Hash :
0964988b
Author :
Date :
2019-10-26T19:47:41
Fixups to ANGLE_get_image boilerplate. - Remove level parameter from GetRenderbufferImage. - Add packed enum handling to GetTexImage. - Fix ext spec reference to table 8.4. Bug: angleproject:3944 Change-Id: I8f67608396217aaddb789dd95d0f3e2378ce918d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1879960 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: 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.
//
// validationGL1_autogen.h:
// Validation functions for the OpenGL 1.0 entry points.
#ifndef LIBANGLE_VALIDATION_GL1_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL1_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateAccum(Context *context, GLenum op, GLfloat value);
bool ValidateBegin(Context *context, GLenum mode);
bool ValidateBitmap(Context *context,
GLsizei width,
GLsizei height,
GLfloat xorig,
GLfloat yorig,
GLfloat xmove,
GLfloat ymove,
const GLubyte *bitmap);
bool ValidateCallList(Context *context, GLuint list);
bool ValidateCallLists(Context *context, GLsizei n, GLenum type, const void *lists);
bool ValidateClearAccum(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
bool ValidateClearDepth(Context *context, GLdouble depth);
bool ValidateClearIndex(Context *context, GLfloat c);
bool ValidateClipPlane(Context *context, GLenum plane, const GLdouble *equation);
bool ValidateColor3b(Context *context, GLbyte red, GLbyte green, GLbyte blue);
bool ValidateColor3bv(Context *context, const GLbyte *v);
bool ValidateColor3d(Context *context, GLdouble red, GLdouble green, GLdouble blue);
bool ValidateColor3dv(Context *context, const GLdouble *v);
bool ValidateColor3f(Context *context, GLfloat red, GLfloat green, GLfloat blue);
bool ValidateColor3fv(Context *context, const GLfloat *v);
bool ValidateColor3i(Context *context, GLint red, GLint green, GLint blue);
bool ValidateColor3iv(Context *context, const GLint *v);
bool ValidateColor3s(Context *context, GLshort red, GLshort green, GLshort blue);
bool ValidateColor3sv(Context *context, const GLshort *v);
bool ValidateColor3ub(Context *context, GLubyte red, GLubyte green, GLubyte blue);
bool ValidateColor3ubv(Context *context, const GLubyte *v);
bool ValidateColor3ui(Context *context, GLuint red, GLuint green, GLuint blue);
bool ValidateColor3uiv(Context *context, const GLuint *v);
bool ValidateColor3us(Context *context, GLushort red, GLushort green, GLushort blue);
bool ValidateColor3usv(Context *context, const GLushort *v);
bool ValidateColor4b(Context *context, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
bool ValidateColor4bv(Context *context, const GLbyte *v);
bool ValidateColor4d(Context *context, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
bool ValidateColor4dv(Context *context, const GLdouble *v);
bool ValidateColor4fv(Context *context, const GLfloat *v);
bool ValidateColor4i(Context *context, GLint red, GLint green, GLint blue, GLint alpha);
bool ValidateColor4iv(Context *context, const GLint *v);
bool ValidateColor4s(Context *context, GLshort red, GLshort green, GLshort blue, GLshort alpha);
bool ValidateColor4sv(Context *context, const GLshort *v);
bool ValidateColor4ubv(Context *context, const GLubyte *v);
bool ValidateColor4ui(Context *context, GLuint red, GLuint green, GLuint blue, GLuint alpha);
bool ValidateColor4uiv(Context *context, const GLuint *v);
bool ValidateColor4us(Context *context,
GLushort red,
GLushort green,
GLushort blue,
GLushort alpha);
bool ValidateColor4usv(Context *context, const GLushort *v);
bool ValidateColorMaterial(Context *context, GLenum face, GLenum mode);
