Hash :
a18f4145
Author :
Date :
2020-02-19T22:42:12
Trace/Replay: Add uniform location type. This is a large refactor that replaces instances of "GLint location" for uniform locations with "UniformLocation location". This boxed type is similar to the ResourceID types that we use to capture resource IDs more easily. Eventually this will give us a more portable replay. Bug: angleproject:4411 Change-Id: I848e861c3956d95b6b953f57f8b6a2c4a676766f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2066117 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@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 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.
//
// 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(const Context *context,
GLenum target,
GLuint index,
QueryID idPacked);
bool ValidateDrawTransformFeedback(const Context *context,
GLenum mode,
TransformFeedbackID idPacked);
bool ValidateDrawTransformFeedbackStream(const Context *context,
GLenum mode,
TransformFeedbackID idPacked,
GLuint stream);
bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index);
bool ValidateGetActiveSubroutineName(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name);
bool ValidateGetActiveSubroutineUniformName(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name);
bool ValidateGetActiveSubroutineUniformiv(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLenum pname,
const GLint *values);
bool ValidateGetProgramStageiv(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
GLenum pname,
const GLint *values);
bool ValidateGetQueryIndexediv(const Context *context,
GLenum target,
GLuint index,
GLenum pname,
const GLint *params);
bool ValidateGetSubroutineIndex(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name);
bool ValidateGetSubroutineUniformLocation(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name);
bool ValidateGetUniformSubroutineuiv(const Context *context,
GLenum shadertype,
GLint location,
const GLuint *params);
bool ValidateGetUniformdv(const Context *context,
ShaderProgramID programPacked,
UniformLocation locationPacked,
const GLdouble *params);
bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values);
bool ValidateUniform1d(const Context *context, UniformLocation locationPacked, GLdouble x);
bool ValidateUniform1dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform2d(const Context *context,
UniformLocation locationPacked,
GLdouble x,
GLdouble y);
bool ValidateUniform2dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform3d(const Context *context,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateUniform3dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform4d(const Context *context,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateUniform4dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniformMatrix2dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x3dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x4dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x2dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x4dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x2dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x3dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformSubroutinesuiv(const Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_