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kc3-lang/angle/src/libANGLE/validationES31.cpp

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  • Author : Geoff Lang
    Date : 2018-10-04 15:11:30
    Hash : 79b91407
    Message : Add an extension for querying esimated GPU memory size of resources. BUG=892288 Change-Id: I56fc3ab00c06d711e1a21eb1ad4b2224126730dc Reviewed-on: https://chromium-review.googlesource.com/c/1262021 Reviewed-by: Yuly Novikov <ynovikov@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/validationES31.cpp
  • //
    // Copyright (c) 2016 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.
    //
    
    // validationES31.cpp: Validation functions for OpenGL ES 3.1 entry point parameters
    
    #include "libANGLE/validationES31.h"
    
    #include "libANGLE/Context.h"
    #include "libANGLE/ErrorStrings.h"
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/VertexArray.h"
    #include "libANGLE/validationES.h"
    #include "libANGLE/validationES2.h"
    #include "libANGLE/validationES3.h"
    
    #include "common/utilities.h"
    
    using namespace angle;
    
    namespace gl
    {
    
    namespace
    {
    
    bool ValidateNamedProgramInterface(GLenum programInterface)
    {
        switch (programInterface)
        {
            case GL_UNIFORM:
            case GL_UNIFORM_BLOCK:
            case GL_PROGRAM_INPUT:
            case GL_PROGRAM_OUTPUT:
            case GL_TRANSFORM_FEEDBACK_VARYING:
            case GL_BUFFER_VARIABLE:
            case GL_SHADER_STORAGE_BLOCK:
                return true;
            default:
                return false;
        }
    }
    
    bool ValidateLocationProgramInterface(GLenum programInterface)
    {
        switch (programInterface)
        {
            case GL_UNIFORM:
            case GL_PROGRAM_INPUT:
            case GL_PROGRAM_OUTPUT:
                return true;
            default:
                return false;
        }
    }
    
    bool ValidateProgramInterface(GLenum programInterface)
    {
        return (programInterface == GL_ATOMIC_COUNTER_BUFFER ||
                ValidateNamedProgramInterface(programInterface));
    }
    
    bool ValidateProgramResourceProperty(const Context *context, GLenum prop)
    {
        ASSERT(context);
        switch (prop)
        {
            case GL_ACTIVE_VARIABLES:
            case GL_BUFFER_BINDING:
            case GL_NUM_ACTIVE_VARIABLES:
    
            case GL_ARRAY_SIZE:
    
            case GL_ARRAY_STRIDE:
            case GL_BLOCK_INDEX:
            case GL_IS_ROW_MAJOR:
            case GL_MATRIX_STRIDE:
    
            case GL_ATOMIC_COUNTER_BUFFER_INDEX:
    
            case GL_BUFFER_DATA_SIZE:
    
            case GL_LOCATION:
    
            case GL_NAME_LENGTH:
    
            case GL_OFFSET:
    
            case GL_REFERENCED_BY_VERTEX_SHADER:
            case GL_REFERENCED_BY_FRAGMENT_SHADER:
            case GL_REFERENCED_BY_COMPUTE_SHADER:
    
            case GL_TOP_LEVEL_ARRAY_SIZE:
            case GL_TOP_LEVEL_ARRAY_STRIDE:
    
            case GL_TYPE:
                return true;
    
            case GL_REFERENCED_BY_GEOMETRY_SHADER_EXT:
                return context->getExtensions().geometryShader;
    
            case GL_LOCATION_INDEX_EXT:
                return context->getExtensions().blendFuncExtended;
    
            default:
                return false;
        }
    }
    
    // GLES 3.10 spec: Page 82 -- Table 7.2
    bool ValidateProgramResourcePropertyByInterface(GLenum prop, GLenum programInterface)
    {
        switch (prop)
        {
            case GL_ACTIVE_VARIABLES:
            case GL_BUFFER_BINDING:
            case GL_NUM_ACTIVE_VARIABLES:
            {
                switch (programInterface)
                {
                    case GL_ATOMIC_COUNTER_BUFFER:
                    case GL_SHADER_STORAGE_BLOCK:
                    case GL_UNIFORM_BLOCK:
                        return true;
                    default:
                        return false;
                }
            }
    
            case GL_ARRAY_SIZE:
            {
                switch (programInterface)
                {
                    case GL_BUFFER_VARIABLE:
                    case GL_PROGRAM_INPUT:
                    case GL_PROGRAM_OUTPUT:
                    case GL_TRANSFORM_FEEDBACK_VARYING:
                    case GL_UNIFORM:
                        return true;
                    default:
                        return false;
                }
            }
    
            case GL_ARRAY_STRIDE:
            case GL_BLOCK_INDEX:
            case GL_IS_ROW_MAJOR:
            case GL_MATRIX_STRIDE:
            {
                switch (programInterface)
                {
                    case GL_BUFFER_VARIABLE:
                    case GL_UNIFORM:
                        return true;
                    default:
                        return false;
                }
            }
    
            case GL_ATOMIC_COUNTER_BUFFER_INDEX:
            {
                if (programInterface == GL_UNIFORM)
                {
                    return true;
                }
                return false;
            }
    
            case GL_BUFFER_DATA_SIZE:
            {
                switch (programInterface)
                {
                    case GL_ATOMIC_COUNTER_BUFFER:
                    case GL_SHADER_STORAGE_BLOCK:
                    case GL_UNIFORM_BLOCK:
                        return true;
                    default:
                        return false;
                }
            }
    
            case GL_LOCATION:
            {
                return ValidateLocationProgramInterface(programInterface);
            }
    
            case GL_LOCATION_INDEX_EXT:
            {
                // EXT_blend_func_extended
                return (programInterface == GL_PROGRAM_OUTPUT);
            }
    
            case GL_NAME_LENGTH:
            {
                return ValidateNamedProgramInterface(programInterface);
            }
    
            case GL_OFFSET:
            {
                switch (programInterface)
                {
                    case GL_BUFFER_VARIABLE:
                    case GL_UNIFORM:
                        return true;
                    default:
                        return false;
                }
            }
    
            case GL_REFERENCED_BY_VERTEX_SHADER:
            case GL_REFERENCED_BY_FRAGMENT_SHADER:
            case GL_REFERENCED_BY_COMPUTE_SHADER:
            case GL_REFERENCED_BY_GEOMETRY_SHADER_EXT:
            {
                switch (programInterface)
                {
                    case GL_ATOMIC_COUNTER_BUFFER:
                    case GL_BUFFER_VARIABLE:
                    case GL_PROGRAM_INPUT:
                    case GL_PROGRAM_OUTPUT:
                    case GL_SHADER_STORAGE_BLOCK:
                    case GL_UNIFORM:
                    case GL_UNIFORM_BLOCK:
                        return true;
                    default:
                        return false;
                }
            }
    