bool ValidateCopyPixels(Context *context,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum type);
bool ValidateDeleteLists(Context *context, GLuint list, GLsizei range);
bool ValidateDepthRange(Context *context, GLdouble n, GLdouble f);
bool ValidateDrawBuffer(Context *context, GLenum buf);
bool ValidateDrawPixels(Context *context,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateEdgeFlag(Context *context, GLboolean flag);
bool ValidateEdgeFlagv(Context *context, const GLboolean *flag);
bool ValidateEnd(Context *context);
bool ValidateEndList(Context *context);
bool ValidateEvalCoord1d(Context *context, GLdouble u);
bool ValidateEvalCoord1dv(Context *context, const GLdouble *u);
bool ValidateEvalCoord1f(Context *context, GLfloat u);
bool ValidateEvalCoord1fv(Context *context, const GLfloat *u);
bool ValidateEvalCoord2d(Context *context, GLdouble u, GLdouble v);
bool ValidateEvalCoord2dv(Context *context, const GLdouble *u);
bool ValidateEvalCoord2f(Context *context, GLfloat u, GLfloat v);
bool ValidateEvalCoord2fv(Context *context, const GLfloat *u);
bool ValidateEvalMesh1(Context *context, GLenum mode, GLint i1, GLint i2);
bool ValidateEvalMesh2(Context *context, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
bool ValidateEvalPoint1(Context *context, GLint i);
bool ValidateEvalPoint2(Context *context, GLint i, GLint j);
bool ValidateFeedbackBuffer(Context *context, GLsizei size, GLenum type, GLfloat *buffer);
bool ValidateFogi(Context *context, GLenum pname, GLint param);
bool ValidateFogiv(Context *context, GLenum pname, const GLint *params);
bool ValidateFrustum(Context *context,
GLdouble left,
GLdouble right,
GLdouble bottom,
GLdouble top,
GLdouble zNear,
GLdouble zFar);
bool ValidateGenLists(Context *context, GLsizei range);
bool ValidateGetClipPlane(Context *context, GLenum plane, GLdouble *equation);
bool ValidateGetDoublev(Context *context, GLenum pname, GLdouble *data);
bool ValidateGetLightiv(Context *context, GLenum light, GLenum pname, GLint *params);
bool ValidateGetMapdv(Context *context, GLenum target, GLenum query, GLdouble *v);
bool ValidateGetMapfv(Context *context, GLenum target, GLenum query, GLfloat *v);
bool ValidateGetMapiv(Context *context, GLenum target, GLenum query, GLint *v);
bool ValidateGetMaterialiv(Context *context, GLenum face, GLenum pname, GLint *params);
bool ValidateGetPixelMapfv(Context *context, GLenum map, GLfloat *values);
bool ValidateGetPixelMapuiv(Context *context, GLenum map, GLuint *values);
bool ValidateGetPixelMapusv(Context *context, GLenum map, GLushort *values);
bool ValidateGetPolygonStipple(Context *context, GLubyte *mask);
bool ValidateGetTexGendv(Context *context, GLenum coord, GLenum pname, GLdouble *params);
bool ValidateGetTexGenfv(Context *context, GLenum coord, GLenum pname, GLfloat *params);
bool ValidateGetTexGeniv(Context *context, GLenum coord, GLenum pname, GLint *params);
bool ValidateGetTexImage(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum format,
GLenum type,
void *pixels);
bool ValidateIndexMask(Context *context, GLuint mask);
bool ValidateIndexd(Context *context, GLdouble c);
bool ValidateIndexdv(Context *context, const GLdouble *c);
bool ValidateIndexf(Context *context, GLfloat c);
bool ValidateIndexfv(Context *context, const GLfloat *c);
bool ValidateIndexi(Context *context, GLint c);
bool ValidateIndexiv(Context *context, const GLint *c);
bool ValidateIndexs(Context *context, GLshort c);
bool ValidateIndexsv(Context *context, const GLshort *c);
bool ValidateInitNames(Context *context);
