Hash :
120b61d3
Author :
Date :
2019-08-21T12:51:58
Use ShaderProgramID in place of GLuint handles Bug: angleproject:3804 Change-Id: I5dc640004c2cc054c53261e8e939b6a9f5fc23bb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1762363 Commit-Queue: Jiacheng Lu <lujc@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com>
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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.
//
// validationGL3_autogen.h:
// Validation functions for the OpenGL 3.0 entry points.
#ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode);
bool ValidateBindFragDataLocation(Context *context,
ShaderProgramID programPacked,
GLuint color,
const GLchar *name);
bool ValidateClampColor(Context *context, GLenum target, GLenum clamp);
bool ValidateColorMaski(Context *context,
GLuint index,
GLboolean r,
GLboolean g,
GLboolean b,
GLboolean a);
bool ValidateDisablei(Context *context, GLenum target, GLuint index);
bool ValidateEnablei(Context *context, GLenum target, GLuint index);
bool ValidateEndConditionalRender(Context *context);
bool ValidateFramebufferTexture1D(Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level);
bool ValidateFramebufferTexture3D(Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level,
GLint zoffset);
bool ValidateGetTexParameterIiv(Context *context,
TextureType targetPacked,
GLenum pname,
GLint *params);
bool ValidateGetTexParameterIuiv(Context *context,
TextureType targetPacked,
GLenum pname,
GLuint *params);
bool ValidateIsEnabledi(Context *context, GLenum target, GLuint index);
bool ValidateTexParameterIiv(Context *context,
TextureType targetPacked,
GLenum pname,
const GLint *params);
bool ValidateTexParameterIuiv(Context *context,
TextureType targetPacked,
GLenum pname,
const GLuint *params);
bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x);
bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v);
bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x);
bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v);
bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y);
bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v);
bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y);
bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v);
bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z);
bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v);
bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z);
bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v);
bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v);
bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v);
bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v);
bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_