            case GL_TOP_LEVEL_ARRAY_SIZE:
            case GL_TOP_LEVEL_ARRAY_STRIDE:
            {
                if (programInterface == GL_BUFFER_VARIABLE)
                {
                    return true;
                }
                return false;
            }
    
            case GL_TYPE:
            {
                switch (programInterface)
                {
                    case GL_BUFFER_VARIABLE:
                    case GL_PROGRAM_INPUT:
                    case GL_PROGRAM_OUTPUT:
                    case GL_TRANSFORM_FEEDBACK_VARYING:
                    case GL_UNIFORM:
                        return true;
                    default:
                        return false;
                }
            }
    
            default:
                return false;
        }
    }
    
    bool ValidateProgramResourceIndex(const Program *programObject,
                                      GLenum programInterface,
                                      GLuint index)
    {
        switch (programInterface)
        {
            case GL_PROGRAM_INPUT:
                return (index < static_cast<GLuint>(programObject->getActiveAttributeCount()));
    
            case GL_PROGRAM_OUTPUT:
                return (index < static_cast<GLuint>(programObject->getOutputResourceCount()));
    
            case GL_UNIFORM:
                return (index < static_cast<GLuint>(programObject->getActiveUniformCount()));
    
            case GL_BUFFER_VARIABLE:
                return (index < static_cast<GLuint>(programObject->getActiveBufferVariableCount()));
    
            case GL_SHADER_STORAGE_BLOCK:
                return (index < static_cast<GLuint>(programObject->getActiveShaderStorageBlockCount()));
    
            case GL_UNIFORM_BLOCK:
                return (index < programObject->getActiveUniformBlockCount());
    
            case GL_ATOMIC_COUNTER_BUFFER:
                return (index < programObject->getActiveAtomicCounterBufferCount());
    
            case GL_TRANSFORM_FEEDBACK_VARYING:
                return (index < static_cast<GLuint>(programObject->getTransformFeedbackVaryingCount()));
    
            default:
                UNREACHABLE();
                return false;
        }
    }
    
    bool ValidateProgramUniform(Context *context,
                                GLenum valueType,
                                GLuint program,
                                GLint location,
                                GLsizei count)
    {
        // Check for ES31 program uniform entry points
        if (context->getClientVersion() < Version(3, 1))
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        const LinkedUniform *uniform = nullptr;
        Program *programObject       = GetValidProgram(context, program);
        return ValidateUniformCommonBase(context, programObject, location, count, &uniform) &&
               ValidateUniformValue(context, valueType, uniform->type);
    }
    
    bool ValidateProgramUniformMatrix(Context *context,
                                      GLenum valueType,
                                      GLuint program,
                                      GLint location,
                                      GLsizei count,
                                      GLboolean transpose)
    {
        // Check for ES31 program uniform entry points
        if (context->getClientVersion() < Version(3, 1))
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        const LinkedUniform *uniform = nullptr;
        Program *programObject       = GetValidProgram(context, program);
        return ValidateUniformCommonBase(context, programObject, location, count, &uniform) &&
               ValidateUniformMatrixValue(context, valueType, uniform->type);
    }
    
    bool ValidateVertexAttribFormatCommon(Context *context,
                                          GLuint attribIndex,
                                          GLint size,
                                          GLenum type,
                                          GLuint relativeOffset,
                                          GLboolean pureInteger)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        const Caps &caps = context->getCaps();
        if (relativeOffset > static_cast<GLuint>(caps.maxVertexAttribRelativeOffset))
        {
            context->handleError(
                InvalidValue()
                << "relativeOffset cannot be greater than MAX_VERTEX_ATTRIB_RELATIVE_OFFSET.");
            return false;
        }
    
        // [OpenGL ES 3.1] Section 10.3.1 page 243:
        // An INVALID_OPERATION error is generated if the default vertex array object is bound.
        if (context->getGLState().getVertexArrayId() == 0)
        {
            context->handleError(InvalidOperation() << "Default vertex array object is bound.");
            return false;
        }
    
        return ValidateVertexFormatBase(context, attribIndex, size, type, pureInteger);
    }
    
    }  // anonymous namespace
    
    bool ValidateGetBooleani_v(Context *context, GLenum target, GLuint index, GLboolean *data)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (!ValidateIndexedStateQuery(context, target, index, nullptr))
        {
            return false;
        }
    
        return true;
    }
    
    bool ValidateGetBooleani_vRobustANGLE(Context *context,
                                          GLenum target,
                                          GLuint index,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          GLboolean *data)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (!ValidateRobustEntryPoint(context, bufSize))
        {
            return false;
        }
    
        GLsizei numParams = 0;
    
        if (!ValidateIndexedStateQuery(context, target, index, &numParams))
        {
            return false;
        }
    
        if (!ValidateRobustBufferSize(context, bufSize, numParams))
        {
            return false;
        }
    
        SetRobustLengthParam(length, numParams);
        return true;
    }
    
    bool ValidateDrawIndirectBase(Context *context, PrimitiveMode mode, const void *indirect)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        // Here the third parameter 1 is only to pass the count validation.
        if (!ValidateDrawBase(context, mode, 1))
        {
            return false;
        }
    
        const State &state = context->getGLState();
    
        // An INVALID_OPERATION error is generated if zero is bound to VERTEX_ARRAY_BINDING,
        // DRAW_INDIRECT_BUFFER or to any enabled vertex array.
        if (!state.getVertexArrayId())
        {
            context->handleError(InvalidOperation() << "zero is bound to VERTEX_ARRAY_BINDING");
            return false;
        }
    
        Buffer *drawIndirectBuffer = state.getTargetBuffer(BufferBinding::DrawIndirect);
        if (!drawIndirectBuffer)
        {
            context->handleError(InvalidOperation() << "zero is bound to DRAW_INDIRECT_BUFFER");
            return false;
        }
    
        // An INVALID_VALUE error is generated if indirect is not a multiple of the size, in basic
        // machine units, of uint.
        GLint64 offset = reinterpret_cast<GLint64>(indirect);
        if ((static_cast<GLuint>(offset) % sizeof(GLuint)) != 0)
        {
            context->handleError(
                InvalidValue()
                << "indirect is not a multiple of the size, in basic machine units, of uint");
            return false;
        }
    
