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kc3-lang/angle/src/libANGLE/validationES3_autogen.h

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  • Author : Jiacheng Lu
    Date : 2019-08-30 15:00:52
    Hash : c3f7873b
    Message : Use TransformFeedbackID in place of GLuint handle Bug: angleproject:3804 Change-Id: Ib8fbec89f28645790df98a184f47303f4a8d64c1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1779343 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/libANGLE/validationES3_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.
    //
    // validationES3_autogen.h:
    //   Validation functions for the OpenGL ES 3.0 entry points.
    
    #ifndef LIBANGLE_VALIDATION_ES3_AUTOGEN_H_
    #define LIBANGLE_VALIDATION_ES3_AUTOGEN_H_
    
    #include "common/PackedEnums.h"
    
    namespace gl
    {
    class Context;
    
    bool ValidateBeginQuery(Context *context, QueryType targetPacked, QueryID idPacked);
    bool ValidateBeginTransformFeedback(Context *context, PrimitiveMode primitiveModePacked);
    bool ValidateBindBufferBase(Context *context,
                                BufferBinding targetPacked,
                                GLuint index,
                                BufferID bufferPacked);
    bool ValidateBindBufferRange(Context *context,
                                 BufferBinding targetPacked,
                                 GLuint index,
                                 BufferID bufferPacked,
                                 GLintptr offset,
                                 GLsizeiptr size);
    bool ValidateBindSampler(Context *context, GLuint unit, SamplerID samplerPacked);
    bool ValidateBindTransformFeedback(Context *context, GLenum target, TransformFeedbackID idPacked);
    bool ValidateBindVertexArray(Context *context, VertexArrayID arrayPacked);
    bool ValidateBlitFramebuffer(Context *context,
                                 GLint srcX0,
                                 GLint srcY0,
                                 GLint srcX1,
                                 GLint srcY1,
                                 GLint dstX0,
                                 GLint dstY0,
                                 GLint dstX1,
                                 GLint dstY1,
                                 GLbitfield mask,
                                 GLenum filter);
    bool ValidateClearBufferfi(Context *context,
                               GLenum buffer,
                               GLint drawbuffer,
                               GLfloat depth,
                               GLint stencil);
    bool ValidateClearBufferfv(Context *context, GLenum buffer, GLint drawbuffer, const GLfloat *value);
    bool ValidateClearBufferiv(Context *context, GLenum buffer, GLint drawbuffer, const GLint *value);
    bool ValidateClearBufferuiv(Context *context, GLenum buffer, GLint drawbuffer, const GLuint *value);
    bool ValidateClientWaitSync(Context *context, GLsync sync, GLbitfield flags, GLuint64 timeout);
    bool ValidateCompressedTexImage3D(Context *context,
                                      TextureTarget targetPacked,
                                      GLint level,
                                      GLenum internalformat,
                                      GLsizei width,
                                      GLsizei height,
                                      GLsizei depth,
                                      GLint border,
                                      GLsizei imageSize,
                                      const void *data);
    bool ValidateCompressedTexSubImage3D(Context *context,
                                         TextureTarget targetPacked,
                                         GLint level,
                                         GLint xoffset,
                                         GLint yoffset,
                                         GLint zoffset,
                                         GLsizei width,
                                         GLsizei height,
                                         GLsizei depth,
                                         GLenum format,
                                         GLsizei imageSize,
                                         const void *data);
    bool ValidateCopyBufferSubData(Context *context,
                                   BufferBinding readTargetPacked,
                                   BufferBinding writeTargetPacked,
                                   GLintptr readOffset,
                                   GLintptr writeOffset,
                                   GLsizeiptr size);
    bool ValidateCopyTexSubImage3D(Context *context,
                                   TextureTarget targetPacked,
                                   GLint level,
                                   GLint xoffset,
                                   GLint yoffset,
                                   GLint zoffset,
                                   GLint x,
                                   GLint y,
                                   GLsizei width,
                                   GLsizei height);
    bool ValidateDeleteQueries(Context *context, GLsizei n, const QueryID *idsPacked);
