Hash :
feb8507f
Author :
Date :
2019-09-03T13:22:04
Use VertexArrayID in place of GLuint handle Bug: angleproject:3804 Change-Id: I0454533eff13218a6aa1e1672ffcd0e76aedb399 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1769716 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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// 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.
//
// validationGL45_autogen.h:
// Validation functions for the OpenGL 4.5 entry points.
#ifndef LIBANGLE_VALIDATION_GL45_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL45_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBindTextureUnit(Context *context, GLuint unit, TextureID texturePacked);
bool ValidateBlitNamedFramebuffer(Context *context,
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
bool ValidateCheckNamedFramebufferStatus(Context *context,
FramebufferID framebufferPacked,
GLenum target);
bool ValidateClearNamedBufferData(Context *context,
BufferID bufferPacked,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearNamedBufferSubData(Context *context,
BufferID bufferPacked,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearNamedFramebufferfi(Context *context,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
bool ValidateClearNamedFramebufferfv(Context *context,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
bool ValidateClearNamedFramebufferiv(Context *context,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
bool ValidateClearNamedFramebufferuiv(Context *context,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
bool ValidateClipControl(Context *context, GLenum origin, GLenum depth);
bool ValidateCompressedTextureSubImage1D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTextureSubImage2D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTextureSubImage3D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCopyNamedBufferSubData(Context *context,
GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
bool ValidateCopyTextureSubImage1D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width);
bool ValidateCopyTextureSubImage2D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateCopyTextureSubImage3D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateCreateBuffers(Context *context, GLsizei n, BufferID *buffersPacked);
bool ValidateCreateFramebuffers(Context *context, GLsizei n, GLuint *framebuffers);
bool ValidateCreateProgramPipelines(Context *context, GLsizei n, GLuint *pipelines);
bool ValidateCreateQueries(Context *context, GLenum target, GLsizei n, GLuint *ids);
bool ValidateCreateRenderbuffers(Context *context, GLsizei n, RenderbufferID *renderbuffersPacked);
bool ValidateCreateSamplers(Context *context, GLsizei n, GLuint *samplers);
bool ValidateCreateTextures(Context *context, GLenum target, GLsizei n, GLuint *textures);
bool ValidateCreateTransformFeedbacks(Context *context, GLsizei n, GLuint *ids);
bool ValidateCreateVertexArrays(Context *context, GLsizei n, VertexArrayID *arraysPacked);
bool ValidateDisableVertexArrayAttrib(Context *context, VertexArrayID vaobjPacked, GLuint index);
bool ValidateEnableVertexArrayAttrib(Context *context, VertexArrayID vaobjPacked, GLuint index);
bool ValidateFlushMappedNamedBufferRange(Context *context,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length);
bool ValidateGenerateTextureMipmap(Context *context, TextureID texturePacked);
bool ValidateGetCompressedTextureImage(Context *context,
TextureID texturePacked,
GLint level,
GLsizei bufSize,
void *pixels);
bool ValidateGetCompressedTextureSubImage(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels);
bool ValidateGetGraphicsResetStatus(Context *context);
bool ValidateGetNamedBufferParameteri64v(Context *context,
BufferID bufferPacked,
GLenum pname,
GLint64 *params);
bool ValidateGetNamedBufferParameteriv(Context *context,
BufferID bufferPacked,
GLenum pname,
GLint *params);
bool ValidateGetNamedBufferPointerv(Context *context,
BufferID bufferPacked,
GLenum pname,
void **params);
bool ValidateGetNamedBufferSubData(Context *context,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
void *data);
bool ValidateGetNamedFramebufferAttachmentParameteriv(Context *context,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum pname,
GLint *params);
bool ValidateGetNamedFramebufferParameteriv(Context *context,
FramebufferID framebufferPacked,
GLenum pname,
GLint *param);
bool ValidateGetNamedRenderbufferParameteriv(Context *context,
RenderbufferID renderbufferPacked,
GLenum pname,
GLint *params);
bool ValidateGetQueryBufferObjecti64v(Context *context,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectiv(Context *context,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectui64v(Context *context,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectuiv(Context *context,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
bool ValidateGetTextureImage(Context *context,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
bool ValidateGetTextureLevelParameterfv(Context *context,
TextureID texturePacked,
GLint level,
GLenum pname,
GLfloat *params);
bool ValidateGetTextureLevelParameteriv(Context *context,
TextureID texturePacked,
GLint level,
GLenum pname,
GLint *params);
bool ValidateGetTextureParameterIiv(Context *context,
TextureID texturePacked,
GLenum pname,
GLint *params);
bool ValidateGetTextureParameterIuiv(Context *context,
TextureID texturePacked,
GLenum pname,
GLuint *params);
bool ValidateGetTextureParameterfv(Context *context,
TextureID texturePacked,
GLenum pname,
GLfloat *params);
bool ValidateGetTextureParameteriv(Context *context,
TextureID texturePacked,
GLenum pname,
GLint *params);
bool ValidateGetTextureSubImage(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
bool ValidateGetTransformFeedbacki64_v(Context *context,
GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param);
bool ValidateGetTransformFeedbacki_v(Context *context,
GLuint xfb,
GLenum pname,
GLuint index,
GLint *param);
bool ValidateGetTransformFeedbackiv(Context *context, GLuint xfb, GLenum pname, GLint *param);
bool ValidateGetVertexArrayIndexed64iv(Context *context,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint64 *param);
bool ValidateGetVertexArrayIndexediv(Context *context,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint *param);
bool ValidateGetVertexArrayiv(Context *context,
VertexArrayID vaobjPacked,
GLenum pname,
GLint *param);
bool ValidateGetnColorTable(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *table);
bool ValidateGetnCompressedTexImage(Context *context,
GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels);
bool ValidateGetnConvolutionFilter(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *image);
bool ValidateGetnHistogram(Context *context,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
bool ValidateGetnMapdv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);
bool ValidateGetnMapfv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);
bool ValidateGetnMapiv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLint *v);
bool ValidateGetnMinmax(Context *context,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
bool ValidateGetnPixelMapfv(Context *context, GLenum map, GLsizei bufSize, GLfloat *values);
bool ValidateGetnPixelMapuiv(Context *context, GLenum map, GLsizei bufSize, GLuint *values);
bool ValidateGetnPixelMapusv(Context *context, GLenum map, GLsizei bufSize, GLushort *values);
bool ValidateGetnPolygonStipple(Context *context, GLsizei bufSize, GLubyte *pattern);
bool ValidateGetnSeparableFilter(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span);
bool ValidateGetnTexImage(Context *context,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
bool ValidateGetnUniformdv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLdouble *params);
bool ValidateGetnUniformfv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLfloat *params);
bool ValidateGetnUniformiv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLint *params);
bool ValidateGetnUniformuiv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLuint *params);
bool ValidateInvalidateNamedFramebufferData(Context *context,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments);
bool ValidateInvalidateNamedFramebufferSubData(Context *context,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateMapNamedBuffer(Context *context, BufferID bufferPacked, GLenum access);
bool ValidateMapNamedBufferRange(Context *context,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
bool ValidateNamedBufferData(Context *context,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLenum usage);
bool ValidateNamedBufferStorage(Context *context,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags);
bool ValidateNamedBufferSubData(Context *context,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
const void *data);
bool ValidateNamedFramebufferDrawBuffer(Context *context,
FramebufferID framebufferPacked,
GLenum buf);
bool ValidateNamedFramebufferDrawBuffers(Context *context,
FramebufferID framebufferPacked,
GLsizei n,
const GLenum *bufs);
bool ValidateNamedFramebufferParameteri(Context *context,
FramebufferID framebufferPacked,
GLenum pname,
GLint param);
bool ValidateNamedFramebufferReadBuffer(Context *context,
FramebufferID framebufferPacked,
GLenum src);
bool ValidateNamedFramebufferRenderbuffer(Context *context,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbufferPacked);
bool ValidateNamedFramebufferTexture(Context *context,
FramebufferID framebufferPacked,
GLenum attachment,
TextureID texturePacked,
GLint level);
bool ValidateNamedFramebufferTextureLayer(Context *context,
FramebufferID framebufferPacked,
GLenum attachment,
TextureID texturePacked,
GLint level,
GLint layer);
bool ValidateNamedRenderbufferStorage(Context *context,
RenderbufferID renderbufferPacked,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateNamedRenderbufferStorageMultisample(Context *context,
RenderbufferID renderbufferPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateReadnPixels(Context *context,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
bool ValidateTextureBarrier(Context *context);
bool ValidateTextureBuffer(Context *context,
TextureID texturePacked,
GLenum internalformat,
BufferID bufferPacked);
bool ValidateTextureBufferRange(Context *context,
TextureID texturePacked,
GLenum internalformat,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
bool ValidateTextureParameterIiv(Context *context,
TextureID texturePacked,
GLenum pname,
const GLint *params);
bool ValidateTextureParameterIuiv(Context *context,
TextureID texturePacked,
GLenum pname,
const GLuint *params);
bool ValidateTextureParameterf(Context *context,
TextureID texturePacked,
GLenum pname,
GLfloat param);
bool ValidateTextureParameterfv(Context *context,
TextureID texturePacked,
GLenum pname,
const GLfloat *param);
bool ValidateTextureParameteri(Context *context,
TextureID texturePacked,
GLenum pname,
GLint param);
bool ValidateTextureParameteriv(Context *context,
TextureID texturePacked,
GLenum pname,
const GLint *param);
bool ValidateTextureStorage1D(Context *context,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width);
bool ValidateTextureStorage2D(Context *context,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateTextureStorage2DMultisample(Context *context,
TextureID texturePacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateTextureStorage3D(Context *context,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
bool ValidateTextureStorage3DMultisample(Context *context,
TextureID texturePacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
bool ValidateTextureSubImage1D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTextureSubImage2D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTextureSubImage3D(Context *context,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTransformFeedbackBufferBase(Context *context,
GLuint xfb,
GLuint index,
BufferID bufferPacked);
bool ValidateTransformFeedbackBufferRange(Context *context,
GLuint xfb,
GLuint index,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
bool ValidateUnmapNamedBuffer(Context *context, BufferID bufferPacked);
bool ValidateVertexArrayAttribBinding(Context *context,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLuint bindingindex);
bool ValidateVertexArrayAttribFormat(Context *context,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
bool ValidateVertexArrayAttribIFormat(Context *context,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
bool ValidateVertexArrayAttribLFormat(Context *context,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
bool ValidateVertexArrayBindingDivisor(Context *context,
VertexArrayID vaobjPacked,
GLuint bindingindex,
GLuint divisor);
bool ValidateVertexArrayElementBuffer(Context *context,
VertexArrayID vaobjPacked,
BufferID bufferPacked);
bool ValidateVertexArrayVertexBuffer(Context *context,
VertexArrayID vaobjPacked,
GLuint bindingindex,
BufferID bufferPacked,
GLintptr offset,
GLsizei stride);
bool ValidateVertexArrayVertexBuffers(Context *context,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL45_AUTOGEN_H_