bool ValidateIsList(Context *context, GLuint list);
bool ValidateLightModeli(Context *context, GLenum pname, GLint param);
bool ValidateLightModeliv(Context *context, GLenum pname, const GLint *params);
bool ValidateLighti(Context *context, GLenum light, GLenum pname, GLint param);
bool ValidateLightiv(Context *context, GLenum light, GLenum pname, const GLint *params);
bool ValidateLineStipple(Context *context, GLint factor, GLushort pattern);
bool ValidateListBase(Context *context, GLuint base);
bool ValidateLoadMatrixd(Context *context, const GLdouble *m);
bool ValidateLoadName(Context *context, GLuint name);
bool ValidateMap1d(Context *context,
GLenum target,
GLdouble u1,
GLdouble u2,
GLint stride,
GLint order,
const GLdouble *points);
bool ValidateMap1f(Context *context,
GLenum target,
GLfloat u1,
GLfloat u2,
GLint stride,
GLint order,
const GLfloat *points);
bool ValidateMap2d(Context *context,
GLenum target,
GLdouble u1,
GLdouble u2,
GLint ustride,
GLint uorder,
GLdouble v1,
GLdouble v2,
GLint vstride,
GLint vorder,
const GLdouble *points);
bool ValidateMap2f(Context *context,
GLenum target,
GLfloat u1,
GLfloat u2,
GLint ustride,
GLint uorder,
GLfloat v1,
GLfloat v2,
GLint vstride,
GLint vorder,
const GLfloat *points);
bool ValidateMapGrid1d(Context *context, GLint un, GLdouble u1, GLdouble u2);
bool ValidateMapGrid1f(Context *context, GLint un, GLfloat u1, GLfloat u2);
bool ValidateMapGrid2d(Context *context,
GLint un,
GLdouble u1,
GLdouble u2,
GLint vn,
GLdouble v1,
GLdouble v2);
bool ValidateMapGrid2f(Context *context,
GLint un,
GLfloat u1,
GLfloat u2,
GLint vn,
GLfloat v1,
GLfloat v2);
bool ValidateMateriali(Context *context, GLenum face, GLenum pname, GLint param);
bool ValidateMaterialiv(Context *context, GLenum face, GLenum pname, const GLint *params);
bool ValidateMultMatrixd(Context *context, const GLdouble *m);
bool ValidateNewList(Context *context, GLuint list, GLenum mode);
bool ValidateNormal3b(Context *context, GLbyte nx, GLbyte ny, GLbyte nz);
bool ValidateNormal3bv(Context *context, const GLbyte *v);
bool ValidateNormal3d(Context *context, GLdouble nx, GLdouble ny, GLdouble nz);
bool ValidateNormal3dv(Context *context, const GLdouble *v);
bool ValidateNormal3fv(Context *context, const GLfloat *v);
bool ValidateNormal3i(Context *context, GLint nx, GLint ny, GLint nz);
bool ValidateNormal3iv(Context *context, const GLint *v);
bool ValidateNormal3s(Context *context, GLshort nx, GLshort ny, GLshort nz);
bool ValidateNormal3sv(Context *context, const GLshort *v);
bool ValidateOrtho(Context *context,
GLdouble left,
GLdouble right,
GLdouble bottom,
GLdouble top,
GLdouble zNear,
GLdouble zFar);
bool ValidatePassThrough(Context *context, GLfloat token);
bool ValidatePixelMapfv(Context *context, GLenum map, GLsizei mapsize, const GLfloat *values);
bool ValidatePixelMapuiv(Context *context, GLenum map, GLsizei mapsize, const GLuint *values);
bool ValidatePixelMapusv(Context *context, GLenum map, GLsizei mapsize, const GLushort *values);
bool ValidatePixelStoref(Context *context, GLenum pname, GLfloat param);
bool ValidatePixelTransferf(Context *context, GLenum pname, GLfloat param);
bool ValidatePixelTransferi(Context *context, GLenum pname, GLint param);
bool ValidatePixelZoom(Context *context, GLfloat xfactor, GLfloat yfactor);
bool ValidatePolygonMode(Context *context, GLenum face, GLenum mode);
bool ValidatePolygonStipple(Context *context, const GLubyte *mask);
bool ValidatePopAttrib(Context *context);
bool ValidatePopName(Context *context);
bool ValidatePushAttrib(Context *context, GLbitfield mask);
