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kc3-lang/angle/src/libANGLE/validationES2.h

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  • Author : Geoff Lang
    Date : 2017-08-14 16:43:43
    Hash : 79f7104a
    Message : Validate that transform feedback buffers are not mapped. Mapping a buffer that is bound for active transform feedback or starting transform feedback on a mapped buffer is undefined behaviour under section 2.10.3.2 of the ES 3.0 spec "Effects of Mapping Buffers on Other GL Commands". The spec suggests that an error is generated in this case. TEST=ES3MapBufferRangeTest.TransformFeedback BUG=754000 Change-Id: I613defd07cc1a4348682d992cda61cc898936720 Reviewed-on: https://chromium-review.googlesource.com/614483 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/validationES2.h
  • //
    // Copyright (c) 2013 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.
    //
    
    // validationES2.h: Validation functions for OpenGL ES 2.0 entry point parameters
    
    #ifndef LIBANGLE_VALIDATION_ES2_H_
    #define LIBANGLE_VALIDATION_ES2_H_
    
    #include <GLES2/gl2.h>
    #include <GLES2/gl2ext.h>
    
    namespace gl
    {
    class Context;
    class ValidationContext;
    
    bool ValidateES2TexStorageParameters(Context *context,
                                         GLenum target,
                                         GLsizei levels,
                                         GLenum internalformat,
                                         GLsizei width,
                                         GLsizei height);
    
    bool ValidateDiscardFramebufferEXT(Context *context,
                                       GLenum target,
                                       GLsizei numAttachments,
                                       const GLenum *attachments);
    
    bool ValidateDrawBuffersEXT(ValidationContext *context, GLsizei n, const GLenum *bufs);
    
    bool ValidateBindVertexArrayOES(Context *context, GLuint array);
    bool ValidateDeleteVertexArraysOES(Context *context, GLsizei n);
    bool ValidateGenVertexArraysOES(Context *context, GLsizei n);
    bool ValidateIsVertexArrayOES(Context *context);
    
    bool ValidateProgramBinaryOES(Context *context,
                                  GLuint program,
                                  GLenum binaryFormat,
                                  const void *binary,
                                  GLint length);
    bool ValidateGetProgramBinaryOES(Context *context,
                                     GLuint program,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLenum *binaryFormat,
                                     void *binary);
    
    // GL_KHR_debug
    bool ValidateDebugMessageControlKHR(Context *context,
                                        GLenum source,
                                        GLenum type,
                                        GLenum severity,
                                        GLsizei count,
                                        const GLuint *ids,
                                        GLboolean enabled);
    bool ValidateDebugMessageInsertKHR(Context *context,
                                       GLenum source,
                                       GLenum type,
                                       GLuint id,
                                       GLenum severity,
                                       GLsizei length,
                                       const GLchar *buf);
    bool ValidateDebugMessageCallbackKHR(Context *context,
                                         GLDEBUGPROCKHR callback,
                                         const void *userParam);
    bool ValidateGetDebugMessageLogKHR(Context *context,
                                       GLuint count,
                                       GLsizei bufSize,
                                       GLenum *sources,
                                       GLenum *types,
                                       GLuint *ids,
                                       GLenum *severities,
                                       GLsizei *lengths,
                                       GLchar *messageLog);
    bool ValidatePushDebugGroupKHR(Context *context,
                                   GLenum source,
                                   GLuint id,
                                   GLsizei length,
                                   const GLchar *message);
    bool ValidatePopDebugGroupKHR(Context *context);
    bool ValidateObjectLabelKHR(Context *context,
                                GLenum identifier,
                                GLuint name,
                                GLsizei length,
                                const GLchar *label);
    bool ValidateGetObjectLabelKHR(Context *context,
                                   GLenum identifier,
                                   GLuint name,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLchar *label);
    bool ValidateObjectPtrLabelKHR(Context *context,
                                   const void *ptr,
                                   GLsizei length,
                                   const GLchar *label);
    bool ValidateGetObjectPtrLabelKHR(Context *context,
                                      const void *ptr,
                                      GLsizei bufSize,
                                      GLsizei *length,
                                      GLchar *label);
    bool ValidateGetPointervKHR(Context *context, GLenum pname, void **params);
    bool ValidateBlitFramebufferANGLE(Context *context,
                                      GLint srcX0,
                                      GLint srcY0,
                                      GLint srcX1,
                                      GLint srcY1,
                                      GLint dstX0,
                                      GLint dstY0,
                                      GLint dstX1,
                                      GLint dstY1,
                                      GLbitfield mask,
                                      GLenum filter);
    