        // ANGLE_multiview spec, revision 1:
        // An INVALID_OPERATION is generated by DrawArraysIndirect and DrawElementsIndirect if the
        // number of views in the draw framebuffer is greater than 1.
        const Framebuffer *drawFramebuffer = context->getGLState().getDrawFramebuffer();
        ASSERT(drawFramebuffer != nullptr);
        if (drawFramebuffer->getNumViews() > 1)
        {
            context->handleError(
                InvalidOperation()
                << "The number of views in the active draw framebuffer is greater than 1.");
            return false;
        }
    
        return true;
    }
    
    bool ValidateDrawArraysIndirect(Context *context, PrimitiveMode mode, const void *indirect)
    {
        const State &state                      = context->getGLState();
        TransformFeedback *curTransformFeedback = state.getCurrentTransformFeedback();
        if (curTransformFeedback && curTransformFeedback->isActive() &&
            !curTransformFeedback->isPaused())
        {
            // EXT_geometry_shader allows transform feedback to work with all draw commands.
            // [EXT_geometry_shader] Section 12.1, "Transform Feedback"
            if (context->getExtensions().geometryShader)
            {
                if (!ValidateTransformFeedbackPrimitiveMode(
                        context, curTransformFeedback->getPrimitiveMode(), mode))
                {
                    ANGLE_VALIDATION_ERR(context, InvalidOperation(), InvalidDrawModeTransformFeedback);
                    return false;
                }
            }
            else
            {
                // An INVALID_OPERATION error is generated if transform feedback is active and not
                // paused.
                ANGLE_VALIDATION_ERR(context, InvalidOperation(),
                                     UnsupportedDrawModeForTransformFeedback);
                return false;
            }
        }
    
        if (!ValidateDrawIndirectBase(context, mode, indirect))
            return false;
    
        Buffer *drawIndirectBuffer = state.getTargetBuffer(BufferBinding::DrawIndirect);
        CheckedNumeric<size_t> checkedOffset(reinterpret_cast<size_t>(indirect));
        // In OpenGL ES3.1 spec, session 10.5, it defines the struct of DrawArraysIndirectCommand
        // which's size is 4 * sizeof(uint).
        auto checkedSum = checkedOffset + 4 * sizeof(GLuint);
        if (!checkedSum.IsValid() ||
            checkedSum.ValueOrDie() > static_cast<size_t>(drawIndirectBuffer->getSize()))
        {
            context->handleError(
                InvalidOperation()
                << "the  command  would source data beyond the end of the buffer object.");
            return false;
        }
    
        return true;
    }
    
    bool ValidateDrawElementsIndirect(Context *context,
                                      PrimitiveMode mode,
                                      GLenum type,
                                      const void *indirect)
    {
        if (!ValidateDrawElementsBase(context, mode, type))
        {
            return false;
        }
    
        const State &state         = context->getGLState();
        const VertexArray *vao     = state.getVertexArray();
        Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get();
        if (!elementArrayBuffer)
        {
            context->handleError(InvalidOperation() << "zero is bound to ELEMENT_ARRAY_BUFFER");
            return false;
        }
    
        if (!ValidateDrawIndirectBase(context, mode, indirect))
            return false;
    
        Buffer *drawIndirectBuffer = state.getTargetBuffer(BufferBinding::DrawIndirect);
        CheckedNumeric<size_t> checkedOffset(reinterpret_cast<size_t>(indirect));
        // In OpenGL ES3.1 spec, session 10.5, it defines the struct of DrawElementsIndirectCommand
        // which's size is 5 * sizeof(uint).
        auto checkedSum = checkedOffset + 5 * sizeof(GLuint);
        if (!checkedSum.IsValid() ||
            checkedSum.ValueOrDie() > static_cast<size_t>(drawIndirectBuffer->getSize()))
        {
            context->handleError(
                InvalidOperation()
                << "the  command  would source data beyond the end of the buffer object.");
            return false;
        }
    
        return true;
    }
    
    bool ValidateProgramUniform1i(Context *context, GLuint program, GLint location, GLint v0)
    {
        return ValidateProgramUniform1iv(context, program, location, 1, &v0);
    }
    
    bool ValidateProgramUniform2i(Context *context, GLuint program, GLint location, GLint v0, GLint v1)
    {
        GLint xy[2] = {v0, v1};
        return ValidateProgramUniform2iv(context, program, location, 1, xy);
    }
    
    bool ValidateProgramUniform3i(Context *context,
                                  GLuint program,
                                  GLint location,
                                  GLint v0,
                                  GLint v1,
                                  GLint v2)
    {
        GLint xyz[3] = {v0, v1, v2};
        return ValidateProgramUniform3iv(context, program, location, 1, xyz);
    }
    
    bool ValidateProgramUniform4i(Context *context,
                                  GLuint program,
                                  GLint location,
                                  GLint v0,
                                  GLint v1,
                                  GLint v2,
                                  GLint v3)
    {
        GLint xyzw[4] = {v0, v1, v2, v3};
        return ValidateProgramUniform4iv(context, program, location, 1, xyzw);
    }
    
    bool ValidateProgramUniform1ui(Context *context, GLuint program, GLint location, GLuint v0)
    {
        return ValidateProgramUniform1uiv(context, program, location, 1, &v0);
    }
    
    bool ValidateProgramUniform2ui(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLuint v0,
                                   GLuint v1)
    {
        GLuint xy[2] = {v0, v1};
        return ValidateProgramUniform2uiv(context, program, location, 1, xy);
    }
    
    bool ValidateProgramUniform3ui(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLuint v0,
                                   GLuint v1,
                                   GLuint v2)
    {
        GLuint xyz[3] = {v0, v1, v2};
        return ValidateProgramUniform3uiv(context, program, location, 1, xyz);
    }
    
    bool ValidateProgramUniform4ui(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLuint v0,
                                   GLuint v1,
                                   GLuint v2,
                                   GLuint v3)
    {
        GLuint xyzw[4] = {v0, v1, v2, v3};
        return ValidateProgramUniform4uiv(context, program, location, 1, xyzw);
    }
    
    bool ValidateProgramUniform1f(Context *context, GLuint program, GLint location, GLfloat v0)
    {
        return ValidateProgramUniform1fv(context, program, location, 1, &v0);
    }
    
    bool ValidateProgramUniform2f(Context *context,
                                  GLuint program,
                                  GLint location,
                                  GLfloat v0,
                                  GLfloat v1)
    {
        GLfloat xy[2] = {v0, v1};
        return ValidateProgramUniform2fv(context, program, location, 1, xy);
    }
    
    bool ValidateProgramUniform3f(Context *context,
                                  GLuint program,
                                  GLint location,
                                  GLfloat v0,
                                  GLfloat v1,
                                  GLfloat v2)
    {
        GLfloat xyz[3] = {v0, v1, v2};
        return ValidateProgramUniform3fv(context, program, location, 1, xyz);
    }
    
