GLenum func);
    bool ValidateDepthMask(Context *context, GLboolean flag);
    bool ValidateDepthRangef(Context *context, GLfloat n, GLfloat f);
    bool ValidateDetachShader(Context *context, GLuint program, GLuint shader);
    bool ValidateDisable(Context *context, GLenum cap);
    bool ValidateDisableVertexAttribArray(Context *context, GLuint index);
    bool ValidateDrawArrays(Context *context, PrimitiveMode modePacked, GLint first, GLsizei count);
    bool ValidateDrawElements(Context *context,
                              PrimitiveMode modePacked,
                              GLsizei count,
                              DrawElementsType typePacked,
                              const void *indices);
    bool ValidateEnable(Context *context, GLenum cap);
    bool ValidateEnableVertexAttribArray(Context *context, GLuint index);
    bool ValidateFinish(Context *context);
    bool ValidateFlush(Context *context);
    bool ValidateFramebufferRenderbuffer(Context *context,
                                         GLenum target,
                                         GLenum attachment,
                                         GLenum renderbuffertarget,
                                         GLuint renderbuffer);
    bool ValidateFramebufferTexture2D(Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      TextureTarget textargetPacked,
                                      GLuint texture,
                                      GLint level);
    bool ValidateFrontFace(Context *context, GLenum mode);
    bool ValidateGenBuffers(Context *context, GLsizei n, GLuint *buffers);
    bool ValidateGenFramebuffers(Context *context, GLsizei n, GLuint *framebuffers);
    bool ValidateGenRenderbuffers(Context *context, GLsizei n, GLuint *renderbuffers);
    bool ValidateGenTextures(Context *context, GLsizei n, GLuint *textures);
    bool ValidateGenerateMipmap(Context *context, TextureType targetPacked);
    bool ValidateGetActiveAttrib(Context *context,
                                 GLuint program,
                                 GLuint index,
                                 GLsizei bufSize,
                                 GLsizei *length,
                                 GLint *size,
                                 GLenum *type,
                                 GLchar *name);
    bool ValidateGetActiveUniform(Context *context,
                                  GLuint program,
                                  GLuint index,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  GLint *size,
                                  GLenum *type,
                                  GLchar *name);
    bool ValidateGetAttachedShaders(Context *context,
                                    GLuint program,
                                    GLsizei maxCount,
                                    GLsizei *count,
                                    GLuint *shaders);
    bool ValidateGetAttribLocation(Context *context, GLuint program, const GLchar *name);
    bool ValidateGetBooleanv(Context *context, GLenum pname, GLboolean *data);
    bool ValidateGetBufferParameteriv(Context *context,
                                      BufferBinding targetPacked,
                                      GLenum pname,
                                      GLint *params);
    bool ValidateGetError(Context *context);
    bool ValidateGetFloatv(Context *context, GLenum pname, GLfloat *data);
    bool ValidateGetFramebufferAttachmentParameteriv(Context *context,
                                                     GLenum target,
                                                     GLenum attachment,
                                                     GLenum pname,
                                                     GLint *params);
    bool ValidateGetIntegerv(Context *context, GLenum pname, GLint *data);
    bool ValidateGetProgramInfoLog(Context *context,
                                   GLuint program,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLchar *infoLog);
    bool ValidateGetProgramiv(Context *context, GLuint program, GLenum pname, GLint *params);
    bool ValidateGetRenderbufferParameteriv(Context *context,
                                            GLenum target,
                                            GLenum pname,
                                            GLint *params);
    bool ValidateGetShaderInfoLog(Context *context,
                                  GLuint shader,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  GLchar *infoLog);
    bool ValidateGetShaderPrecisionFormat(Context *context,
                                          GLenum shadertype,
                                          GLenum precisiontype,
                                          GLint *range,
                                          GLint *precision);
    bool ValidateGetShaderSource(Context *context,
                                 GLuint shader,
                                 GLsizei bufSize,
                                 GLsizei *length,
                                 GLchar *source);
    bool ValidateGetShaderiv(Context *context, GLuint shader, GLenum pname, GLint *params);
    bool ValidateGetString(Context *context, GLenum name);
    bool ValidateGetTexParameterfv(Context *context,
                                   TextureType targetPacked,
                                   GLenum pname,
                                   GLfloat *params);
    bool ValidateGetTexParameteriv(Context *context,
                                   TextureType targetPacked,
                                   GLenum pname,
                                   GLint *params);
    bool ValidateGetUniformLocation(Context *context, GLuint program, const GLchar *name);
    bool ValidateGetUniformfv(Context *context, GLuint program, GLint location, GLfloat *params);
    bool ValidateGetUniformiv(Context *context, GLuint program, GLint location, GLint *params);
    bool ValidateGetVertexAttribPointerv(Context *context, GLuint index, GLenum pname, void **pointer);
    bool ValidateGetVertexAttribfv(Context *context, GLuint index, GLenum pname, GLfloat *params);
    bool ValidateGetVertexAttribiv(Context *context, GLuint index, GLenum pname, GLint *params);
    bool ValidateHint(Context *context, GLenum target, GLenum mode);
    bool ValidateIsBuffer(Context *context, GLuint buffer);
    bool ValidateIsEnabled(Context *context, GLenum cap);
    bool ValidateIsFramebuffer(Context *context, GLuint framebuffer);
    bool ValidateIsProgram(Context *context, GLuint program);
    bool ValidateIsRenderbuffer(Context *context, GLuint renderbuffer);
    bool ValidateIsShader(Context *context, GLuint shader);
    bool ValidateIsTexture(Context *context, GLuint texture);
    bool ValidateLineWidth(Context *context, GLfloat width);
    bool ValidateLinkProgram(Context *context, GLuint program);
    bool ValidatePixelStorei(Context *context, GLenum pname, GLint param);
    bool ValidatePolygonOffset(Context *context, GLfloat factor, GLfloat units);
