#ifndef LIBANGLE_VALIDATION_GL2_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL2_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "common/entry_points_enum_autogen.h"
namespace gl
{
class Context;
class PrivateState;
class ErrorSet;
bool ValidateGetVertexAttribdv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum pname,
const GLdouble *params);
bool ValidateVertexAttrib1d(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x);
bool ValidateVertexAttrib1dv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v);
bool ValidateVertexAttrib1s(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLshort x);
bool ValidateVertexAttrib1sv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v);
bool ValidateVertexAttrib2d(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y);
bool ValidateVertexAttrib2dv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v);
bool ValidateVertexAttrib2s(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLshort x,
GLshort y);
bool ValidateVertexAttrib2sv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v);
bool ValidateVertexAttrib3d(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateVertexAttrib3dv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v);
bool ValidateVertexAttrib3s(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLshort x,
GLshort y,
GLshort z);
bool ValidateVertexAttrib3sv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v);
bool ValidateVertexAttrib4Nbv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLbyte *v);
bool ValidateVertexAttrib4Niv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttrib4Nsv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v);
bool ValidateVertexAttrib4Nub(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLubyte x,
GLubyte y,
GLubyte z,
GLubyte w);
bool ValidateVertexAttrib4Nubv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLubyte *v);
bool ValidateVertexAttrib4Nuiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttrib4Nusv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLushort *v);
bool ValidateVertexAttrib4bv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLbyte *v);
bool ValidateVertexAttrib4d(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateVertexAttrib4dv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v);
bool ValidateVertexAttrib4iv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttrib4s(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLshort x,
GLshort y,
GLshort z,
GLshort w);
bool ValidateVertexAttrib4sv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v);
bool ValidateVertexAttrib4ubv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLubyte *v);
bool ValidateVertexAttrib4uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttrib4usv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLushort *v);
}
#endif