    bool ValidateProgramUniform4f(Context *context,
                                  GLuint program,
                                  GLint location,
                                  GLfloat v0,
                                  GLfloat v1,
                                  GLfloat v2,
                                  GLfloat v3)
    {
        GLfloat xyzw[4] = {v0, v1, v2, v3};
        return ValidateProgramUniform4fv(context, program, location, 1, xyzw);
    }
    
    bool ValidateProgramUniform1iv(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLsizei count,
                                   const GLint *value)
    {
        // Check for ES31 program uniform entry points
        if (context->getClientVersion() < Version(3, 1))
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        const LinkedUniform *uniform = nullptr;
        Program *programObject       = GetValidProgram(context, program);
        return ValidateUniformCommonBase(context, programObject, location, count, &uniform) &&
               ValidateUniform1ivValue(context, uniform->type, count, value);
    }
    
    bool ValidateProgramUniform2iv(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLsizei count,
                                   const GLint *value)
    {
        return ValidateProgramUniform(context, GL_INT_VEC2, program, location, count);
    }
    
    bool ValidateProgramUniform3iv(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLsizei count,
                                   const GLint *value)
    {
        return ValidateProgramUniform(context, GL_INT_VEC3, program, location, count);
    }
    
    bool ValidateProgramUniform4iv(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLsizei count,
                                   const GLint *value)
    {
        return ValidateProgramUniform(context, GL_INT_VEC4, program, location, count);
    }
    
    bool ValidateProgramUniform1uiv(Context *context,
                                    GLuint program,
                                    GLint location,
                                    GLsizei count,
                                    const GLuint *value)
    {
        return ValidateProgramUniform(context, GL_UNSIGNED_INT, program, location, count);
    }
    
    bool ValidateProgramUniform2uiv(Context *context,
                                    GLuint program,
                                    GLint location,
                                    GLsizei count,
                                    const GLuint *value)
    {
        return ValidateProgramUniform(context, GL_UNSIGNED_INT_VEC2, program, location, count);
    }
    
    bool ValidateProgramUniform3uiv(Context *context,
                                    GLuint program,
                                    GLint location,
                                    GLsizei count,
                                    const GLuint *value)
    {
        return ValidateProgramUniform(context, GL_UNSIGNED_INT_VEC3, program, location, count);
    }
    
    bool ValidateProgramUniform4uiv(Context *context,
                                    GLuint program,
                                    GLint location,
                                    GLsizei count,
                                    const GLuint *value)
    {
        return ValidateProgramUniform(context, GL_UNSIGNED_INT_VEC4, program, location, count);
    }
    
    bool ValidateProgramUniform1fv(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLsizei count,
                                   const GLfloat *value)
    {
        return ValidateProgramUniform(context, GL_FLOAT, program, location, count);
    }
    
    bool ValidateProgramUniform2fv(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLsizei count,
                                   const GLfloat *value)
    {
        return ValidateProgramUniform(context, GL_FLOAT_VEC2, program, location, count);
    }
    
    bool ValidateProgramUniform3fv(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLsizei count,
                                   const GLfloat *value)
    {
        return ValidateProgramUniform(context, GL_FLOAT_VEC3, program, location, count);
    }
    
    bool ValidateProgramUniform4fv(Context *context,
                                   GLuint program,
                                   GLint location,
                                   GLsizei count,
                                   const GLfloat *value)
    {
        return ValidateProgramUniform(context, GL_FLOAT_VEC4, program, location, count);
    }
    
    bool ValidateProgramUniformMatrix2fv(Context *context,
                                         GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT2, program, location, count,
                                            transpose);
    }
    
    bool ValidateProgramUniformMatrix3fv(Context *context,
                                         GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT3, program, location, count,
                                            transpose);
    }
    
    bool ValidateProgramUniformMatrix4fv(Context *context,
                                         GLuint program,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT4, program, location, count,
                                            transpose);
    }
    
    bool ValidateProgramUniformMatrix2x3fv(Context *context,
                                           GLuint program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT2x3, program, location, count,
                                            transpose);
    }
    
    bool ValidateProgramUniformMatrix3x2fv(Context *context,
                                           GLuint program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT3x2, program, location, count,
                                            transpose);
    }
    
    bool ValidateProgramUniformMatrix2x4fv(Context *context,
                                           GLuint program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT2x4, program, location, count,
                                            transpose);
    }
    
    bool ValidateProgramUniformMatrix4x2fv(Context *context,
                                           GLuint program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT4x2, program, location, count,
                                            transpose);
    }
    
    bool ValidateProgramUniformMatrix3x4fv(Context *context,
                                           GLuint program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT3x4, program, location, count,
                                            transpose);
    }
    
    bool ValidateProgramUniformMatrix4x3fv(Context *context,
                                           GLuint program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
    {
        return ValidateProgramUniformMatrix(context, GL_FLOAT_MAT4x3, program, location, count,
                                            transpose);
    }
    
    bool ValidateGetTexLevelParameterBase(Context *context,
                                          TextureTarget target,
                                          GLint level,
                                          GLenum pname,
                                          GLsizei *length)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (length)
        {
            *length = 0;
        }
    
        TextureType type = TextureTargetToType(target);
    
        if (!ValidTexLevelDestinationTarget(context, type))
        {
            ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidTextureTarget);
            return false;
        }
    
        if (context->getTargetTexture(type) == nullptr)
        {
            context->handleError(InvalidEnum() << "No texture bound.");
            return false;
        }
    
        if (!ValidMipLevel(context, type, level))
        {
            context->handleError(InvalidValue());
            return false;
        }
    
        switch (pname)
        {
            case GL_TEXTURE_RED_TYPE:
            case GL_TEXTURE_GREEN_TYPE:
            case GL_TEXTURE_BLUE_TYPE:
            case GL_TEXTURE_ALPHA_TYPE:
            case GL_TEXTURE_DEPTH_TYPE:
                break;
            case GL_TEXTURE_RED_SIZE:
            case GL_TEXTURE_GREEN_SIZE:
            case GL_TEXTURE_BLUE_SIZE:
            case GL_TEXTURE_ALPHA_SIZE:
            case GL_TEXTURE_DEPTH_SIZE:
            case GL_TEXTURE_STENCIL_SIZE:
            case GL_TEXTURE_SHARED_SIZE:
                break;
            case GL_TEXTURE_INTERNAL_FORMAT:
            case GL_TEXTURE_WIDTH:
            case GL_TEXTURE_HEIGHT:
            case GL_TEXTURE_DEPTH:
                break;
            case GL_TEXTURE_SAMPLES:
            case GL_TEXTURE_FIXED_SAMPLE_LOCATIONS:
                break;
            case GL_TEXTURE_COMPRESSED:
                break;
            case GL_MEMORY_SIZE_ANGLE:
                if (!context->getExtensions().memorySize)
                {
                    ANGLE_VALIDATION_ERR(context, InvalidEnum(), ExtensionNotEnabled);
                    return false;
                }
                break;
    