    bool ValidateClear(ValidationContext *context, GLbitfield mask);
    bool ValidateTexImage2D(Context *context,
                            GLenum target,
                            GLint level,
                            GLint internalformat,
                            GLsizei width,
                            GLsizei height,
                            GLint border,
                            GLenum format,
                            GLenum type,
                            const void *pixels);
    bool ValidateTexImage2DRobust(Context *context,
                                  GLenum target,
                                  GLint level,
                                  GLint internalformat,
                                  GLsizei width,
                                  GLsizei height,
                                  GLint border,
                                  GLenum format,
                                  GLenum type,
                                  GLsizei bufSize,
                                  const void *pixels);
    bool ValidateTexSubImage2D(Context *context,
                               GLenum target,
                               GLint level,
                               GLint xoffset,
                               GLint yoffset,
                               GLsizei width,
                               GLsizei height,
                               GLenum format,
                               GLenum type,
                               const void *pixels);
    bool ValidateTexSubImage2DRobustANGLE(Context *context,
                                          GLenum target,
                                          GLint level,
                                          GLint xoffset,
                                          GLint yoffset,
                                          GLsizei width,
                                          GLsizei height,
                                          GLenum format,
                                          GLenum type,
                                          GLsizei bufSize,
                                          const void *pixels);
    bool ValidateCompressedTexImage2D(Context *context,
                                      GLenum target,
                                      GLint level,
                                      GLenum internalformat,
                                      GLsizei width,
                                      GLsizei height,
                                      GLint border,
                                      GLsizei imageSize,
                                      const void *data);
    bool ValidateCompressedTexSubImage2D(Context *context,
                                         GLenum target,
                                         GLint level,
                                         GLint xoffset,
                                         GLint yoffset,
                                         GLsizei width,
                                         GLsizei height,
                                         GLenum format,
                                         GLsizei imageSize,
                                         const void *data);
    bool ValidateCompressedTexImage2DRobustANGLE(Context *context,
                                                 GLenum target,
                                                 GLint level,
                                                 GLenum internalformat,
                                                 GLsizei width,
                                                 GLsizei height,
                                                 GLint border,
                                                 GLsizei imageSize,
                                                 GLsizei dataSize,
                                                 const void *data);
    bool ValidateCompressedTexSubImage2DRobustANGLE(Context *context,
                                                    GLenum target,
                                                    GLint level,
                                                    GLint xoffset,
                                                    GLint yoffset,
                                                    GLsizei width,
                                                    GLsizei height,
                                                    GLenum format,
                                                    GLsizei imageSize,
                                                    GLsizei dataSize,
                                                    const void *data);
    
    bool ValidateBindTexture(Context *context, GLenum target, GLuint texture);
    
    bool ValidateGetBufferPointervOES(Context *context, GLenum target, GLenum pname, void **params);
    bool ValidateMapBufferOES(Context *context, GLenum target, GLenum access);
    bool ValidateUnmapBufferOES(Context *context, GLenum target);
    bool ValidateMapBufferRangeEXT(Context *context,
                                   GLenum target,
                                   GLintptr offset,
                                   GLsizeiptr length,
                                   GLbitfield access);
    bool ValidateMapBufferBase(Context *context, GLenum target);
    bool ValidateFlushMappedBufferRangeEXT(Context *context,
                                           GLenum target,
                                           GLintptr offset,
                                           GLsizeiptr length);
    
    bool ValidateBindUniformLocationCHROMIUM(Context *context,
                                             GLuint program,
                                             GLint location,
                                             const GLchar *name);
    
    bool ValidateCoverageModulationCHROMIUM(Context *context, GLenum components);
    
