#include "libANGLE/validationES31_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/ErrorStrings.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/ProgramExecutable.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/validationES.h"
#include "libANGLE/validationES2_autogen.h"
#include "libANGLE/validationES31.h"
#include "libANGLE/validationES3_autogen.h"
#include "common/utilities.h"
usingnamespaceangle;
namespace gl
{
usingnamespaceerr;
namespace
{
bool ValidateNamedProgramInterface(GLenum programInterface)
{ … }
bool ValidateLocationProgramInterface(GLenum programInterface)
{ … }
bool ValidateProgramInterface(GLenum programInterface)
{ … }
bool ValidateProgramResourceProperty(const Context *context,
angle::EntryPoint entryPoint,
GLenum prop)
{ … }
bool ValidateProgramResourcePropertyByInterface(GLenum prop, GLenum programInterface)
{ … }
bool ValidateProgramResourceIndex(const Program *programObject,
GLenum programInterface,
GLuint index)
{ … }
bool ValidateProgramUniformBase(const Context *context,
angle::EntryPoint entryPoint,
GLenum valueType,
ShaderProgramID program,
UniformLocation location,
GLsizei count)
{ … }
bool ValidateProgramUniformMatrixBase(const Context *context,
angle::EntryPoint entryPoint,
GLenum valueType,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose)
{ … }
bool ValidateVertexAttribFormatCommon(const Context *context,
angle::EntryPoint entryPoint,
GLuint relativeOffset)
{ … }
}
bool ValidateGetBooleani_v(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index,
const GLboolean *data)
{ … }
bool ValidateGetBooleani_vRobustANGLE(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index,
GLsizei bufSize,
const GLsizei *length,
const GLboolean *data)
{ … }
bool ValidateDrawIndirectBase(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode mode,
const void *indirect)
{ … }
bool ValidateDrawArraysIndirect(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode mode,
const void *indirect)
{ … }
bool ValidateDrawElementsIndirect(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode mode,
DrawElementsType type,
const void *indirect)
{ … }
bool ValidateMultiDrawIndirectBase(const Context *context,
angle::EntryPoint entryPoint,
GLsizei drawcount,
GLsizei stride)
{ … }
bool ValidateProgramUniform1iBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLint v0)
{ … }
bool ValidateProgramUniform2iBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLint v0,
GLint v1)
{ … }
bool ValidateProgramUniform3iBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLint v0,
GLint v1,
GLint v2)
{ … }
bool ValidateProgramUniform4iBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLint v0,
GLint v1,
GLint v2,
GLint v3)
{ … }
bool ValidateProgramUniform1uiBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLuint v0)
{ … }
bool ValidateProgramUniform2uiBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLuint v0,
GLuint v1)
{ … }
bool ValidateProgramUniform3uiBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLuint v0,
GLuint v1,
GLuint v2)
{ … }
bool ValidateProgramUniform4uiBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3)
{ … }
bool ValidateProgramUniform1fBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLfloat v0)
{ … }
bool ValidateProgramUniform2fBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLfloat v0,
GLfloat v1)
{ … }
bool ValidateProgramUniform3fBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLfloat v0,
GLfloat v1,
GLfloat v2)
{ … }
bool ValidateProgramUniform4fBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3)
{ … }
bool ValidateProgramUniform1ivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLint *value)
{ … }
bool ValidateProgramUniform2ivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLint *value)
{ … }
bool ValidateProgramUniform3ivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLint *value)
{ … }
bool ValidateProgramUniform4ivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLint *value)
{ … }
bool ValidateProgramUniform1uivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLuint *value)
{ … }
bool ValidateProgramUniform2uivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLuint *value)
{ … }
bool ValidateProgramUniform3uivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLuint *value)
{ … }
bool ValidateProgramUniform4uivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLuint *value)
{ … }
bool ValidateProgramUniform1fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLfloat *value)
{ … }
bool ValidateProgramUniform2fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLfloat *value)
{ … }
bool ValidateProgramUniform3fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLfloat *value)
{ … }
bool ValidateProgramUniform4fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix2fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix3fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix4fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix2x3fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix3x2fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix2x4fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix4x2fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix3x4fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateProgramUniformMatrix4x3fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
bool ValidateGetTexLevelParameterfv(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget target,
GLint level,
GLenum pname,
const GLfloat *params)
{ … }
bool ValidateGetTexLevelParameterfvRobustANGLE(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget target,
GLint level,
GLenum pname,
GLsizei bufSize,
const GLsizei *length,
const GLfloat *params)
{ … }
bool ValidateGetTexLevelParameteriv(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget target,
GLint level,
GLenum pname,
const GLint *params)
{ … }
bool ValidateGetTexLevelParameterivRobustANGLE(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget target,
GLint level,
GLenum pname,
GLsizei bufSize,
const GLsizei *length,
const GLint *params)
{ … }
bool ValidateTexStorage2DMultisample(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations)
{ … }
bool ValidateTexStorageMem2DMultisampleEXT(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations,
MemoryObjectID memory,
GLuint64 offset)
{ … }
bool ValidateGetMultisamplefv(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
GLuint index,
const GLfloat *val)
{ … }
bool ValidateGetMultisamplefvRobustANGLE(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
GLuint index,
GLsizei bufSize,
const GLsizei *length,
const GLfloat *val)
{ … }
bool ValidateFramebufferParameteri(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum pname,
GLint param)
{ … }