            default:
                ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidPname);
                return false;
        }
    
        if (length)
        {
            *length = 1;
        }
        return true;
    }
    
    bool ValidateGetTexLevelParameterfv(Context *context,
                                        TextureTarget target,
                                        GLint level,
                                        GLenum pname,
                                        GLfloat *params)
    {
        return ValidateGetTexLevelParameterBase(context, target, level, pname, nullptr);
    }
    
    bool ValidateGetTexLevelParameterfvRobustANGLE(Context *context,
                                                   TextureTarget target,
                                                   GLint level,
                                                   GLenum pname,
                                                   GLsizei bufSize,
                                                   GLsizei *length,
                                                   GLfloat *params)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateGetTexLevelParameteriv(Context *context,
                                        TextureTarget target,
                                        GLint level,
                                        GLenum pname,
                                        GLint *params)
    {
        return ValidateGetTexLevelParameterBase(context, target, level, pname, nullptr);
    }
    
    bool ValidateGetTexLevelParameterivRobustANGLE(Context *context,
                                                   TextureTarget target,
                                                   GLint level,
                                                   GLenum pname,
                                                   GLsizei bufSize,
                                                   GLsizei *length,
                                                   GLint *params)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateTexStorage2DMultisample(Context *context,
                                         TextureType target,
                                         GLsizei samples,
                                         GLint internalFormat,
                                         GLsizei width,
                                         GLsizei height,
                                         GLboolean fixedSampleLocations)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (target != TextureType::_2DMultisample)
        {
            context->handleError(InvalidEnum() << "Target must be TEXTURE_2D_MULTISAMPLE.");
            return false;
        }
    
        if (width < 1 || height < 1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), NegativeSize);
            return false;
        }
    
        return ValidateTexStorageMultisample(context, target, samples, internalFormat, width, height);
    }
    
    bool ValidateGetMultisamplefv(Context *context, GLenum pname, GLuint index, GLfloat *val)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (pname != GL_SAMPLE_POSITION)
        {
            context->handleError(InvalidEnum() << "Pname must be SAMPLE_POSITION.");
            return false;
        }
    
        Framebuffer *framebuffer = context->getGLState().getDrawFramebuffer();
        GLint samples            = framebuffer->getSamples(context);
    
        if (index >= static_cast<GLuint>(samples))
        {
            context->handleError(InvalidValue() << "Index must be less than the value of SAMPLES.");
            return false;
        }
    
        return true;
    }
    
    bool ValidateGetMultisamplefvRobustANGLE(Context *context,
                                             GLenum pname,
                                             GLuint index,
                                             GLsizei bufSize,
                                             GLsizei *length,
                                             GLfloat *val)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateFramebufferParameteri(Context *context, GLenum target, GLenum pname, GLint param)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (!ValidFramebufferTarget(context, target))
        {
            context->handleError(InvalidEnum() << "Invalid framebuffer target.");
            return false;
        }
    
        switch (pname)
        {
            case GL_FRAMEBUFFER_DEFAULT_WIDTH:
            {
                GLint maxWidth = context->getCaps().maxFramebufferWidth;
                if (param < 0 || param > maxWidth)
                {
                    context->handleError(
                        InvalidValue()
                        << "Params less than 0 or greater than GL_MAX_FRAMEBUFFER_WIDTH.");
                    return false;
                }
                break;
            }
            case GL_FRAMEBUFFER_DEFAULT_HEIGHT:
            {
                GLint maxHeight = context->getCaps().maxFramebufferHeight;
                if (param < 0 || param > maxHeight)
                {
                    context->handleError(
                        InvalidValue()
                        << "Params less than 0 or greater than GL_MAX_FRAMEBUFFER_HEIGHT.");
                    return false;
                }
                break;
            }
            case GL_FRAMEBUFFER_DEFAULT_SAMPLES:
            {
                GLint maxSamples = context->getCaps().maxFramebufferSamples;
                if (param < 0 || param > maxSamples)
                {
                    context->handleError(
                        InvalidValue()
                        << "Params less than 0 or greater than GL_MAX_FRAMEBUFFER_SAMPLES.");
                    return false;
                }
                break;
            }
            case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS:
            {
                break;
            }
            case GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT:
            {
                if (!context->getExtensions().geometryShader)
                {
                    ANGLE_VALIDATION_ERR(context, InvalidEnum(), GeometryShaderExtensionNotEnabled);
                    return false;
                }
                GLint maxLayers = context->getCaps().maxFramebufferLayers;
                if (param < 0 || param > maxLayers)
                {
                    ANGLE_VALIDATION_ERR(context, InvalidValue(), InvalidFramebufferLayer);
                    return false;
                }
                break;
            }
            default:
            {
                ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidPname);
                return false;
            }
        }
    
        const Framebuffer *framebuffer = context->getGLState().getTargetFramebuffer(target);
        ASSERT(framebuffer);
        if (framebuffer->id() == 0)
        {
            context->handleError(InvalidOperation() << "Default framebuffer is bound to target.");
            return false;
        }
        return true;
    }
    
    bool ValidateGetFramebufferParameteriv(Context *context, GLenum target, GLenum pname, GLint *params)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (!ValidFramebufferTarget(context, target))
        {
            ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidFramebufferTarget);
            return false;
        }
    
        switch (pname)
        {
            case GL_FRAMEBUFFER_DEFAULT_WIDTH:
            case GL_FRAMEBUFFER_DEFAULT_HEIGHT:
            case GL_FRAMEBUFFER_DEFAULT_SAMPLES:
            case GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS:
                break;
            case GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT:
                if (!context->getExtensions().geometryShader)
                {
                    ANGLE_VALIDATION_ERR(context, InvalidEnum(), GeometryShaderExtensionNotEnabled);
                    return false;
                }
                break;
            default:
                ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidPname);
                return false;
        }
    
        const Framebuffer *framebuffer = context->getGLState().getTargetFramebuffer(target);
        ASSERT(framebuffer);
    
        if (framebuffer->id() == 0)
        {
            context->handleError(InvalidOperation() << "Default framebuffer is bound to target.");
            return false;
        }
        return true;
    }
    
    bool ValidateGetFramebufferParameterivRobustANGLE(Context *context,
                                                      GLenum target,
                                                      GLenum pname,
                                                      GLsizei bufSize,
                                                      GLsizei *length,
                                                      GLint *params)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateGetProgramResourceIndex(Context *context,
                                         GLuint program,
                                         GLenum programInterface,
                                         const GLchar *name)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        Program *programObject = GetValidProgram(context, program);
        if (programObject == nullptr)
        {
            return false;
        }
    
