#ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "common/entry_points_enum_autogen.h"
namespace gl
{
class Context;
class PrivateState;
class ErrorSet;
bool ValidateBeginQueryIndexed(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index,
QueryID idPacked);
bool ValidateDrawTransformFeedback(const Context *context,
angle::EntryPoint entryPoint,
GLenum mode,
TransformFeedbackID idPacked);
bool ValidateDrawTransformFeedbackStream(const Context *context,
angle::EntryPoint entryPoint,
GLenum mode,
TransformFeedbackID idPacked,
GLuint stream);
bool ValidateEndQueryIndexed(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index);
bool ValidateGetActiveSubroutineName(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
const GLsizei *length,
const GLchar *name);
bool ValidateGetActiveSubroutineUniformName(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
const GLsizei *length,
const GLchar *name);
bool ValidateGetActiveSubroutineUniformiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLenum pname,
const GLint *values);
bool ValidateGetProgramStageiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum shadertype,
GLenum pname,
const GLint *values);
bool ValidateGetQueryIndexediv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index,
GLenum pname,
const GLint *params);
bool ValidateGetSubroutineIndex(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name);
bool ValidateGetSubroutineUniformLocation(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name);
bool ValidateGetUniformSubroutineuiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum shadertype,
GLint location,
const GLuint *params);
bool ValidateGetUniformdv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
const GLdouble *params);
bool ValidatePatchParameterfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
const GLfloat *values);
bool ValidateUniform1d(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLdouble x);
bool ValidateUniform1dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform2d(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLdouble x,
GLdouble y);
bool ValidateUniform2dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform3d(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateUniform3dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform4d(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateUniform4dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniformMatrix2dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x3dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x4dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x2dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x4dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x2dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x3dv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformSubroutinesuiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum shadertype,
GLsizei count,
const GLuint *indices);
bool ValidateDepthRangeArrayv(const Context *context,
angle::EntryPoint entryPoint,
GLuint first,
GLsizei count,
const GLdouble *v);
bool ValidateDepthRangeIndexed(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble n,
GLdouble f);
bool ValidateGetDoublei_v(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index,
const GLdouble *data);
bool ValidateGetFloati_v(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index,
const GLfloat *data);
bool ValidateGetVertexAttribLdv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum pname,
const GLdouble *params);
bool ValidateProgramUniform1d(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0);
bool ValidateProgramUniform1dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform2d(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1);
bool ValidateProgramUniform2dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform3d(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1,
GLdouble v2);
bool ValidateProgramUniform3dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform4d(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3);
bool ValidateProgramUniform4dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniformMatrix2dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix2x3dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix2x4dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3x2dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3x4dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4x2dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4x3dv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateScissorArrayv(const Context *context,
angle::EntryPoint entryPoint,
GLuint first,
GLsizei count,
const GLint *v);
bool ValidateScissorIndexed(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height);
bool ValidateScissorIndexedv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttribL1d(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x);
bool ValidateVertexAttribL1dv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v);
bool ValidateVertexAttribL2d(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y);
bool ValidateVertexAttribL2dv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v);
bool ValidateVertexAttribL3d(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateVertexAttribL3dv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v);
bool ValidateVertexAttribL4d(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateVertexAttribL4dv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v);
bool ValidateVertexAttribLPointer(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
bool ValidateViewportArrayv(const Context *context,
angle::EntryPoint entryPoint,
GLuint first,
GLsizei count,
const GLfloat *v);
bool ValidateViewportIndexedf(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h);
bool ValidateViewportIndexedfv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLfloat *v);
bool ValidateDrawArraysInstancedBaseInstance(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance);
bool ValidateDrawElementsInstancedBaseInstance(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLuint baseinstance);
bool ValidateDrawElementsInstancedBaseVertexBaseInstance(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance);
bool ValidateDrawTransformFeedbackInstanced(const Context *context,
angle::EntryPoint entryPoint,
GLenum mode,
TransformFeedbackID idPacked,
GLsizei instancecount);
bool ValidateDrawTransformFeedbackStreamInstanced(const Context *context,
angle::EntryPoint entryPoint,
GLenum mode,
TransformFeedbackID idPacked,
GLuint stream,
GLsizei instancecount);
bool ValidateGetActiveAtomicCounterBufferiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLuint bufferIndex,
GLenum pname,
const GLint *params);
bool ValidateTexStorage1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
bool ValidateClearBufferData(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearBufferSubData(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
bool ValidateGetInternalformati64v(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
const GLint64 *params);
bool ValidateGetProgramResourceLocationIndex(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum programInterface,
const GLchar *name);
bool ValidateInvalidateBufferData(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked);
bool ValidateInvalidateBufferSubData(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length);
bool ValidateInvalidateTexImage(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level);