    bool ValidateDeleteSamplers(Context *context, GLsizei count, const SamplerID *samplersPacked);
    bool ValidateDeleteSync(Context *context, GLsync sync);
    bool ValidateDeleteTransformFeedbacks(Context *context,
                                          GLsizei n,
                                          const TransformFeedbackID *idsPacked);
    bool ValidateDeleteVertexArrays(Context *context, GLsizei n, const VertexArrayID *arraysPacked);
    bool ValidateDrawArraysInstanced(Context *context,
                                     PrimitiveMode modePacked,
                                     GLint first,
                                     GLsizei count,
                                     GLsizei instancecount);
    bool ValidateDrawBuffers(Context *context, GLsizei n, const GLenum *bufs);
    bool ValidateDrawElementsInstanced(Context *context,
                                       PrimitiveMode modePacked,
                                       GLsizei count,
                                       DrawElementsType typePacked,
                                       const void *indices,
                                       GLsizei instancecount);
    bool ValidateDrawRangeElements(Context *context,
                                   PrimitiveMode modePacked,
                                   GLuint start,
                                   GLuint end,
                                   GLsizei count,
                                   DrawElementsType typePacked,
                                   const void *indices);
    bool ValidateEndQuery(Context *context, QueryType targetPacked);
    bool ValidateEndTransformFeedback(Context *context);
    bool ValidateFenceSync(Context *context, GLenum condition, GLbitfield flags);
    bool ValidateFlushMappedBufferRange(Context *context,
                                        BufferBinding targetPacked,
                                        GLintptr offset,
                                        GLsizeiptr length);
    bool ValidateFramebufferTextureLayer(Context *context,
                                         GLenum target,
                                         GLenum attachment,
                                         TextureID texturePacked,
                                         GLint level,
                                         GLint layer);
    bool ValidateGenQueries(Context *context, GLsizei n, QueryID *idsPacked);
    bool ValidateGenSamplers(Context *context, GLsizei count, SamplerID *samplersPacked);
    bool ValidateGenTransformFeedbacks(Context *context, GLsizei n, TransformFeedbackID *idsPacked);
    bool ValidateGenVertexArrays(Context *context, GLsizei n, VertexArrayID *arraysPacked);
    bool ValidateGetActiveUniformBlockName(Context *context,
                                           ShaderProgramID programPacked,
                                           GLuint uniformBlockIndex,
                                           GLsizei bufSize,
                                           GLsizei *length,
                                           GLchar *uniformBlockName);
    bool ValidateGetActiveUniformBlockiv(Context *context,
                                         ShaderProgramID programPacked,
                                         GLuint uniformBlockIndex,
                                         GLenum pname,
                                         GLint *params);
    bool ValidateGetActiveUniformsiv(Context *context,
                                     ShaderProgramID programPacked,
                                     GLsizei uniformCount,
                                     const GLuint *uniformIndices,
                                     GLenum pname,
                                     GLint *params);
    bool ValidateGetBufferParameteri64v(Context *context,
                                        BufferBinding targetPacked,
                                        GLenum pname,
                                        GLint64 *params);
    bool ValidateGetBufferPointerv(Context *context,
                                   BufferBinding targetPacked,
                                   GLenum pname,
                                   void **params);
    bool ValidateGetFragDataLocation(Context *context,
                                     ShaderProgramID programPacked,
                                     const GLchar *name);
    bool ValidateGetInteger64i_v(Context *context, GLenum target, GLuint index, GLint64 *data);
    bool ValidateGetInteger64v(Context *context, GLenum pname, GLint64 *data);
    bool ValidateGetIntegeri_v(Context *context, GLenum target, GLuint index, GLint *data);
    bool ValidateGetInternalformativ(Context *context,
                                     GLenum target,
                                     GLenum internalformat,
                                     GLenum pname,
                                     GLsizei bufSize,
                                     GLint *params);
    bool ValidateGetProgramBinary(Context *context,
                                  ShaderProgramID programPacked,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  GLenum *binaryFormat,
                                  void *binary);