    // CHROMIUM_path_rendering
    bool ValidateMatrix(Context *context, GLenum matrixMode, const GLfloat *matrix);
    bool ValidateMatrixMode(Context *context, GLenum matrixMode);
    bool ValidateGenPaths(Context *context, GLsizei range);
    bool ValidateDeletePaths(Context *context, GLuint first, GLsizei range);
    bool ValidatePathCommands(Context *context,
                              GLuint path,
                              GLsizei numCommands,
                              const GLubyte *commands,
                              GLsizei numCoords,
                              GLenum coordType,
                              const void *coords);
    bool ValidateSetPathParameter(Context *context, GLuint path, GLenum pname, GLfloat value);
    bool ValidateGetPathParameter(Context *context, GLuint path, GLenum pname, GLfloat *value);
    bool ValidatePathStencilFunc(Context *context, GLenum func, GLint ref, GLuint mask);
    bool ValidateStencilFillPath(Context *context, GLuint path, GLenum fillMode, GLuint mask);
    bool ValidateStencilStrokePath(Context *context, GLuint path, GLint reference, GLuint mask);
    bool ValidateCoverPath(Context *context, GLuint path, GLenum coverMode);
    bool ValidateStencilThenCoverFillPath(Context *context,
                                          GLuint path,
                                          GLenum fillMode,
                                          GLuint mask,
                                          GLenum coverMode);
    bool ValidateStencilThenCoverStrokePath(Context *context,
                                            GLuint path,
                                            GLint reference,
                                            GLuint mask,
                                            GLenum coverMode);
    bool ValidateIsPath(Context *context);
    bool ValidateCoverFillPathInstanced(Context *context,
                                        GLsizei numPaths,
                                        GLenum pathNameType,
                                        const void *paths,
                                        GLuint pathBase,
                                        GLenum coverMode,
                                        GLenum transformType,
                                        const GLfloat *transformValues);
    bool ValidateCoverStrokePathInstanced(Context *context,
                                          GLsizei numPaths,
                                          GLenum pathNameType,
                                          const void *paths,
                                          GLuint pathBase,
                                          GLenum coverMode,
                                          GLenum transformType,
                                          const GLfloat *transformValues);
    bool ValidateStencilFillPathInstanced(Context *context,
                                          GLsizei numPaths,
                                          GLenum pathNameType,
                                          const void *paths,
                                          GLuint pathBAse,
                                          GLenum fillMode,
                                          GLuint mask,
                                          GLenum transformType,
                                          const GLfloat *transformValues);
    bool ValidateStencilStrokePathInstanced(Context *context,
                                            GLsizei numPaths,
                                            GLenum pathNameType,
                                            const void *paths,
                                            GLuint pathBase,
                                            GLint reference,
                                            GLuint mask,
                                            GLenum transformType,
                                            const GLfloat *transformValues);
    bool ValidateStencilThenCoverFillPathInstanced(Context *context,
                                                   GLsizei numPaths,
                                                   GLenum pathNameType,
                                                   const void *paths,
                                                   GLuint pathBase,
                                                   GLenum fillMode,
                                                   GLuint mask,
                                                   GLenum coverMode,
                                                   GLenum transformType,
                                                   const GLfloat *transformValues);
    bool ValidateStencilThenCoverStrokePathInstanced(Context *context,
                                                     GLsizei numPaths,
                                                     GLenum pathNameType,
                                                     const void *paths,
                                                     GLuint pathBase,
                                                     GLint reference,
                                                     GLuint mask,
                                                     GLenum coverMode,
                                                     GLenum transformType,
                                                     const GLfloat *transformValues);
    bool ValidateBindFragmentInputLocation(Context *context,
                                           GLuint program,
                                           GLint location,
                                           const GLchar *name);
    bool ValidateProgramPathFragmentInputGen(Context *context,
                                             GLuint program,
                                             GLint location,
                                             GLenum genMode,
                                             GLint components,
                                             const GLfloat *coeffs);
    
