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kc3-lang/angle/src/libANGLE/validationES31_autogen.h

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  • Author : Jamie Madill
    Date : 2020-02-19 22:42:12
    Hash : a18f4145
    Message : 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>

  • src/libANGLE/validationES31_autogen.h
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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.
    //
    // validationES31_autogen.h:
    //   Validation functions for the OpenGL ES 3.1 entry points.
    
    #ifndef LIBANGLE_VALIDATION_ES31_AUTOGEN_H_
    #define LIBANGLE_VALIDATION_ES31_AUTOGEN_H_
    
    #include "common/PackedEnums.h"
    
    namespace gl
    {
    class Context;
    
    bool ValidateActiveShaderProgram(const Context *context,
                                     ProgramPipelineID pipelinePacked,
                                     ShaderProgramID programPacked);
    bool ValidateBindImageTexture(const Context *context,
                                  GLuint unit,
                                  TextureID texturePacked,
                                  GLint level,
                                  GLboolean layered,
                                  GLint layer,
                                  GLenum access,
                                  GLenum format);
    bool ValidateBindProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked);
    bool ValidateBindVertexBuffer(const Context *context,
                                  GLuint bindingindex,
                                  BufferID bufferPacked,
                                  GLintptr offset,
                                  GLsizei stride);
    bool ValidateCreateShaderProgramv(const Context *context,
                                      ShaderType typePacked,
                                      GLsizei count,
                                      const GLchar *const *strings);
    bool ValidateDeleteProgramPipelines(const Context *context,
                                        GLsizei n,
                                        const ProgramPipelineID *pipelinesPacked);
    bool ValidateDispatchCompute(const Context *context,
                                 GLuint num_groups_x,
                                 GLuint num_groups_y,
                                 GLuint num_groups_z);
    bool ValidateDispatchComputeIndirect(const Context *context, GLintptr indirect);
    bool ValidateDrawArraysIndirect(const Context *context,
                                    PrimitiveMode modePacked,
                                    const void *indirect);
    bool ValidateDrawElementsIndirect(const Context *context,
                                      PrimitiveMode modePacked,
                                      DrawElementsType typePacked,
                                      const void *indirect);
    bool ValidateFramebufferParameteri(const Context *context,
                                       GLenum target,
                                       GLenum pname,
                                       GLint param);
    bool ValidateGenProgramPipelines(const Context *context,
                                     GLsizei n,
                                     const ProgramPipelineID *pipelinesPacked);
    bool ValidateGetBooleani_v(const Context *context,
                               GLenum target,
                               GLuint index,
                               const GLboolean *data);
    bool ValidateGetFramebufferParameteriv(const Context *context,
                                           GLenum target,
                                           GLenum pname,
                                           const GLint *params);
    bool ValidateGetMultisamplefv(const Context *context,
                                  GLenum pname,
                                  GLuint index,
                                  const GLfloat *val);
    bool ValidateGetProgramInterfaceiv(const Context *context,
                                       ShaderProgramID programPacked,
                                       GLenum programInterface,
                                       GLenum pname,
                                       const GLint *params);
    bool ValidateGetProgramPipelineInfoLog(const Context *context,
                                           ProgramPipelineID pipelinePacked,
                                           GLsizei bufSize,
                                           const GLsizei *length,
                                           const GLchar *infoLog);
    bool ValidateGetProgramPipelineiv(const Context *context,
                                      ProgramPipelineID pipelinePacked,
                                      GLenum pname,
                                      const GLint *params);
    bool ValidateGetProgramResourceIndex(const Context *context,
                                         ShaderProgramID programPacked,
                                         GLenum programInterface,
                                         const GLchar *name);
    bool ValidateGetProgramResourceLocation(const Context *context,
                                            ShaderProgramID programPacked,
                                            GLenum programInterface,
                                            const GLchar *name);
    bool ValidateGetProgramResourceName(const Context *context,
                                        ShaderProgramID programPacked,
                                        GLenum programInterface,
                                        GLuint index,
                                        GLsizei bufSize,
                                        const GLsizei *length,
                                        const GLchar *name);
    bool ValidateGetProgramResourceiv(const Context *context,
                                      ShaderProgramID programPacked,
                                      GLenum programInterface,
                                      GLuint index,
                                      GLsizei propCount,
                                      const GLenum *props,
                                      GLsizei bufSize,
                                      const GLsizei *length,
                                      const GLint *params);
