Hash :
465d6090
Author :
Date :
2019-01-02T16:21:18
Add GL_ANGLE_provoking_vertex on D3D11 and GL. This extension is a subset of GL_ARB_provoking_vertex without the QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION query. Bug: angleproject:2829 Change-Id: I907a4d16b7b13d3bbfb948842091eedd7b6a8b77 Reviewed-on: https://chromium-review.googlesource.com/c/1410289 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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.
//
// 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(Context *context, GLuint pipeline, GLuint program);
bool ValidateBindImageTexture(Context *context,
GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format);
bool ValidateBindProgramPipeline(Context *context, GLuint pipeline);
bool ValidateBindVertexBuffer(Context *context,
GLuint bindingindex,
GLuint buffer,
GLintptr offset,
GLsizei stride);
bool ValidateCreateShaderProgramv(Context *context,
ShaderType typePacked,
GLsizei count,
const GLchar *const *strings);
bool ValidateDeleteProgramPipelines(Context *context, GLsizei n, const GLuint *pipelines);
bool ValidateDispatchCompute(Context *context,
GLuint num_groups_x,
GLuint num_groups_y,
GLuint num_groups_z);
bool ValidateDispatchComputeIndirect(Context *context, GLintptr indirect);
bool ValidateDrawArraysIndirect(Context *context, PrimitiveMode modePacked, const void *indirect);
bool ValidateDrawElementsIndirect(Context *context,
PrimitiveMode modePacked,
DrawElementsType typePacked,
const void *indirect);
bool ValidateFramebufferParameteri(Context *context, GLenum target, GLenum pname, GLint param);
bool ValidateGenProgramPipelines(Context *context, GLsizei n, GLuint *pipelines);
bool ValidateGetBooleani_v(Context *context, GLenum target, GLuint index, GLboolean *data);
bool ValidateGetFramebufferParameteriv(Context *context,
GLenum target,
GLenum pname,
GLint *params);
bool ValidateGetMultisamplefv(Context *context, GLenum pname, GLuint index, GLfloat *val);
bool ValidateGetProgramInterfaceiv(Context *context,
GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params);
bool ValidateGetProgramPipelineInfoLog(Context *context,
GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
bool ValidateGetProgramPipelineiv(Context *context, GLuint pipeline, GLenum pname, GLint *params);
bool ValidateGetProgramResourceIndex(Context *context,
GLuint program,
GLenum programInterface,
const GLchar *name);
bool ValidateGetProgramResourceLocation(Context *context,
GLuint program,
GLenum programInterface,
const GLchar *name);
bool ValidateGetProgramResourceName(Context *context,
GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
bool ValidateGetProgramResourceiv(Context *context,
GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetTexLevelParameterfv(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum pname,
GLfloat *params);
bool ValidateGetTexLevelParameteriv(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum pname,
GLint *params);
bool ValidateIsProgramPipeline(Context *context, GLuint pipeline);
bool ValidateMemoryBarrier(Context *context, GLbitfield barriers);
bool ValidateMemoryBarrierByRegion(Context *context, GLbitfield barriers);
bool ValidateProgramUniform1f(Context *context, GLuint program, GLint location, GLfloat v0);
bool ValidateProgramUniform1fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
bool ValidateProgramUniform1i(Context *context, GLuint program, GLint location, GLint v0);
bool ValidateProgramUniform1iv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
bool ValidateProgramUniform1ui(Context *context, GLuint program, GLint location, GLuint v0);
bool ValidateProgramUniform1uiv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
bool ValidateProgramUniform2f(Context *context,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1);
bool ValidateProgramUniform2fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
bool ValidateProgramUniform2i(Context *context, GLuint program, GLint location, GLint v0, GLint v1);
bool ValidateProgramUniform2iv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
bool ValidateProgramUniform2ui(Context *context,
GLuint program,
GLint location,
GLuint v0,
GLuint v1);
bool ValidateProgramUniform2uiv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
bool ValidateProgramUniform3f(Context *context,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2);
bool ValidateProgramUniform3fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
bool ValidateProgramUniform3i(Context *context,
GLuint program,
GLint location,
GLint v0,
GLint v1,
GLint v2);
bool ValidateProgramUniform3iv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
bool ValidateProgramUniform3ui(Context *context,
GLuint program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2);
bool ValidateProgramUniform3uiv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
bool ValidateProgramUniform4f(Context *context,
GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
bool ValidateProgramUniform4fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLfloat *value);
bool ValidateProgramUniform4i(Context *context,
GLuint program,
GLint location,
GLint v0,
GLint v1,
GLint v2,
GLint v3);
bool ValidateProgramUniform4iv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLint *value);
bool ValidateProgramUniform4ui(Context *context,
GLuint program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
bool ValidateProgramUniform4uiv(Context *context,
GLuint program,
GLint location,
GLsizei count,
const GLuint *value);
bool ValidateProgramUniformMatrix2fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix2x3fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix2x4fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix3fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix3x2fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix3x4fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix4fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix4x2fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix4x3fv(Context *context,
GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateSampleMaski(Context *context, GLuint maskNumber, GLbitfield mask);
bool ValidateTexStorage2DMultisample(Context *context,
TextureType targetPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateUseProgramStages(Context *context, GLuint pipeline, GLbitfield stages, GLuint program);
bool ValidateValidateProgramPipeline(Context *context, GLuint pipeline);
bool ValidateVertexAttribBinding(Context *context, GLuint attribindex, GLuint bindingindex);
bool ValidateVertexAttribFormat(Context *context,
GLuint attribindex,
GLint size,
VertexAttribType typePacked,
GLboolean normalized,
GLuint relativeoffset);
bool ValidateVertexAttribIFormat(Context *context,
GLuint attribindex,
GLint size,
VertexAttribType typePacked,
GLuint relativeoffset);
bool ValidateVertexBindingDivisor(Context *context, GLuint bindingindex, GLuint divisor);
} // namespace gl
#endif // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_