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