    bool ValidateGetTexLevelParameterfv(const Context *context,
                                        TextureTarget targetPacked,
                                        GLint level,
                                        GLenum pname,
                                        const GLfloat *params);
    bool ValidateGetTexLevelParameteriv(const Context *context,
                                        TextureTarget targetPacked,
                                        GLint level,
                                        GLenum pname,
                                        const GLint *params);
    bool ValidateIsProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked);
    bool ValidateMemoryBarrier(const Context *context, GLbitfield barriers);
    bool ValidateMemoryBarrierByRegion(const Context *context, GLbitfield barriers);
    bool ValidateProgramUniform1f(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0);
    bool ValidateProgramUniform1fv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform1i(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0);
    bool ValidateProgramUniform1iv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform1ui(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0);
    bool ValidateProgramUniform1uiv(const Context *context,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform2f(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1);
    bool ValidateProgramUniform2fv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform2i(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1);
    bool ValidateProgramUniform2iv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform2ui(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1);
    bool ValidateProgramUniform2uiv(const Context *context,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform3f(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1,
                                  GLfloat v2);
    bool ValidateProgramUniform3fv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform3i(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1,
                                  GLint v2);
    bool ValidateProgramUniform3iv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform3ui(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1,
                                   GLuint v2);
    bool ValidateProgramUniform3uiv(const Context *context,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniform4f(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLfloat v0,
                                  GLfloat v1,
                                  GLfloat v2,
                                  GLfloat v3);
    bool ValidateProgramUniform4fv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLfloat *value);
    bool ValidateProgramUniform4i(const Context *context,
                                  ShaderProgramID programPacked,
                                  UniformLocation locationPacked,
                                  GLint v0,
                                  GLint v1,
                                  GLint v2,
                                  GLint v3);
    bool ValidateProgramUniform4iv(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLsizei count,
                                   const GLint *value);
    bool ValidateProgramUniform4ui(const Context *context,
                                   ShaderProgramID programPacked,
                                   UniformLocation locationPacked,
                                   GLuint v0,
                                   GLuint v1,
                                   GLuint v2,
                                   GLuint v3);
    bool ValidateProgramUniform4uiv(const Context *context,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLuint *value);
    bool ValidateProgramUniformMatrix2fv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix2x3fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix2x4fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix3fv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix3x2fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix3x4fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix4fv(const Context *context,
                                         ShaderProgramID programPacked,
                                         UniformLocation locationPacked,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLfloat *value);
    bool ValidateProgramUniformMatrix4x2fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateProgramUniformMatrix4x3fv(const Context *context,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value);
    bool ValidateSampleMaski(const Context *context, GLuint maskNumber, GLbitfield mask);
    bool ValidateTexStorage2DMultisample(const Context *context,
                                         TextureType targetPacked,
                                         GLsizei samples,
                                         GLenum internalformat,
                                         GLsizei width,
                                         GLsizei height,
                                         GLboolean fixedsamplelocations);
    bool ValidateUseProgramStages(const Context *context,
                                  ProgramPipelineID pipelinePacked,
                                  GLbitfield stages,
                                  ShaderProgramID programPacked);
    bool ValidateValidateProgramPipeline(const Context *context, ProgramPipelineID pipelinePacked);
    bool ValidateVertexAttribBinding(const Context *context, GLuint attribindex, GLuint bindingindex);
    bool ValidateVertexAttribFormat(const Context *context,
                                    GLuint attribindex,
                                    GLint size,
                                    VertexAttribType typePacked,
                                    GLboolean normalized,
                                    GLuint relativeoffset);
    bool ValidateVertexAttribIFormat(const Context *context,
                                     GLuint attribindex,
                                     GLint size,
                                     VertexAttribType typePacked,
                                     GLuint relativeoffset);
    bool ValidateVertexBindingDivisor(const Context *context, GLuint bindingindex, GLuint divisor);
    }  // namespace gl
    
    #endif  // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_