Hash :
523dbf40
Author :
Date :
2019-07-15T10:56:26
Add GL versions to desktop implementation The current implementation generates entry points for GL up to version 3.1. Will need to support later versions for some apps. Bug: angleproject:3698 Change-Id: Ic44d07b12a9eeeceb8cd98dd9c44652dca728dc0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1700572 Commit-Queue: Clemen Deng <clemendeng@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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.
//
// validationGL4_autogen.h:
// Validation functions for the OpenGL 4.0 entry points.
#ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, GLuint id);
bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha);
bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode);
bool ValidateBlendFuncSeparatei(Context *context,
GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst);
bool ValidateDrawTransformFeedback(Context *context, GLenum mode, GLuint id);
bool ValidateDrawTransformFeedbackStream(Context *context, GLenum mode, GLuint id, GLuint stream);
bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index);
bool ValidateGetActiveSubroutineName(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name);
bool ValidateGetActiveSubroutineUniformName(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name);
bool ValidateGetActiveSubroutineUniformiv(Context *context,
GLuint program,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values);
bool ValidateGetProgramStageiv(Context *context,
GLuint program,
GLenum shadertype,
GLenum pname,
GLint *values);
bool ValidateGetQueryIndexediv(Context *context,
GLenum target,
GLuint index,
GLenum pname,
GLint *params);
bool ValidateGetSubroutineIndex(Context *context,
GLuint program,
GLenum shadertype,
const GLchar *name);
bool ValidateGetSubroutineUniformLocation(Context *context,
GLuint program,
GLenum shadertype,
const GLchar *name);
bool ValidateGetUniformSubroutineuiv(Context *context,
GLenum shadertype,
GLint location,
GLuint *params);
bool ValidateGetUniformdv(Context *context, GLuint program, GLint location, GLdouble *params);
bool ValidateMinSampleShading(Context *context, GLfloat value);
bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values);
bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value);
bool ValidateUniform1d(Context *context, GLint location, GLdouble x);
bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y);
bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z);
bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
bool ValidateUniform4d(Context *context,
GLint location,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
bool ValidateUniformMatrix2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformSubroutinesuiv(Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_