    bool ValidateCopyTextureCHROMIUM(Context *context,
                                     GLuint sourceId,
                                     GLint sourceLevel,
                                     GLenum destTarget,
                                     GLuint destId,
                                     GLint destLevel,
                                     GLint internalFormat,
                                     GLenum destType,
                                     GLboolean unpackFlipY,
                                     GLboolean unpackPremultiplyAlpha,
                                     GLboolean unpackUnmultiplyAlpha);
    bool ValidateCopySubTextureCHROMIUM(Context *context,
                                        GLuint sourceId,
                                        GLint sourceLevel,
                                        GLenum destTarget,
                                        GLuint destId,
                                        GLint destLevel,
                                        GLint xoffset,
                                        GLint yoffset,
                                        GLint x,
                                        GLint y,
                                        GLsizei width,
                                        GLsizei height,
                                        GLboolean unpackFlipY,
                                        GLboolean unpackPremultiplyAlpha,
                                        GLboolean unpackUnmultiplyAlpha);
    bool ValidateCompressedCopyTextureCHROMIUM(Context *context, GLuint sourceId, GLuint destId);
    
    bool ValidateCreateShader(Context *context, GLenum type);
    bool ValidateBufferData(ValidationContext *context,
                            GLenum target,
                            GLsizeiptr size,
                            const void *data,
                            GLenum usage);
    bool ValidateBufferSubData(ValidationContext *context,
                               GLenum target,
                               GLintptr offset,
                               GLsizeiptr size,
                               const void *data);
    
    bool ValidateRequestExtensionANGLE(ValidationContext *context, const GLchar *name);
    
    bool ValidateActiveTexture(ValidationContext *context, GLenum texture);
    bool ValidateAttachShader(ValidationContext *context, GLuint program, GLuint shader);
    bool ValidateBindAttribLocation(ValidationContext *context,
                                    GLuint program,
                                    GLuint index,
                                    const GLchar *name);
    bool ValidateBindBuffer(ValidationContext *context, GLenum target, GLuint buffer);
    bool ValidateBindFramebuffer(ValidationContext *context, GLenum target, GLuint framebuffer);
    bool ValidateBindRenderbuffer(ValidationContext *context, GLenum target, GLuint renderbuffer);
    bool ValidateBlendColor(ValidationContext *context,
                            GLclampf red,
                            GLclampf green,
                            GLclampf blue,
                            GLclampf alpha);
    bool ValidateBlendEquation(ValidationContext *context, GLenum mode);
    bool ValidateBlendEquationSeparate(ValidationContext *context, GLenum modeRGB, GLenum modeAlpha);
    bool ValidateBlendFunc(ValidationContext *context, GLenum sfactor, GLenum dfactor);
    bool ValidateBlendFuncSeparate(ValidationContext *context,
                                   GLenum srcRGB,
                                   GLenum dstRGB,
                                   GLenum srcAlpha,
                                   GLenum dstAlpha);
    
    bool ValidateGetString(Context *context, GLenum name);
    bool ValidateLineWidth(ValidationContext *context, GLfloat width);
    bool ValidateVertexAttribPointer(ValidationContext *context,
                                     GLuint index,
                                     GLint size,
                                     GLenum type,
                                     GLboolean normalized,
                                     GLsizei stride,
                                     const void *ptr);
    
    bool ValidateDepthRangef(ValidationContext *context, GLclampf zNear, GLclampf zFar);
    bool ValidateRenderbufferStorage(ValidationContext *context,
                                     GLenum target,
                                     GLenum internalformat,
                                     GLsizei width,
                                     GLsizei height);
    bool ValidateRenderbufferStorageMultisampleANGLE(ValidationContext *context,
                                                     GLenum target,
                                                     GLsizei samples,
                                                     GLenum internalformat,
                                                     GLsizei width,
                                                     GLsizei height);
    