bool ValidatePushName(Context *context, GLuint name);
bool ValidateRasterPos2d(Context *context, GLdouble x, GLdouble y);
bool ValidateRasterPos2dv(Context *context, const GLdouble *v);
bool ValidateRasterPos2f(Context *context, GLfloat x, GLfloat y);
bool ValidateRasterPos2fv(Context *context, const GLfloat *v);
bool ValidateRasterPos2i(Context *context, GLint x, GLint y);
bool ValidateRasterPos2iv(Context *context, const GLint *v);
bool ValidateRasterPos2s(Context *context, GLshort x, GLshort y);
bool ValidateRasterPos2sv(Context *context, const GLshort *v);
bool ValidateRasterPos3d(Context *context, GLdouble x, GLdouble y, GLdouble z);
bool ValidateRasterPos3dv(Context *context, const GLdouble *v);
bool ValidateRasterPos3f(Context *context, GLfloat x, GLfloat y, GLfloat z);
bool ValidateRasterPos3fv(Context *context, const GLfloat *v);
bool ValidateRasterPos3i(Context *context, GLint x, GLint y, GLint z);
bool ValidateRasterPos3iv(Context *context, const GLint *v);
bool ValidateRasterPos3s(Context *context, GLshort x, GLshort y, GLshort z);
bool ValidateRasterPos3sv(Context *context, const GLshort *v);
bool ValidateRasterPos4d(Context *context, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
bool ValidateRasterPos4dv(Context *context, const GLdouble *v);
bool ValidateRasterPos4f(Context *context, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
bool ValidateRasterPos4fv(Context *context, const GLfloat *v);
bool ValidateRasterPos4i(Context *context, GLint x, GLint y, GLint z, GLint w);
bool ValidateRasterPos4iv(Context *context, const GLint *v);
bool ValidateRasterPos4s(Context *context, GLshort x, GLshort y, GLshort z, GLshort w);
bool ValidateRasterPos4sv(Context *context, const GLshort *v);
bool ValidateRectd(Context *context, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
bool ValidateRectdv(Context *context, const GLdouble *v1, const GLdouble *v2);
bool ValidateRectf(Context *context, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
bool ValidateRectfv(Context *context, const GLfloat *v1, const GLfloat *v2);
bool ValidateRecti(Context *context, GLint x1, GLint y1, GLint x2, GLint y2);
bool ValidateRectiv(Context *context, const GLint *v1, const GLint *v2);
bool ValidateRects(Context *context, GLshort x1, GLshort y1, GLshort x2, GLshort y2);
bool ValidateRectsv(Context *context, const GLshort *v1, const GLshort *v2);
bool ValidateRenderMode(Context *context, GLenum mode);
bool ValidateRotated(Context *context, GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
bool ValidateScaled(Context *context, GLdouble x, GLdouble y, GLdouble z);
bool ValidateSelectBuffer(Context *context, GLsizei size, GLuint *buffer);
bool ValidateTexCoord1d(Context *context, GLdouble s);
bool ValidateTexCoord1dv(Context *context, const GLdouble *v);
bool ValidateTexCoord1f(Context *context, GLfloat s);
bool ValidateTexCoord1fv(Context *context, const GLfloat *v);
bool ValidateTexCoord1i(Context *context, GLint s);
bool ValidateTexCoord1iv(Context *context, const GLint *v);
bool ValidateTexCoord1s(Context *context, GLshort s);
bool ValidateTexCoord1sv(Context *context, const GLshort *v);
bool ValidateTexCoord2d(Context *context, GLdouble s, GLdouble t);
bool ValidateTexCoord2dv(Context *context, const GLdouble *v);
bool ValidateTexCoord2f(Context *context, GLfloat s, GLfloat t);
bool ValidateTexCoord2fv(Context *context, const GLfloat *v);
bool ValidateTexCoord2i(Context *context, GLint s, GLint t);
bool ValidateTexCoord2iv(Context *context, const GLint *v);
bool ValidateTexCoord2s(Context *context, GLshort s, GLshort t);