bool ValidateInvalidateTexSubImage(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth);
bool ValidateMultiDrawArraysIndirect(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
bool ValidateMultiDrawElementsIndirect(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
DrawElementsType typePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
bool ValidateShaderStorageBlockBinding(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLuint storageBlockIndex,
GLuint storageBlockBinding);
bool ValidateTextureView(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers);
bool ValidateVertexAttribLFormat(const Context *context,
angle::EntryPoint entryPoint,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
bool ValidateBindBuffersBase(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked);
bool ValidateBindBuffersRange(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes);
bool ValidateBindImageTextures(const Context *context,
angle::EntryPoint entryPoint,
GLuint first,
GLsizei count,
const GLuint *textures);
bool ValidateBindSamplers(const Context *context,
angle::EntryPoint entryPoint,
GLuint first,
GLsizei count,
const GLuint *samplers);
bool ValidateBindTextures(const Context *context,
angle::EntryPoint entryPoint,
GLuint first,
GLsizei count,
const GLuint *textures);
bool ValidateBindVertexBuffers(const Context *context,
angle::EntryPoint entryPoint,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides);
bool ValidateBufferStorage(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags);
bool ValidateClearTexImage(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearTexSubImage(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data);
bool ValidateBindTextureUnit(const Context *context,
angle::EntryPoint entryPoint,
GLuint unit,
TextureID texturePacked);
bool ValidateBlitNamedFramebuffer(const Context *context,
angle::EntryPoint entryPoint,
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
bool ValidateCheckNamedFramebufferStatus(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum target);
bool ValidateClearNamedBufferData(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearNamedBufferSubData(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
bool ValidateClearNamedFramebufferfi(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
bool ValidateClearNamedFramebufferfv(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
bool ValidateClearNamedFramebufferiv(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
bool ValidateClearNamedFramebufferuiv(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
bool ValidateClipControl(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
ClipOrigin originPacked,
ClipDepthMode depthPacked);
bool ValidateCompressedTextureSubImage1D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTextureSubImage2D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTextureSubImage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCopyNamedBufferSubData(const Context *context,
angle::EntryPoint entryPoint,
GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
bool ValidateCopyTextureSubImage1D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width);
bool ValidateCopyTextureSubImage2D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateCopyTextureSubImage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateCreateBuffers(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const BufferID *buffersPacked);
bool ValidateCreateFramebuffers(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const GLuint *framebuffers);
bool ValidateCreateProgramPipelines(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const GLuint *pipelines);
bool ValidateCreateQueries(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei n,
const GLuint *ids);
bool ValidateCreateRenderbuffers(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const RenderbufferID *renderbuffersPacked);
bool ValidateCreateSamplers(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const GLuint *samplers);
bool ValidateCreateTextures(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei n,
const GLuint *textures);
bool ValidateCreateTransformFeedbacks(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const GLuint *ids);
bool ValidateCreateVertexArrays(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const VertexArrayID *arraysPacked);
bool ValidateDisableVertexArrayAttrib(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint index);
bool ValidateEnableVertexArrayAttrib(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint index);
bool ValidateFlushMappedNamedBufferRange(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length);
bool ValidateGenerateTextureMipmap(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked);
bool ValidateGetCompressedTextureImage(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLsizei bufSize,
const void *pixels);
bool ValidateGetCompressedTextureSubImage(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
const void *pixels);
bool ValidateGetNamedBufferParameteri64v(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLenum pname,
const GLint64 *params);
bool ValidateGetNamedBufferParameteriv(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLenum pname,
const GLint *params);
bool ValidateGetNamedBufferPointerv(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLenum pname,
void *const *params);
bool ValidateGetNamedBufferSubData(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
const void *data);
bool ValidateGetNamedFramebufferAttachmentParameteriv(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum pname,
const GLint *params);
bool ValidateGetNamedFramebufferParameteriv(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum pname,
const GLint *param);
bool ValidateGetNamedRenderbufferParameteriv(const Context *context,
angle::EntryPoint entryPoint,
RenderbufferID renderbufferPacked,
GLenum pname,
const GLint *params);
bool ValidateGetQueryBufferObjecti64v(const Context *context,
angle::EntryPoint entryPoint,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectui64v(const Context *context,
angle::EntryPoint entryPoint,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
bool ValidateGetQueryBufferObjectuiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
bool ValidateGetTextureImage(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateGetTextureLevelParameterfv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLenum pname,
const GLfloat *params);
bool ValidateGetTextureLevelParameteriv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLenum pname,
const GLint *params);
bool ValidateGetTextureParameterIiv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
const GLint *params);
bool ValidateGetTextureParameterIuiv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
const GLuint *params);
bool ValidateGetTextureParameterfv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
const GLfloat *params);
bool ValidateGetTextureParameteriv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
const GLint *params);
bool ValidateGetTextureSubImage(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateGetTransformFeedbacki64_v(const Context *context,
angle::EntryPoint entryPoint,
GLuint xfb,
GLenum pname,
GLuint index,
const GLint64 *param);
bool ValidateGetTransformFeedbacki_v(const Context *context,
angle::EntryPoint entryPoint,
GLuint xfb,
GLenum pname,
GLuint index,
const GLint *param);
bool ValidateGetTransformFeedbackiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint xfb,
GLenum pname,