        if (!ValidateNamedProgramInterface(programInterface))
        {
            context->handleError(InvalidEnum() << "Invalid program interface: 0x" << std::hex
                                               << std::uppercase << programInterface);
            return false;
        }
    
        return true;
    }
    
    bool ValidateBindVertexBuffer(Context *context,
                                  GLuint bindingIndex,
                                  GLuint buffer,
                                  GLintptr offset,
                                  GLsizei stride)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (!context->isBufferGenerated(buffer))
        {
            context->handleError(InvalidOperation() << "Buffer is not generated.");
            return false;
        }
    
        const Caps &caps = context->getCaps();
        if (bindingIndex >= caps.maxVertexAttribBindings)
        {
            context->handleError(InvalidValue()
                                 << "bindingindex must be smaller than MAX_VERTEX_ATTRIB_BINDINGS.");
            return false;
        }
    
        if (offset < 0)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), NegativeOffset);
            return false;
        }
    
        if (stride < 0 || stride > caps.maxVertexAttribStride)
        {
            context->handleError(InvalidValue()
                                 << "stride must be between 0 and MAX_VERTEX_ATTRIB_STRIDE.");
            return false;
        }
    
        // [OpenGL ES 3.1] Section 10.3.1 page 244:
        // An INVALID_OPERATION error is generated if the default vertex array object is bound.
        if (context->getGLState().getVertexArrayId() == 0)
        {
            context->handleError(InvalidOperation() << "Default vertex array buffer is bound.");
            return false;
        }
    
        return true;
    }
    
    bool ValidateVertexBindingDivisor(Context *context, GLuint bindingIndex, GLuint divisor)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        const Caps &caps = context->getCaps();
        if (bindingIndex >= caps.maxVertexAttribBindings)
        {
            context->handleError(InvalidValue()
                                 << "bindingindex must be smaller than MAX_VERTEX_ATTRIB_BINDINGS.");
            return false;
        }
    
        // [OpenGL ES 3.1] Section 10.3.1 page 243:
        // An INVALID_OPERATION error is generated if the default vertex array object is bound.
        if (context->getGLState().getVertexArrayId() == 0)
        {
            context->handleError(InvalidOperation() << "Default vertex array object is bound.");
            return false;
        }
    
        return true;
    }
    
    bool ValidateVertexAttribFormat(Context *context,
                                    GLuint attribindex,
                                    GLint size,
                                    GLenum type,
                                    GLboolean normalized,
                                    GLuint relativeoffset)
    {
        return ValidateVertexAttribFormatCommon(context, attribindex, size, type, relativeoffset,
                                                false);
    }
    
    bool ValidateVertexAttribIFormat(Context *context,
                                     GLuint attribindex,
                                     GLint size,
                                     GLenum type,
                                     GLuint relativeoffset)
    {
        return ValidateVertexAttribFormatCommon(context, attribindex, size, type, relativeoffset, true);
    }
    
    bool ValidateVertexAttribBinding(Context *context, GLuint attribIndex, GLuint bindingIndex)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        // [OpenGL ES 3.1] Section 10.3.1 page 243:
        // An INVALID_OPERATION error is generated if the default vertex array object is bound.
        if (context->getGLState().getVertexArrayId() == 0)
        {
            context->handleError(InvalidOperation() << "Default vertex array object is bound.");
            return false;
        }
    
        const Caps &caps = context->getCaps();
        if (attribIndex >= caps.maxVertexAttributes)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), IndexExceedsMaxVertexAttribute);
            return false;
        }
    
        if (bindingIndex >= caps.maxVertexAttribBindings)
        {
            context->handleError(InvalidValue()
                                 << "bindingindex must be smaller than MAX_VERTEX_ATTRIB_BINDINGS");
            return false;
        }
    
        return true;
    }
    
    bool ValidateGetProgramResourceName(Context *context,
                                        GLuint program,
                                        GLenum programInterface,
                                        GLuint index,
                                        GLsizei bufSize,
                                        GLsizei *length,
                                        GLchar *name)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        Program *programObject = GetValidProgram(context, program);
        if (programObject == nullptr)
        {
            return false;
        }
    
        if (!ValidateNamedProgramInterface(programInterface))
        {
            context->handleError(InvalidEnum() << "Invalid program interface: 0x" << std::hex
                                               << std::uppercase << programInterface);
            return false;
        }
    
        if (!ValidateProgramResourceIndex(programObject, programInterface, index))
        {
            context->handleError(InvalidValue() << "Invalid index: " << index);
            return false;
        }
    
        if (bufSize < 0)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), NegativeBufferSize);
            return false;
        }
    
        return true;
    }
    
    bool ValidateDispatchCompute(Context *context,
                                 GLuint numGroupsX,
                                 GLuint numGroupsY,
                                 GLuint numGroupsZ)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        const State &state = context->getGLState();
        Program *program   = state.getLinkedProgram(context);
    
        if (program == nullptr || !program->hasLinkedShaderStage(ShaderType::Compute))
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), NoActiveProgramWithComputeShader);
            return false;
        }
    
        const Caps &caps = context->getCaps();
        if (numGroupsX > caps.maxComputeWorkGroupCount[0])
        {
            context->handleError(
                InvalidValue() << "num_groups_x cannot be greater than MAX_COMPUTE_WORK_GROUP_COUNT[0]="
                               << caps.maxComputeWorkGroupCount[0]);
            return false;
        }
        if (numGroupsY > caps.maxComputeWorkGroupCount[1])
        {
            context->handleError(
                InvalidValue() << "num_groups_y cannot be greater than MAX_COMPUTE_WORK_GROUP_COUNT[1]="
                               << caps.maxComputeWorkGroupCount[1]);
            return false;
        }
        if (numGroupsZ > caps.maxComputeWorkGroupCount[2])
        {
            context->handleError(
                InvalidValue() << "num_groups_z cannot be greater than MAX_COMPUTE_WORK_GROUP_COUNT[2]="
                               << caps.maxComputeWorkGroupCount[2]);
            return false;
        }
    
        return true;
    }
    
    bool ValidateDispatchComputeIndirect(Context *context, GLintptr indirect)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        const State &state = context->getGLState();
        Program *program   = state.getLinkedProgram(context);
    
        if (program == nullptr || !program->hasLinkedShaderStage(ShaderType::Compute))
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), NoActiveProgramWithComputeShader);
            return false;
        }
    
        if (indirect < 0)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), NegativeOffset);
            return false;
        }
    
        if ((indirect & (sizeof(GLuint) - 1)) != 0)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), OffsetMustBeMultipleOfUint);
            return false;
        }
    
        Buffer *dispatchIndirectBuffer = state.getTargetBuffer(BufferBinding::DispatchIndirect);
        if (!dispatchIndirectBuffer)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), DispatchIndirectBufferNotBound);
            return false;
        }
    