bool ValidateGetFramebufferParameteriv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum pname,
const GLint *params)
{ … }
bool ValidateGetFramebufferParameterivRobustANGLE(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum pname,
GLsizei bufSize,
const GLsizei *length,
const GLint *params)
{ … }
bool ValidateGetProgramResourceIndex(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name)
{ … }
bool ValidateBindVertexBuffer(const Context *context,
angle::EntryPoint entryPoint,
GLuint bindingIndex,
BufferID buffer,
GLintptr offset,
GLsizei stride)
{ … }
bool ValidateVertexBindingDivisor(const Context *context,
angle::EntryPoint entryPoint,
GLuint bindingIndex,
GLuint divisor)
{ … }
bool ValidateVertexAttribFormat(const Context *context,
angle::EntryPoint entryPoint,
GLuint attribindex,
GLint size,
VertexAttribType type,
GLboolean normalized,
GLuint relativeoffset)
{ … }
bool ValidateVertexAttribIFormat(const Context *context,
angle::EntryPoint entryPoint,
GLuint attribindex,
GLint size,
VertexAttribType type,
GLuint relativeoffset)
{ … }
bool ValidateVertexAttribBinding(const Context *context,
angle::EntryPoint entryPoint,
GLuint attribIndex,
GLuint bindingIndex)
{ … }
bool ValidateGetProgramResourceName(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
const GLsizei *length,
const GLchar *name)
{ … }
bool ValidateDispatchCompute(const Context *context,
angle::EntryPoint entryPoint,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{ … }
bool ValidateDispatchComputeIndirect(const Context *context,
angle::EntryPoint entryPoint,
GLintptr indirect)
{ … }
bool ValidateBindImageTexture(const Context *context,
angle::EntryPoint entryPoint,
GLuint unit,
TextureID texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format)
{ … }
bool ValidateGetProgramResourceLocation(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name)
{ … }
bool ValidateGetProgramResourceiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
const GLsizei *length,
const GLint *params)
{ … }
bool ValidateGetProgramInterfaceiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLenum programInterface,
GLenum pname,
const GLint *params)
{ … }
bool ValidateGetProgramInterfaceivRobustANGLE(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLenum programInterface,
GLenum pname,
GLsizei bufSize,
const GLsizei *length,
const GLint *params)
{ … }
bool ValidateGenProgramPipelinesBase(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const ProgramPipelineID *pipelines)
{ … }
bool ValidateDeleteProgramPipelinesBase(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const ProgramPipelineID *pipelines)
{ … }
bool ValidateBindProgramPipelineBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipeline)
{ … }
bool ValidateIsProgramPipelineBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipeline)
{ … }
bool ValidateUseProgramStagesBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipeline,
GLbitfield stages,
ShaderProgramID programId)
{ … }
bool ValidateActiveShaderProgramBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipeline,
ShaderProgramID programId)
{ … }
bool ValidateCreateShaderProgramvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderType type,
GLsizei count,
const GLchar *const *strings)
{ … }
bool ValidateCreateShaderProgramvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderType type,
GLsizei count,
const GLchar **strings)
{ … }
bool ValidateGetProgramPipelineivBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipeline,
GLenum pname,
const GLint *params)
{ … }
bool ValidateValidateProgramPipelineBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipeline)
{ … }
bool ValidateGetProgramPipelineInfoLogBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipeline,
GLsizei bufSize,
const GLsizei *length,
const GLchar *infoLog)
{ … }
bool ValidateActiveShaderProgram(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked,
ShaderProgramID programPacked)
{ … }
bool ValidateBindProgramPipeline(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked)
{ … }
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 ValidateGenProgramPipelines(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const ProgramPipelineID *pipelinesPacked)
{ … }
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 ValidateIsProgramPipeline(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked)
{ … }
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 ValidateUseProgramStages(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked,
GLbitfield stages,
ShaderProgramID programPacked)
{ … }
bool ValidateValidateProgramPipeline(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 ValidateSampleMaski(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint maskNumber,
GLbitfield mask)
{ … }
bool ValidateMinSampleShadingOES(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLfloat value)
{ … }
bool ValidateFramebufferTextureCommon(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum attachment,
TextureID texture,
GLint level)
{ … }
bool ValidateFramebufferTextureEXT(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum attachment,
TextureID texture,
GLint level)
{ … }
bool ValidateFramebufferTextureOES(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum attachment,
TextureID texture,
GLint level)
{ … }
bool ValidateTexStorage3DMultisampleOES(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLsizei samples,
GLenum sizedinternalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{ … }
bool ValidateTexStorageMem3DMultisampleEXT(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedSampleLocations,
MemoryObjectID memory,
GLuint64 offset)
{ … }
bool ValidateGetProgramResourceLocationIndexEXT(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLenum programInterface,
const char *name)
{ … }
bool ValidateTexBufferOES(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum internalformat,
BufferID bufferPacked)
{ … }
bool ValidateTexBufferRangeOES(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum internalformat,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size)
{ … }
bool ValidateTexBufferEXT(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum internalformat,
BufferID bufferPacked)
{ … }
bool ValidateTexBufferRangeEXT(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum internalformat,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size)
{ … }
bool ValidateTexBufferBase(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum internalformat,
BufferID bufferPacked)
{ … }
bool ValidateTexBufferRangeBase(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum internalformat,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size)
{ … }
bool ValidatePatchParameteriBase(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLenum pname,
GLint value)
{ … }
}