const GLint *param);
bool ValidateGetVertexArrayIndexed64iv(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
const GLint64 *param);
bool ValidateGetVertexArrayIndexediv(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
const GLint *param);
bool ValidateGetVertexArrayiv(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLenum pname,
const GLint *param);
bool ValidateGetnColorTable(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *table);
bool ValidateGetnCompressedTexImage(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint lod,
GLsizei bufSize,
const void *pixels);
bool ValidateGetnConvolutionFilter(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *image);
bool ValidateGetnHistogram(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *values);
bool ValidateGetnMapdv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum query,
GLsizei bufSize,
const GLdouble *v);
bool ValidateGetnMapfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum query,
GLsizei bufSize,
const GLfloat *v);
bool ValidateGetnMapiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum query,
GLsizei bufSize,
const GLint *v);
bool ValidateGetnMinmax(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *values);
bool ValidateGetnPixelMapfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
GLsizei bufSize,
const GLfloat *values);
bool ValidateGetnPixelMapuiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
GLsizei bufSize,
const GLuint *values);
bool ValidateGetnPixelMapusv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
GLsizei bufSize,
const GLushort *values);
bool ValidateGetnPolygonStipple(const Context *context,
angle::EntryPoint entryPoint,
GLsizei bufSize,
const GLubyte *pattern);
bool ValidateGetnSeparableFilter(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
const void *row,
GLsizei columnBufSize,
const void *column,
const void *span);
bool ValidateGetnTexImage(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateGetnUniformdv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei bufSize,
const GLdouble *params);
bool ValidateInvalidateNamedFramebufferData(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments);
bool ValidateInvalidateNamedFramebufferSubData(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateMapNamedBuffer(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLenum access);
bool ValidateMapNamedBufferRange(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
bool ValidateNamedBufferData(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLenum usage);
bool ValidateNamedBufferStorage(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags);
bool ValidateNamedBufferSubData(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
const void *data);
bool ValidateNamedFramebufferDrawBuffer(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum buf);
bool ValidateNamedFramebufferDrawBuffers(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLsizei n,
const GLenum *bufs);
bool ValidateNamedFramebufferParameteri(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum pname,
GLint param);
bool ValidateNamedFramebufferReadBuffer(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum src);
bool ValidateNamedFramebufferRenderbuffer(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbufferPacked);
bool ValidateNamedFramebufferTexture(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum attachment,
TextureID texturePacked,
GLint level);
bool ValidateNamedFramebufferTextureLayer(const Context *context,
angle::EntryPoint entryPoint,
FramebufferID framebufferPacked,
GLenum attachment,
TextureID texturePacked,
GLint level,
GLint layer);
bool ValidateNamedRenderbufferStorage(const Context *context,
angle::EntryPoint entryPoint,
RenderbufferID renderbufferPacked,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateNamedRenderbufferStorageMultisample(const Context *context,
angle::EntryPoint entryPoint,
RenderbufferID renderbufferPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateTextureBarrier(const Context *context, angle::EntryPoint entryPoint);
bool ValidateTextureBuffer(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum internalformat,
BufferID bufferPacked);
bool ValidateTextureBufferRange(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum internalformat,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
bool ValidateTextureParameterIiv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
const GLint *params);
bool ValidateTextureParameterIuiv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
const GLuint *params);
bool ValidateTextureParameterf(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
GLfloat param);
bool ValidateTextureParameterfv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
const GLfloat *param);
bool ValidateTextureParameteri(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
GLint param);
bool ValidateTextureParameteriv(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLenum pname,
const GLint *param);
bool ValidateTextureStorage1D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width);
bool ValidateTextureStorage2D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateTextureStorage2DMultisample(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateTextureStorage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
bool ValidateTextureStorage3DMultisample(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
bool ValidateTextureSubImage1D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTextureSubImage2D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTextureSubImage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTransformFeedbackBufferBase(const Context *context,
angle::EntryPoint entryPoint,
GLuint xfb,
GLuint index,
BufferID bufferPacked);
bool ValidateTransformFeedbackBufferRange(const Context *context,
angle::EntryPoint entryPoint,
GLuint xfb,
GLuint index,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
bool ValidateUnmapNamedBuffer(const Context *context,
angle::EntryPoint entryPoint,
BufferID bufferPacked);
bool ValidateVertexArrayAttribBinding(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLuint bindingindex);
bool ValidateVertexArrayAttribFormat(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
bool ValidateVertexArrayAttribIFormat(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
bool ValidateVertexArrayAttribLFormat(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
bool ValidateVertexArrayBindingDivisor(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint bindingindex,
GLuint divisor);
bool ValidateVertexArrayElementBuffer(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
BufferID bufferPacked);
bool ValidateVertexArrayVertexBuffer(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint bindingindex,
BufferID bufferPacked,
GLintptr offset,
GLsizei stride);
bool ValidateVertexArrayVertexBuffers(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides);
bool ValidateMultiDrawArraysIndirectCount(const Context *context,
angle::EntryPoint entryPoint,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
bool ValidateMultiDrawElementsIndirectCount(const Context *context,
angle::EntryPoint entryPoint,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
bool ValidatePolygonOffsetClamp(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLfloat factor,
GLfloat units,
GLfloat clamp);
bool ValidateSpecializeShader(const Context *context,
angle::EntryPoint entryPoint,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue);
}
#endif