bool ValidateTexCoord2sv(Context *context, const GLshort *v);
bool ValidateTexCoord3d(Context *context, GLdouble s, GLdouble t, GLdouble r);
bool ValidateTexCoord3dv(Context *context, const GLdouble *v);
bool ValidateTexCoord3f(Context *context, GLfloat s, GLfloat t, GLfloat r);
bool ValidateTexCoord3fv(Context *context, const GLfloat *v);
bool ValidateTexCoord3i(Context *context, GLint s, GLint t, GLint r);
bool ValidateTexCoord3iv(Context *context, const GLint *v);
bool ValidateTexCoord3s(Context *context, GLshort s, GLshort t, GLshort r);
bool ValidateTexCoord3sv(Context *context, const GLshort *v);
bool ValidateTexCoord4d(Context *context, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
bool ValidateTexCoord4dv(Context *context, const GLdouble *v);
bool ValidateTexCoord4f(Context *context, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
bool ValidateTexCoord4fv(Context *context, const GLfloat *v);
bool ValidateTexCoord4i(Context *context, GLint s, GLint t, GLint r, GLint q);
bool ValidateTexCoord4iv(Context *context, const GLint *v);
bool ValidateTexCoord4s(Context *context, GLshort s, GLshort t, GLshort r, GLshort q);
bool ValidateTexCoord4sv(Context *context, const GLshort *v);
bool ValidateTexGend(Context *context, GLenum coord, GLenum pname, GLdouble param);
bool ValidateTexGendv(Context *context, GLenum coord, GLenum pname, const GLdouble *params);
bool ValidateTexGenf(Context *context, GLenum coord, GLenum pname, GLfloat param);
bool ValidateTexGenfv(Context *context, GLenum coord, GLenum pname, const GLfloat *params);
bool ValidateTexGeni(Context *context, GLenum coord, GLenum pname, GLint param);
bool ValidateTexGeniv(Context *context, GLenum coord, GLenum pname, const GLint *params);
bool ValidateTexImage1D(Context *context,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTranslated(Context *context, GLdouble x, GLdouble y, GLdouble z);
bool ValidateVertex2d(Context *context, GLdouble x, GLdouble y);
bool ValidateVertex2dv(Context *context, const GLdouble *v);
bool ValidateVertex2f(Context *context, GLfloat x, GLfloat y);
bool ValidateVertex2fv(Context *context, const GLfloat *v);
bool ValidateVertex2i(Context *context, GLint x, GLint y);
bool ValidateVertex2iv(Context *context, const GLint *v);
bool ValidateVertex2s(Context *context, GLshort x, GLshort y);
bool ValidateVertex2sv(Context *context, const GLshort *v);
bool ValidateVertex3d(Context *context, GLdouble x, GLdouble y, GLdouble z);
bool ValidateVertex3dv(Context *context, const GLdouble *v);
bool ValidateVertex3f(Context *context, GLfloat x, GLfloat y, GLfloat z);
bool ValidateVertex3fv(Context *context, const GLfloat *v);
bool ValidateVertex3i(Context *context, GLint x, GLint y, GLint z);
bool ValidateVertex3iv(Context *context, const GLint *v);
bool ValidateVertex3s(Context *context, GLshort x, GLshort y, GLshort z);
bool ValidateVertex3sv(Context *context, const GLshort *v);
bool ValidateVertex4d(Context *context, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
bool ValidateVertex4dv(Context *context, const GLdouble *v);
bool ValidateVertex4f(Context *context, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
bool ValidateVertex4fv(Context *context, const GLfloat *v);
bool ValidateVertex4i(Context *context, GLint x, GLint y, GLint z, GLint w);
bool ValidateVertex4iv(Context *context, const GLint *v);
bool ValidateVertex4s(Context *context, GLshort x, GLshort y, GLshort z, GLshort w);
bool ValidateVertex4sv(Context *context, const GLshort *v);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL1_AUTOGEN_H_