    bool ValidateGetQueryObjectuiv(Context *context, QueryID idPacked, GLenum pname, GLuint *params);
    bool ValidateGetQueryiv(Context *context, QueryType targetPacked, GLenum pname, GLint *params);
    bool ValidateGetSamplerParameterfv(Context *context,
                                       SamplerID samplerPacked,
                                       GLenum pname,
                                       GLfloat *params);
    bool ValidateGetSamplerParameteriv(Context *context,
                                       SamplerID samplerPacked,
                                       GLenum pname,
                                       GLint *params);
    bool ValidateGetStringi(Context *context, GLenum name, GLuint index);
    bool ValidateGetSynciv(Context *context,
                           GLsync sync,
                           GLenum pname,
                           GLsizei bufSize,
                           GLsizei *length,
                           GLint *values);
    bool ValidateGetTransformFeedbackVarying(Context *context,
                                             ShaderProgramID programPacked,
                                             GLuint index,
                                             GLsizei bufSize,
                                             GLsizei *length,
                                             GLsizei *size,
                                             GLenum *type,
                                             GLchar *name);
    bool ValidateGetUniformBlockIndex(Context *context,
                                      ShaderProgramID programPacked,
                                      const GLchar *uniformBlockName);
    bool ValidateGetUniformIndices(Context *context,
                                   ShaderProgramID programPacked,
                                   GLsizei uniformCount,
                                   const GLchar *const *uniformNames,
                                   GLuint *uniformIndices);
    bool ValidateGetUniformuiv(Context *context,
                               ShaderProgramID programPacked,
                               GLint location,
                               GLuint *params);
    bool ValidateGetVertexAttribIiv(Context *context, GLuint index, GLenum pname, GLint *params);
    bool ValidateGetVertexAttribIuiv(Context *context, GLuint index, GLenum pname, GLuint *params);
    bool ValidateInvalidateFramebuffer(Context *context,
                                       GLenum target,
                                       GLsizei numAttachments,
                                       const GLenum *attachments);
    bool ValidateInvalidateSubFramebuffer(Context *context,
                                          GLenum target,
                                          GLsizei numAttachments,
                                          const GLenum *attachments,
                                          GLint x,
                                          GLint y,
                                          GLsizei width,
                                          GLsizei height);
    bool ValidateIsQuery(Context *context, QueryID idPacked);
    bool ValidateIsSampler(Context *context, SamplerID samplerPacked);
    bool ValidateIsSync(Context *context, GLsync sync);
    bool ValidateIsTransformFeedback(Context *context, TransformFeedbackID idPacked);
    bool ValidateIsVertexArray(Context *context, VertexArrayID arrayPacked);
    bool ValidateMapBufferRange(Context *context,
                                BufferBinding targetPacked,
                                GLintptr offset,
                                GLsizeiptr length,
                                GLbitfield access);
    bool ValidatePauseTransformFeedback(Context *context);
    bool ValidateProgramBinary(Context *context,
                               ShaderProgramID programPacked,
                               GLenum binaryFormat,
                               const void *binary,
                               GLsizei length);
    bool ValidateProgramParameteri(Context *context,
                                   ShaderProgramID programPacked,
                                   GLenum pname,
                                   GLint value);
    bool ValidateReadBuffer(Context *context, GLenum src);
    bool ValidateRenderbufferStorageMultisample(Context *context,
                                                GLenum target,
                                                GLsizei samples,
                                                GLenum internalformat,
                                                GLsizei width,
                                                GLsizei height);
    bool ValidateResumeTransformFeedback(Context *context);
    bool ValidateSamplerParameterf(Context *context,
                                   SamplerID samplerPacked,
                                   GLenum pname,
                                   GLfloat param);
    bool ValidateSamplerParameterfv(Context *context,
                                    SamplerID samplerPacked,
                                    GLenum pname,
                                    const GLfloat *param);
    bool ValidateSamplerParameteri(Context *context,
