#ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "common/entry_points_enum_autogen.h"
namespace gl
{
class Context;
class PrivateState;
class ErrorSet;
bool ValidateBeginConditionalRender(const Context *context,
angle::EntryPoint entryPoint,
GLuint id,
GLenum mode);
bool ValidateBindFragDataLocation(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLuint color,
const GLchar *name);
bool ValidateClampColor(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum clamp);
bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint);
bool ValidateFramebufferTexture1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level);
bool ValidateFramebufferTexture3D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level,
GLint zoffset);
bool ValidateVertexAttribI1i(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLint x);
bool ValidateVertexAttribI1iv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttribI1ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x);
bool ValidateVertexAttribI1uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttribI2i(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLint x,
GLint y);
bool ValidateVertexAttribI2iv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttribI2ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x,
GLuint y);
bool ValidateVertexAttribI2uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttribI3i(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLint x,
GLint y,
GLint z);
bool ValidateVertexAttribI3iv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttribI3ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x,
GLuint y,
GLuint z);
bool ValidateVertexAttribI3uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttribI4bv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLbyte *v);
bool ValidateVertexAttribI4sv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v);
bool ValidateVertexAttribI4ubv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLubyte *v);
bool ValidateVertexAttribI4usv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLushort *v);
bool ValidateGetActiveUniformName(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
const GLsizei *length,
const GLchar *uniformName);
bool ValidatePrimitiveRestartIndex(const Context *context,
angle::EntryPoint entryPoint,
GLuint index);
bool ValidateMultiDrawElementsBaseVertex(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex);
bool ValidateProvokingVertex(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
ProvokingVertexConvention modePacked);
bool ValidateTexImage2DMultisample(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateTexImage3DMultisample(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
bool ValidateBindFragDataLocationIndexed(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name);
bool ValidateColorP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint color);
bool ValidateColorP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *color);
bool ValidateColorP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint color);
bool ValidateColorP4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *color);
bool ValidateGetFragDataIndex(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
const GLchar *name);
bool ValidateGetQueryObjecti64v(const Context *context,
angle::EntryPoint entryPoint,
QueryID idPacked,
GLenum pname,
const GLint64 *params);
bool ValidateGetQueryObjectui64v(const Context *context,
angle::EntryPoint entryPoint,
QueryID idPacked,
GLenum pname,
const GLuint64 *params);
bool ValidateMultiTexCoordP1ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
GLuint coords);
bool ValidateMultiTexCoordP1uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP2ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
GLuint coords);
bool ValidateMultiTexCoordP2uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
GLuint coords);
bool ValidateMultiTexCoordP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
GLuint coords);
bool ValidateMultiTexCoordP4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateNormalP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords);
bool ValidateNormalP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords);
bool ValidateQueryCounter(const Context *context,
angle::EntryPoint entryPoint,
QueryID idPacked,
QueryType targetPacked);
bool ValidateSecondaryColorP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint color);
bool ValidateSecondaryColorP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *color);
bool ValidateTexCoordP1ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords);
bool ValidateTexCoordP1uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords);
bool ValidateTexCoordP2ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords);
bool ValidateTexCoordP2uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords);
bool ValidateTexCoordP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords);
bool ValidateTexCoordP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords);
bool ValidateTexCoordP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords);
bool ValidateTexCoordP4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords);
bool ValidateVertexAttribP1ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP1uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP2ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP2uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP3ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP3uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP4ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP4uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexP2ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint value);
bool ValidateVertexP2uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *value);
bool ValidateVertexP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint value);
bool ValidateVertexP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *value);
bool ValidateVertexP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint value);
bool ValidateVertexP4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *value);
}
#endif