        CheckedNumeric<GLuint64> checkedOffset(static_cast<GLuint64>(indirect));
        auto checkedSum = checkedOffset + static_cast<GLuint64>(3 * sizeof(GLuint));
        if (!checkedSum.IsValid() ||
            checkedSum.ValueOrDie() > static_cast<GLuint64>(dispatchIndirectBuffer->getSize()))
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), InsufficientBufferSize);
            return false;
        }
    
        return true;
    }
    
    bool ValidateBindImageTexture(Context *context,
                                  GLuint unit,
                                  GLuint texture,
                                  GLint level,
                                  GLboolean layered,
                                  GLint layer,
                                  GLenum access,
                                  GLenum format)
    {
        GLuint maxImageUnits = context->getCaps().maxImageUnits;
        if (unit >= maxImageUnits)
        {
            context->handleError(InvalidValue()
                                 << "unit cannot be greater than or equal than MAX_IMAGE_UNITS = "
                                 << maxImageUnits);
            return false;
        }
    
        if (level < 0)
        {
            context->handleError(InvalidValue() << "level is negative.");
            return false;
        }
    
        if (layer < 0)
        {
            context->handleError(InvalidValue() << "layer is negative.");
            return false;
        }
    
        if (access != GL_READ_ONLY && access != GL_WRITE_ONLY && access != GL_READ_WRITE)
        {
            context->handleError(InvalidEnum() << "access is not one of the supported tokens.");
            return false;
        }
    
        switch (format)
        {
            case GL_RGBA32F:
            case GL_RGBA16F:
            case GL_R32F:
            case GL_RGBA32UI:
            case GL_RGBA16UI:
            case GL_RGBA8UI:
            case GL_R32UI:
            case GL_RGBA32I:
            case GL_RGBA16I:
            case GL_RGBA8I:
            case GL_R32I:
            case GL_RGBA8:
            case GL_RGBA8_SNORM:
                break;
            default:
                context->handleError(InvalidValue()
                                     << "format is not one of supported image unit formats.");
                return false;
        }
    
        if (texture != 0)
        {
            Texture *tex = context->getTexture(texture);
    
            if (tex == nullptr)
            {
                context->handleError(InvalidValue()
                                     << "texture is not the name of an existing texture object.");
                return false;
            }
    
            if (!tex->getImmutableFormat())
            {
                context->handleError(InvalidOperation()
                                     << "texture is not the name of an immutable texture object.");
                return false;
            }
        }
    
        return true;
    }
    
    bool ValidateGetProgramResourceLocation(Context *context,
                                            GLuint program,
                                            GLenum programInterface,
                                            const GLchar *name)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        Program *programObject = GetValidProgram(context, program);
        if (programObject == nullptr)
        {
            return false;
        }
    
        if (!programObject->isLinked())
        {
            context->handleError(InvalidOperation() << "Program is not successfully linked.");
            return false;
        }
    
        if (!ValidateLocationProgramInterface(programInterface))
        {
            context->handleError(InvalidEnum() << "Invalid program interface.");
            return false;
        }
        return true;
    }
    
    bool ValidateGetProgramResourceiv(Context *context,
                                      GLuint program,
                                      GLenum programInterface,
                                      GLuint index,
                                      GLsizei propCount,
                                      const GLenum *props,
                                      GLsizei bufSize,
                                      GLsizei *length,
                                      GLint *params)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        Program *programObject = GetValidProgram(context, program);
        if (programObject == nullptr)
        {
            return false;
        }
        if (!ValidateProgramInterface(programInterface))
        {
            context->handleError(InvalidEnum() << "Invalid program interface.");
            return false;
        }
        if (propCount <= 0)
        {
            context->handleError(InvalidValue() << "Invalid propCount.");
            return false;
        }
        if (bufSize < 0)
        {
            context->handleError(InvalidValue() << "Invalid bufSize.");
            return false;
        }
        if (!ValidateProgramResourceIndex(programObject, programInterface, index))
        {
            context->handleError(InvalidValue() << "Invalid index: " << index);
            return false;
        }
        for (GLsizei i = 0; i < propCount; i++)
        {
            if (!ValidateProgramResourceProperty(context, props[i]))
            {
                context->handleError(InvalidEnum() << "Invalid prop.");
                return false;
            }
            if (!ValidateProgramResourcePropertyByInterface(props[i], programInterface))
            {
                context->handleError(InvalidOperation() << "Not an allowed prop for interface");
                return false;
            }
        }
        return true;
    }
    
    bool ValidateGetProgramInterfaceiv(Context *context,
                                       GLuint program,
                                       GLenum programInterface,
                                       GLenum pname,
                                       GLint *params)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        Program *programObject = GetValidProgram(context, program);
        if (programObject == nullptr)
        {
            return false;
        }
    
        if (!ValidateProgramInterface(programInterface))
        {
            context->handleError(InvalidEnum() << "Invalid program interface.");
            return false;
        }
    
        switch (pname)
        {
            case GL_ACTIVE_RESOURCES:
            case GL_MAX_NAME_LENGTH:
            case GL_MAX_NUM_ACTIVE_VARIABLES:
                break;
    
            default:
                context->handleError(InvalidEnum() << "Unknown property of program interface.");
                return false;
        }
    
        if (pname == GL_MAX_NAME_LENGTH && programInterface == GL_ATOMIC_COUNTER_BUFFER)
        {
            context->handleError(InvalidOperation()
                                 << "Active atomic counter resources are not assigned name strings.");
            return false;
        }
    
        if (pname == GL_MAX_NUM_ACTIVE_VARIABLES)
        {
            switch (programInterface)
            {
                case GL_ATOMIC_COUNTER_BUFFER:
                case GL_SHADER_STORAGE_BLOCK:
                case GL_UNIFORM_BLOCK:
                    break;
    
                default:
                    context->handleError(
                        InvalidOperation()
                        << "MAX_NUM_ACTIVE_VARIABLES requires a buffer or block interface.");
                    return false;
            }
        }
    
        return true;
    }
    
    bool ValidateGetProgramInterfaceivRobustANGLE(Context *context,
                                                  GLuint program,
                                                  GLenum programInterface,
                                                  GLenum pname,
                                                  GLsizei bufSize,
                                                  GLsizei *length,
                                                  GLint *params)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    static bool ValidateGenOrDeleteES31(Context *context, GLint n)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        return ValidateGenOrDelete(context, n);
    }
    
    bool ValidateGenProgramPipelines(Context *context, GLint n, GLuint *)
    {
        return ValidateGenOrDeleteES31(context, n);
    }
    