    bool ValidateCheckFramebufferStatus(ValidationContext *context, GLenum target);
    bool ValidateClearColor(ValidationContext *context,
                            GLclampf red,
                            GLclampf green,
                            GLclampf blue,
                            GLclampf alpha);
    bool ValidateClearDepthf(ValidationContext *context, GLclampf depth);
    bool ValidateClearStencil(ValidationContext *context, GLint s);
    bool ValidateColorMask(ValidationContext *context,
                           GLboolean red,
                           GLboolean green,
                           GLboolean blue,
                           GLboolean alpha);
    bool ValidateCompileShader(ValidationContext *context, GLuint shader);
    bool ValidateCreateProgram(ValidationContext *context);
    bool ValidateCullFace(ValidationContext *context, GLenum mode);
    bool ValidateDeleteProgram(ValidationContext *context, GLuint program);
    bool ValidateDeleteShader(ValidationContext *context, GLuint shader);
    bool ValidateDepthFunc(ValidationContext *context, GLenum func);
    bool ValidateDepthMask(ValidationContext *context, GLboolean flag);
    bool ValidateDetachShader(ValidationContext *context, GLuint program, GLuint shader);
    bool ValidateDisableVertexAttribArray(ValidationContext *context, GLuint index);
    bool ValidateEnableVertexAttribArray(ValidationContext *context, GLuint index);
    bool ValidateFinish(ValidationContext *context);
    bool ValidateFlush(ValidationContext *context);
    bool ValidateFrontFace(ValidationContext *context, GLenum mode);
    bool ValidateGetActiveAttrib(ValidationContext *context,
                                 GLuint program,
                                 GLuint index,
                                 GLsizei bufsize,
                                 GLsizei *length,
                                 GLint *size,
                                 GLenum *type,
                                 GLchar *name);
    bool ValidateGetActiveUniform(ValidationContext *context,
                                  GLuint program,
                                  GLuint index,
                                  GLsizei bufsize,
                                  GLsizei *length,
                                  GLint *size,
                                  GLenum *type,
                                  GLchar *name);
    bool ValidateGetAttachedShaders(ValidationContext *context,
                                    GLuint program,
                                    GLsizei maxcount,
                                    GLsizei *count,
                                    GLuint *shaders);
    bool ValidateGetAttribLocation(ValidationContext *context, GLuint program, const GLchar *name);
    bool ValidateGetBooleanv(ValidationContext *context, GLenum pname, GLboolean *params);
    bool ValidateGetError(ValidationContext *context);
    bool ValidateGetFloatv(ValidationContext *context, GLenum pname, GLfloat *params);
    bool ValidateGetIntegerv(ValidationContext *context, GLenum pname, GLint *params);
    bool ValidateGetProgramInfoLog(ValidationContext *context,
                                   GLuint program,
                                   GLsizei bufsize,
                                   GLsizei *length,
                                   GLchar *infolog);
    bool ValidateGetShaderInfoLog(ValidationContext *context,
                                  GLuint shader,
                                  GLsizei bufsize,
                                  GLsizei *length,
                                  GLchar *infolog);
    bool ValidateGetShaderPrecisionFormat(ValidationContext *context,
                                          GLenum shadertype,
                                          GLenum precisiontype,
                                          GLint *range,
                                          GLint *precision);
    bool ValidateGetShaderSource(ValidationContext *context,
                                 GLuint shader,
                                 GLsizei bufsize,
                                 GLsizei *length,
                                 GLchar *source);
    bool ValidateGetUniformLocation(ValidationContext *context, GLuint program, const GLchar *name);
    bool ValidateHint(ValidationContext *context, GLenum target, GLenum mode);
    bool ValidateIsBuffer(ValidationContext *context, GLuint buffer);
    bool ValidateIsFramebuffer(ValidationContext *context, GLuint framebuffer);
    bool ValidateIsProgram(ValidationContext *context, GLuint program);
    bool ValidateIsRenderbuffer(ValidationContext *context, GLuint renderbuffer);
    bool ValidateIsShader(ValidationContext *context, GLuint shader);
    bool ValidateIsTexture(ValidationContext *context, GLuint texture);
    bool ValidatePixelStorei(ValidationContext *context, GLenum pname, GLint param);
    bool ValidatePolygonOffset(ValidationContext *context, GLfloat factor, GLfloat units);
    bool ValidateReleaseShaderCompiler(ValidationContext *context);
    bool ValidateSampleCoverage(ValidationContext *context, GLclampf value, GLboolean invert);
    bool ValidateScissor(ValidationContext *context, GLint x, GLint y, GLsizei width, GLsizei height);
