Hash :
0be3f296
Author :
Date :
2020-11-30T17:27:39
Entry Points: Combine desktop GL minor versions. This reduces the proliferation of small entry point files. Bug: angleproject:2621 Change-Id: Ib882fd9e32e165279439d5d6cab7205eae0732ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2566592 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com>
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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 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.
//
// validationGL3_autogen.h:
// Validation functions for the OpenGL Desktop GL 3.x entry points.
#ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
// GL 3.0
bool ValidateBeginConditionalRender(const Context *context, GLuint id, GLenum mode);
bool ValidateBindFragDataLocation(const Context *context,
ShaderProgramID programPacked,
GLuint color,
const GLchar *name);
bool ValidateClampColor(const Context *context, GLenum target, GLenum clamp);
bool ValidateEndConditionalRender(const Context *context);
bool ValidateFramebufferTexture1D(const Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level);
bool ValidateFramebufferTexture3D(const Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level,
GLint zoffset);
bool ValidateVertexAttribI1i(const Context *context, GLuint index, GLint x);
bool ValidateVertexAttribI1iv(const Context *context, GLuint index, const GLint *v);
bool ValidateVertexAttribI1ui(const Context *context, GLuint index, GLuint x);
bool ValidateVertexAttribI1uiv(const Context *context, GLuint index, const GLuint *v);
bool ValidateVertexAttribI2i(const Context *context, GLuint index, GLint x, GLint y);
bool ValidateVertexAttribI2iv(const Context *context, GLuint index, const GLint *v);
bool ValidateVertexAttribI2ui(const Context *context, GLuint index, GLuint x, GLuint y);
bool ValidateVertexAttribI2uiv(const Context *context, GLuint index, const GLuint *v);
bool ValidateVertexAttribI3i(const Context *context, GLuint index, GLint x, GLint y, GLint z);
bool ValidateVertexAttribI3iv(const Context *context, GLuint index, const GLint *v);
bool ValidateVertexAttribI3ui(const Context *context, GLuint index, GLuint x, GLuint y, GLuint z);
bool ValidateVertexAttribI3uiv(const Context *context, GLuint index, const GLuint *v);
bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte *v);
bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v);
bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v);
bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v);
// GL 3.1
bool ValidateGetActiveUniformName(const Context *context,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
const GLsizei *length,
const GLchar *uniformName);
bool ValidatePrimitiveRestartIndex(const Context *context, GLuint index);
// GL 3.2
bool ValidateMultiDrawElementsBaseVertex(const Context *context,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex);
bool ValidateProvokingVertex(const Context *context, ProvokingVertexConvention modePacked);
bool ValidateTexImage2DMultisample(const Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateTexImage3DMultisample(const Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
// GL 3.3
bool ValidateBindFragDataLocationIndexed(const Context *context,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name);
bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color);
bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color);
bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color);
bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color);
bool ValidateGetFragDataIndex(const Context *context,
ShaderProgramID programPacked,
const GLchar *name);
bool ValidateGetQueryObjecti64v(const Context *context,
QueryID idPacked,
GLenum pname,
const GLint64 *params);
bool ValidateGetQueryObjectui64v(const Context *context,
QueryID idPacked,
GLenum pname,
const GLuint64 *params);
bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP1uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP2uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP3uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP4uiv(const Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords);
bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateQueryCounter(const Context *context, QueryID idPacked, QueryType targetPacked);
bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color);
bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color);
bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords);
bool ValidateVertexAttribP1ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP1uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP2ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP2uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP3ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP3uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP4ui(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP4uiv(const Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value);
bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value);
bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value);
bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value);
bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value);
bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_