    bool ValidateReadPixels(Context *context,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height,
                            GLenum format,
                            GLenum type,
                            void *pixels);
    bool ValidateReleaseShaderCompiler(Context *context);
    bool ValidateRenderbufferStorage(Context *context,
                                     GLenum target,
                                     GLenum internalformat,
                                     GLsizei width,
                                     GLsizei height);
    bool ValidateSampleCoverage(Context *context, GLfloat value, GLboolean invert);
    bool ValidateScissor(Context *context, GLint x, GLint y, GLsizei width, GLsizei height);
    bool ValidateShaderBinary(Context *context,
                              GLsizei count,
                              const GLuint *shaders,
                              GLenum binaryformat,
                              const void *binary,
                              GLsizei length);
    bool ValidateShaderSource(Context *context,
                              GLuint shader,
                              GLsizei count,
                              const GLchar *const *string,
                              const GLint *length);
    bool ValidateStencilFunc(Context *context, GLenum func, GLint ref, GLuint mask);
    bool ValidateStencilFuncSeparate(Context *context,
                                     GLenum face,
                                     GLenum func,
                                     GLint ref,
                                     GLuint mask);
    bool ValidateStencilMask(Context *context, GLuint mask);
    bool ValidateStencilMaskSeparate(Context *context, GLenum face, GLuint mask);
    bool ValidateStencilOp(Context *context, GLenum fail, GLenum zfail, GLenum zpass);
    bool ValidateStencilOpSeparate(Context *context,
                                   GLenum face,
                                   GLenum sfail,
                                   GLenum dpfail,
                                   GLenum dppass);
    bool ValidateTexImage2D(Context *context,
                            TextureTarget targetPacked,
                            GLint level,
                            GLint internalformat,
                            GLsizei width,
                            GLsizei height,
                            GLint border,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateTexParameterf(Context *context, TextureType targetPacked, GLenum pname, GLfloat param);
    bool ValidateTexParameterfv(Context *context,
                                TextureType targetPacked,
                                GLenum pname,
                                const GLfloat *params);
    bool ValidateTexParameteri(Context *context, TextureType targetPacked, GLenum pname, GLint param);
    bool ValidateTexParameteriv(Context *context,
                                TextureType targetPacked,
                                GLenum pname,
                                const GLint *params);
    bool ValidateTexSubImage2D(Context *context,
                               TextureTarget targetPacked,
                               GLint level,
                               GLint xoffset,
                               GLint yoffset,
                               GLsizei width,
                               GLsizei height,
                               GLenum format,
                               GLenum type,
                               const void *pixels);
    bool ValidateUniform1f(Context *context, GLint location, GLfloat v0);
    bool ValidateUniform1fv(Context *context, GLint location, GLsizei count, const GLfloat *value);
    bool ValidateUniform1i(Context *context, GLint location, GLint v0);
    bool ValidateUniform1iv(Context *context, GLint location, GLsizei count, const GLint *value);
    bool ValidateUniform2f(Context *context, GLint location, GLfloat v0, GLfloat v1);
    bool ValidateUniform2fv(Context *context, GLint location, GLsizei count, const GLfloat *value);
    bool ValidateUniform2i(Context *context, GLint location, GLint v0, GLint v1);
    bool ValidateUniform2iv(Context *context, GLint location, GLsizei count, const GLint *value);
    bool ValidateUniform3f(Context *context, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
    bool ValidateUniform3fv(Context *context, GLint location, GLsizei count, const GLfloat *value);
    bool ValidateUniform3i(Context *context, GLint location, GLint v0, GLint v1, GLint v2);
    bool ValidateUniform3iv(Context *context, GLint location, GLsizei count, const GLint *value);
    bool ValidateUniform4f(Context *context,
                           GLint location,
                           GLfloat v0,
                           GLfloat v1,
                           GLfloat v2,
                           GLfloat v3);
    bool ValidateUniform4fv(Context *context, GLint location, GLsizei count, const GLfloat *value);
    bool ValidateUniform4i(Context *context, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
    bool ValidateUniform4iv(Context *context, GLint location, GLsizei count, const GLint *value);
    bool ValidateUniformMatrix2fv(Context *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateUniformMatrix3fv(Context *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateUniformMatrix4fv(Context *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateUseProgram(Context *context, GLuint program);
    bool ValidateValidateProgram(Context *context, GLuint program);
    bool ValidateVertexAttrib1f(Context *context, GLuint index, GLfloat x);
    bool ValidateVertexAttrib1fv(Context *context, GLuint index, const GLfloat *v);
    bool ValidateVertexAttrib2f(Context *context, GLuint index, GLfloat x, GLfloat y);
    bool ValidateVertexAttrib2fv(Context *context, GLuint index, const GLfloat *v);
    bool ValidateVertexAttrib3f(Context *context, GLuint index, GLfloat x, GLfloat y, GLfloat z);
    bool ValidateVertexAttrib3fv(Context *context, GLuint index, const GLfloat *v);
    bool ValidateVertexAttrib4f(Context *context,
                                GLuint index,
                                GLfloat x,
                                GLfloat y,
                                GLfloat z,
                                GLfloat w);
    bool ValidateVertexAttrib4fv(Context *context, GLuint index, const GLfloat *v);
    bool ValidateVertexAttribPointer(Context *context,
                                     GLuint index,
                                     GLint size,
                                     VertexAttribType typePacked,
                                     GLboolean normalized,
                                     GLsizei stride,
                                     const void *pointer);
    bool ValidateViewport(Context *context, GLint x, GLint y, GLsizei width, GLsizei height);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_