    bool ValidateShaderBinary(ValidationContext *context,
                              GLsizei n,
                              const GLuint *shaders,
                              GLenum binaryformat,
                              const void *binary,
                              GLsizei length);
    bool ValidateShaderSource(ValidationContext *context,
                              GLuint shader,
                              GLsizei count,
                              const GLchar *const *string,
                              const GLint *length);
    bool ValidateStencilFunc(ValidationContext *context, GLenum func, GLint ref, GLuint mask);
    bool ValidateStencilFuncSeparate(ValidationContext *context,
                                     GLenum face,
                                     GLenum func,
                                     GLint ref,
                                     GLuint mask);
    bool ValidateStencilMask(ValidationContext *context, GLuint mask);
    bool ValidateStencilMaskSeparate(ValidationContext *context, GLenum face, GLuint mask);
    bool ValidateStencilOp(ValidationContext *context, GLenum fail, GLenum zfail, GLenum zpass);
    bool ValidateStencilOpSeparate(ValidationContext *context,
                                   GLenum face,
                                   GLenum fail,
                                   GLenum zfail,
                                   GLenum zpass);
    bool ValidateUniform1f(ValidationContext *context, GLint location, GLfloat x);
    bool ValidateUniform1fv(ValidationContext *context,
                            GLint location,
                            GLsizei count,
                            const GLfloat *v);
    bool ValidateUniform1i(ValidationContext *context, GLint location, GLint x);
    bool ValidateUniform2f(ValidationContext *context, GLint location, GLfloat x, GLfloat y);
    bool ValidateUniform2fv(ValidationContext *context,
                            GLint location,
                            GLsizei count,
                            const GLfloat *v);
    bool ValidateUniform2i(ValidationContext *context, GLint location, GLint x, GLint y);
    bool ValidateUniform2iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v);
    bool ValidateUniform3f(ValidationContext *context, GLint location, GLfloat x, GLfloat y, GLfloat z);
    bool ValidateUniform3fv(ValidationContext *context,
                            GLint location,
                            GLsizei count,
                            const GLfloat *v);
    bool ValidateUniform3i(ValidationContext *context, GLint location, GLint x, GLint y, GLint z);
    bool ValidateUniform3iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v);
    bool ValidateUniform4f(ValidationContext *context,
                           GLint location,
                           GLfloat x,
                           GLfloat y,
                           GLfloat z,
                           GLfloat w);
    bool ValidateUniform4fv(ValidationContext *context,
                            GLint location,
                            GLsizei count,
                            const GLfloat *v);
    bool ValidateUniform4i(ValidationContext *context,
                           GLint location,
                           GLint x,
                           GLint y,
                           GLint z,
                           GLint w);
    bool ValidateUniform4iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v);
    bool ValidateUniformMatrix2fv(ValidationContext *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateUniformMatrix3fv(ValidationContext *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateUniformMatrix4fv(ValidationContext *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLfloat *value);
    bool ValidateValidateProgram(ValidationContext *context, GLuint program);
    bool ValidateVertexAttrib1f(ValidationContext *context, GLuint index, GLfloat x);
    bool ValidateVertexAttrib1fv(ValidationContext *context, GLuint index, const GLfloat *values);
    bool ValidateVertexAttrib2f(ValidationContext *context, GLuint index, GLfloat x, GLfloat y);
    bool ValidateVertexAttrib2fv(ValidationContext *context, GLuint index, const GLfloat *values);
    bool ValidateVertexAttrib3f(ValidationContext *context,
                                GLuint index,
                                GLfloat x,
                                GLfloat y,
                                GLfloat z);
    bool ValidateVertexAttrib3fv(ValidationContext *context, GLuint index, const GLfloat *values);
    bool ValidateVertexAttrib4f(ValidationContext *context,
                                GLuint index,
                                GLfloat x,
                                GLfloat y,
                                GLfloat z,
                                GLfloat w);
    bool ValidateVertexAttrib4fv(ValidationContext *context, GLuint index, const GLfloat *values);
    bool ValidateViewport(ValidationContext *context, GLint x, GLint y, GLsizei width, GLsizei height);
    bool ValidateDrawElements(ValidationContext *context,
                              GLenum mode,
                              GLsizei count,
                              GLenum type,
                              const void *indices);
    