                                   SamplerID samplerPacked,
                                   GLenum pname,
                                   GLint param);
    bool ValidateSamplerParameteriv(Context *context,
                                    SamplerID samplerPacked,
                                    GLenum pname,
                                    const GLint *param);
    bool ValidateTexImage3D(Context *context,
                            TextureTarget targetPacked,
                            GLint level,
                            GLint internalformat,
                            GLsizei width,
                            GLsizei height,
                            GLsizei depth,
                            GLint border,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateTexStorage2D(Context *context,
                              TextureType targetPacked,
                              GLsizei levels,
                              GLenum internalformat,
                              GLsizei width,
                              GLsizei height);
    bool ValidateTexStorage3D(Context *context,
                              TextureType targetPacked,
                              GLsizei levels,
                              GLenum internalformat,
                              GLsizei width,
                              GLsizei height,
                              GLsizei depth);
    bool ValidateTexSubImage3D(Context *context,
                               TextureTarget targetPacked,
                               GLint level,
                               GLint xoffset,
                               GLint yoffset,
                               GLint zoffset,
                               GLsizei width,
                               GLsizei height,
                               GLsizei depth,
                               GLenum format,
                               GLenum type,
                               const void *pixels);
    bool ValidateTransformFeedbackVaryings(Context *context,
                                           ShaderProgramID programPacked,
                                           GLsizei count,
                                           const GLchar *const *varyings,
                                           GLenum bufferMode);
    bool ValidateUniform1ui(Context *context, GLint location, GLuint v0);
    bool ValidateUniform1uiv(Context *context, GLint location, GLsizei count, const GLuint *value);
    bool ValidateUniform2ui(Context *context, GLint location, GLuint v0, GLuint v1);
    bool ValidateUniform2uiv(Context *context, GLint location, GLsizei count, const GLuint *value);
    bool ValidateUniform3ui(Context *context, GLint location, GLuint v0, GLuint v1, GLuint v2);
    bool ValidateUniform3uiv(Context *context, GLint location, GLsizei count, const GLuint *value);
    bool ValidateUniform4ui(Context *context,
                            GLint location,
                            GLuint v0,
                            GLuint v1,
                            GLuint v2,
                            GLuint v3);
    bool ValidateUniform4uiv(Context *context, GLint location, GLsizei count, const GLuint *value);
    bool ValidateUniformBlockBinding(Context *context,
                                     ShaderProgramID programPacked,
                                     GLuint uniformBlockIndex,
                                     GLuint uniformBlockBinding);
    bool ValidateUniformMatrix2x3fv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value);
    bool ValidateUniformMatrix2x4fv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value);
    bool ValidateUniformMatrix3x2fv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value);
    bool ValidateUniformMatrix3x4fv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value);
    bool ValidateUniformMatrix4x2fv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value);
    bool ValidateUniformMatrix4x3fv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value);
    bool ValidateUnmapBuffer(Context *context, BufferBinding targetPacked);
    bool ValidateVertexAttribDivisor(Context *context, GLuint index, GLuint divisor);
    bool ValidateVertexAttribI4i(Context *context, GLuint index, GLint x, GLint y, GLint z, GLint w);
    bool ValidateVertexAttribI4iv(Context *context, GLuint index, const GLint *v);
    bool ValidateVertexAttribI4ui(Context *context,
                                  GLuint index,
                                  GLuint x,
                                  GLuint y,
                                  GLuint z,
                                  GLuint w);
    bool ValidateVertexAttribI4uiv(Context *context, GLuint index, const GLuint *v);
    bool ValidateVertexAttribIPointer(Context *context,
                                      GLuint index,
                                      GLint size,
                                      VertexAttribType typePacked,
                                      GLsizei stride,
                                      const void *pointer);
    bool ValidateWaitSync(Context *context, GLsync sync, GLbitfield flags, GLuint64 timeout);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_ES3_AUTOGEN_H_