    bool ValidateDeleteProgramPipelines(Context *context, GLint n, const GLuint *)
    {
        return ValidateGenOrDeleteES31(context, n);
    }
    
    bool ValidateBindProgramPipeline(Context *context, GLuint pipeline)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (!context->isProgramPipelineGenerated(pipeline))
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ObjectNotGenerated);
            return false;
        }
    
        return true;
    }
    
    bool ValidateIsProgramPipeline(Context *context, GLuint pipeline)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        return true;
    }
    
    bool ValidateUseProgramStages(Context *context, GLuint pipeline, GLbitfield stages, GLuint program)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateActiveShaderProgram(Context *context, GLuint pipeline, GLuint program)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateCreateShaderProgramv(Context *context,
                                      ShaderType type,
                                      GLsizei count,
                                      const GLchar *const *strings)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateGetProgramPipelineiv(Context *context, GLuint pipeline, GLenum pname, GLint *params)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateValidateProgramPipeline(Context *context, GLuint pipeline)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateGetProgramPipelineInfoLog(Context *context,
                                           GLuint pipeline,
                                           GLsizei bufSize,
                                           GLsizei *length,
                                           GLchar *infoLog)
    {
        UNIMPLEMENTED();
        return false;
    }
    
    bool ValidateMemoryBarrier(Context *context, GLbitfield barriers)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (barriers == GL_ALL_BARRIER_BITS)
        {
            return true;
        }
    
        GLbitfield supported_barrier_bits =
            GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT | GL_ELEMENT_ARRAY_BARRIER_BIT | GL_UNIFORM_BARRIER_BIT |
            GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_COMMAND_BARRIER_BIT |
            GL_PIXEL_BUFFER_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT | GL_BUFFER_UPDATE_BARRIER_BIT |
            GL_FRAMEBUFFER_BARRIER_BIT | GL_TRANSFORM_FEEDBACK_BARRIER_BIT |
            GL_ATOMIC_COUNTER_BARRIER_BIT | GL_SHADER_STORAGE_BARRIER_BIT;
        if ((barriers & ~supported_barrier_bits) != 0)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), InvalidMemoryBarrierBit);
            return false;
        }
    
        return true;
    }
    
    bool ValidateMemoryBarrierByRegion(Context *context, GLbitfield barriers)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (barriers == GL_ALL_BARRIER_BITS)
        {
            return true;
        }
    
        GLbitfield supported_barrier_bits = GL_ATOMIC_COUNTER_BARRIER_BIT | GL_FRAMEBUFFER_BARRIER_BIT |
                                            GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
                                            GL_SHADER_STORAGE_BARRIER_BIT |
                                            GL_TEXTURE_FETCH_BARRIER_BIT | GL_UNIFORM_BARRIER_BIT;
        if ((barriers & ~supported_barrier_bits) != 0)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), InvalidMemoryBarrierBit);
            return false;
        }
    
        return true;
    }
    
    bool ValidateSampleMaski(Context *context, GLuint maskNumber, GLbitfield mask)
    {
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
    
        if (maskNumber >= context->getCaps().maxSampleMaskWords)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), InvalidSampleMaskNumber);
            return false;
        }
    
        return true;
    }
    
    bool ValidateFramebufferTextureEXT(Context *context,
                                       GLenum target,
                                       GLenum attachment,
                                       GLuint texture,
                                       GLint level)
    {
        if (!context->getExtensions().geometryShader)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), GeometryShaderExtensionNotEnabled);
            return false;
        }
    
        if (texture != 0)
        {
            gl::Texture *tex = context->getTexture(texture);
    
            // [EXT_geometry_shader] Section 9.2.8 "Attaching Texture Images to a Framebuffer"
            // An INVALID_VALUE error is generated if <texture> is not the name of a texture object.
            // We put this validation before ValidateFramebufferTextureBase because it is an
            // INVALID_OPERATION error for both FramebufferTexture2D and FramebufferTextureLayer:
            // [OpenGL ES 3.1] Chapter 9.2.8 (FramebufferTexture2D)
            // An INVALID_OPERATION error is generated if texture is not zero, and does not name an
            // existing texture object of type matching textarget.
            // [OpenGL ES 3.1 Chapter 9.2.8 (FramebufferTextureLayer)
            // An INVALID_OPERATION error is generated if texture is non-zero and is not the name of a
            // three-dimensional or two-dimensional array texture.
            if (tex == nullptr)
            {
                ANGLE_VALIDATION_ERR(context, InvalidValue(), InvalidTextureName);
                return false;
            }
    
            if (!ValidMipLevel(context, tex->getType(), level))
            {
                ANGLE_VALIDATION_ERR(context, InvalidValue(), InvalidMipLevel);
                return false;
            }
        }
    
        if (!ValidateFramebufferTextureBase(context, target, attachment, texture, level))
        {
            return false;
        }
    
        return true;
    }
    
    // GL_OES_texture_storage_multisample_2d_array
    bool ValidateTexStorage3DMultisampleOES(Context *context,
                                            TextureType target,
                                            GLsizei samples,
                                            GLint sizedinternalformat,
                                            GLsizei width,
                                            GLsizei height,
                                            GLsizei depth,
                                            GLboolean fixedsamplelocations)
    {
        if (!context->getExtensions().textureStorageMultisample2DArray)
        {
            ANGLE_VALIDATION_ERR(context, InvalidEnum(), MultisampleArrayExtensionRequired);
            return false;
        }
    
        if (target != TextureType::_2DMultisampleArray)
        {
            ANGLE_VALIDATION_ERR(context, InvalidEnum(), TargetMustBeTexture2DMultisampleArrayOES);
            return false;
        }
    
        if (width < 1 || height < 1 || depth < 1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidValue(), NegativeSize);
            return false;
        }
    
        return ValidateTexStorageMultisample(context, target, samples, sizedinternalformat, width,
                                             height);
    }
    
    bool ValidateGetProgramResourceLocationIndexEXT(Context *context,
                                                    GLuint program,
                                                    GLenum programInterface,
                                                    const char *name)
    {
        if (!context->getExtensions().blendFuncExtended)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ExtensionNotEnabled);
            return false;
        }
        if (context->getClientVersion() < ES_3_1)
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ES31Required);
            return false;
        }
        if (programInterface != GL_PROGRAM_OUTPUT)
        {
            ANGLE_VALIDATION_ERR(context, InvalidEnum(), ProgramInterfaceMustBeProgramOutput);
            return false;
        }
        Program *programObject = GetValidProgram(context, program);
        if (!programObject)
        {
            return false;
        }
        if (!programObject->isLinked())
        {
            ANGLE_VALIDATION_ERR(context, InvalidOperation(), ProgramNotLinked);
            return false;
        }
        return true;
    }
    
    }  // namespace gl