    bool ValidateDrawArrays(ValidationContext *context, GLenum mode, GLint first, GLsizei count);
    
    bool ValidateGetFramebufferAttachmentParameteriv(ValidationContext *context,
                                                     GLenum target,
                                                     GLenum attachment,
                                                     GLenum pname,
                                                     GLint *params);
    bool ValidateGetProgramiv(ValidationContext *context, GLuint program, GLenum pname, GLint *params);
    
    bool ValidateCopyTexImage2D(ValidationContext *context,
                                GLenum target,
                                GLint level,
                                GLenum internalformat,
                                GLint x,
                                GLint y,
                                GLsizei width,
                                GLsizei height,
                                GLint border);
    
    bool ValidateCopyTexSubImage2D(Context *context,
                                   GLenum target,
                                   GLint level,
                                   GLint xoffset,
                                   GLint yoffset,
                                   GLint x,
                                   GLint y,
                                   GLsizei width,
                                   GLsizei height);
    
    bool ValidateDeleteBuffers(Context *context, GLint n, const GLuint *buffers);
    bool ValidateDeleteFramebuffers(Context *context, GLint n, const GLuint *framebuffers);
    bool ValidateDeleteRenderbuffers(Context *context, GLint n, const GLuint *renderbuffers);
    bool ValidateDeleteTextures(Context *context, GLint n, const GLuint *textures);
    bool ValidateDisable(Context *context, GLenum cap);
    bool ValidateEnable(Context *context, GLenum cap);
    bool ValidateFramebufferRenderbuffer(Context *context,
                                         GLenum target,
                                         GLenum attachment,
                                         GLenum renderbuffertarget,
                                         GLuint renderbuffer);
    bool ValidateFramebufferTexture2D(Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      GLenum textarget,
                                      GLuint texture,
                                      GLint level);
    bool ValidateGenBuffers(Context *context, GLint n, GLuint *buffers);
    bool ValidateGenerateMipmap(Context *context, GLenum target);
    bool ValidateGenFramebuffers(Context *context, GLint n, GLuint *framebuffers);
    bool ValidateGenRenderbuffers(Context *context, GLint n, GLuint *renderbuffers);
    bool ValidateGenTextures(Context *context, GLint n, GLuint *textures);
    bool ValidateGetBufferParameteriv(ValidationContext *context,
                                      GLenum target,
                                      GLenum pname,
                                      GLint *params);
    bool ValidateGetRenderbufferParameteriv(Context *context,
                                            GLenum target,
                                            GLenum pname,
                                            GLint *params);
    bool ValidateGetShaderiv(Context *context, GLuint shader, GLenum pname, GLint *params);
    bool ValidateGetTexParameterfv(Context *context, GLenum target, GLenum pname, GLfloat *params);
    bool ValidateGetTexParameteriv(Context *context, GLenum target, GLenum pname, GLint *params);
    bool ValidateGetUniformfv(Context *context, GLuint program, GLint location, GLfloat *params);
    bool ValidateGetUniformiv(Context *context, GLuint program, GLint location, GLint *params);
    bool ValidateGetVertexAttribfv(Context *context, GLuint index, GLenum pname, GLfloat *params);
    bool ValidateGetVertexAttribiv(Context *context, GLuint index, GLenum pname, GLint *params);
    bool ValidateGetVertexAttribPointerv(Context *context, GLuint index, GLenum pname, void **pointer);
    bool ValidateIsEnabled(Context *context, GLenum cap);
    bool ValidateLinkProgram(Context *context, GLuint program);
    bool ValidateReadPixels(Context *context,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height,
                            GLenum format,
                            GLenum type,
                            void *pixels);
    bool ValidateTexParameterf(Context *context, GLenum target, GLenum pname, GLfloat param);
    bool ValidateTexParameterfv(Context *context, GLenum target, GLenum pname, const GLfloat *params);
    bool ValidateTexParameteri(Context *context, GLenum target, GLenum pname, GLint param);
    bool ValidateTexParameteriv(Context *context, GLenum target, GLenum pname, const GLint *params);
    bool ValidateUniform1iv(ValidationContext *context,
                            GLint location,
                            GLsizei count,
                            const GLint *value);
    bool ValidateUseProgram(Context *context, GLuint program);
    
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_ES2_H_