xref: /aosp_15_r20/external/angle/src/libANGLE/validationES2_autogen.h (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1*8975f5c5SAndroid Build Coastguard Worker // GENERATED FILE - DO NOT EDIT.
2*8975f5c5SAndroid Build Coastguard Worker // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml.
3*8975f5c5SAndroid Build Coastguard Worker //
4*8975f5c5SAndroid Build Coastguard Worker // Copyright 2020 The ANGLE Project Authors. All rights reserved.
5*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
6*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
7*8975f5c5SAndroid Build Coastguard Worker //
8*8975f5c5SAndroid Build Coastguard Worker // validationES2_autogen.h:
9*8975f5c5SAndroid Build Coastguard Worker //   Validation functions for the OpenGL ES 2.0 entry points.
10*8975f5c5SAndroid Build Coastguard Worker 
11*8975f5c5SAndroid Build Coastguard Worker #ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
12*8975f5c5SAndroid Build Coastguard Worker #define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
13*8975f5c5SAndroid Build Coastguard Worker 
14*8975f5c5SAndroid Build Coastguard Worker #include "common/PackedEnums.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "common/entry_points_enum_autogen.h"
16*8975f5c5SAndroid Build Coastguard Worker 
17*8975f5c5SAndroid Build Coastguard Worker namespace gl
18*8975f5c5SAndroid Build Coastguard Worker {
19*8975f5c5SAndroid Build Coastguard Worker class Context;
20*8975f5c5SAndroid Build Coastguard Worker class PrivateState;
21*8975f5c5SAndroid Build Coastguard Worker class ErrorSet;
22*8975f5c5SAndroid Build Coastguard Worker 
23*8975f5c5SAndroid Build Coastguard Worker bool ValidateActiveTexture(const PrivateState &state,
24*8975f5c5SAndroid Build Coastguard Worker                            ErrorSet *errors,
25*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
26*8975f5c5SAndroid Build Coastguard Worker                            GLenum texture);
27*8975f5c5SAndroid Build Coastguard Worker bool ValidateAttachShader(const Context *context,
28*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
29*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID programPacked,
30*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID shaderPacked);
31*8975f5c5SAndroid Build Coastguard Worker bool ValidateBindAttribLocation(const Context *context,
32*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
33*8975f5c5SAndroid Build Coastguard Worker                                 ShaderProgramID programPacked,
34*8975f5c5SAndroid Build Coastguard Worker                                 GLuint index,
35*8975f5c5SAndroid Build Coastguard Worker                                 const GLchar *name);
36*8975f5c5SAndroid Build Coastguard Worker bool ValidateBindBuffer(const Context *context,
37*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
38*8975f5c5SAndroid Build Coastguard Worker                         BufferBinding targetPacked,
39*8975f5c5SAndroid Build Coastguard Worker                         BufferID bufferPacked);
40*8975f5c5SAndroid Build Coastguard Worker bool ValidateBindFramebuffer(const Context *context,
41*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
42*8975f5c5SAndroid Build Coastguard Worker                              GLenum target,
43*8975f5c5SAndroid Build Coastguard Worker                              FramebufferID framebufferPacked);
44*8975f5c5SAndroid Build Coastguard Worker bool ValidateBindRenderbuffer(const Context *context,
45*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
46*8975f5c5SAndroid Build Coastguard Worker                               GLenum target,
47*8975f5c5SAndroid Build Coastguard Worker                               RenderbufferID renderbufferPacked);
48*8975f5c5SAndroid Build Coastguard Worker bool ValidateBindTexture(const Context *context,
49*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
50*8975f5c5SAndroid Build Coastguard Worker                          TextureType targetPacked,
51*8975f5c5SAndroid Build Coastguard Worker                          TextureID texturePacked);
52*8975f5c5SAndroid Build Coastguard Worker bool ValidateBlendColor(const PrivateState &state,
53*8975f5c5SAndroid Build Coastguard Worker                         ErrorSet *errors,
54*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
55*8975f5c5SAndroid Build Coastguard Worker                         GLfloat red,
56*8975f5c5SAndroid Build Coastguard Worker                         GLfloat green,
57*8975f5c5SAndroid Build Coastguard Worker                         GLfloat blue,
58*8975f5c5SAndroid Build Coastguard Worker                         GLfloat alpha);
59*8975f5c5SAndroid Build Coastguard Worker bool ValidateBlendEquation(const PrivateState &state,
60*8975f5c5SAndroid Build Coastguard Worker                            ErrorSet *errors,
61*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
62*8975f5c5SAndroid Build Coastguard Worker                            GLenum mode);
63*8975f5c5SAndroid Build Coastguard Worker bool ValidateBlendEquationSeparate(const PrivateState &state,
64*8975f5c5SAndroid Build Coastguard Worker                                    ErrorSet *errors,
65*8975f5c5SAndroid Build Coastguard Worker                                    angle::EntryPoint entryPoint,
66*8975f5c5SAndroid Build Coastguard Worker                                    GLenum modeRGB,
67*8975f5c5SAndroid Build Coastguard Worker                                    GLenum modeAlpha);
68*8975f5c5SAndroid Build Coastguard Worker bool ValidateBlendFunc(const PrivateState &state,
69*8975f5c5SAndroid Build Coastguard Worker                        ErrorSet *errors,
70*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
71*8975f5c5SAndroid Build Coastguard Worker                        GLenum sfactor,
72*8975f5c5SAndroid Build Coastguard Worker                        GLenum dfactor);
73*8975f5c5SAndroid Build Coastguard Worker bool ValidateBlendFuncSeparate(const PrivateState &state,
74*8975f5c5SAndroid Build Coastguard Worker                                ErrorSet *errors,
75*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
76*8975f5c5SAndroid Build Coastguard Worker                                GLenum sfactorRGB,
77*8975f5c5SAndroid Build Coastguard Worker                                GLenum dfactorRGB,
78*8975f5c5SAndroid Build Coastguard Worker                                GLenum sfactorAlpha,
79*8975f5c5SAndroid Build Coastguard Worker                                GLenum dfactorAlpha);
80*8975f5c5SAndroid Build Coastguard Worker bool ValidateBufferData(const Context *context,
81*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
82*8975f5c5SAndroid Build Coastguard Worker                         BufferBinding targetPacked,
83*8975f5c5SAndroid Build Coastguard Worker                         GLsizeiptr size,
84*8975f5c5SAndroid Build Coastguard Worker                         const void *data,
85*8975f5c5SAndroid Build Coastguard Worker                         BufferUsage usagePacked);
86*8975f5c5SAndroid Build Coastguard Worker bool ValidateBufferSubData(const Context *context,
87*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
88*8975f5c5SAndroid Build Coastguard Worker                            BufferBinding targetPacked,
89*8975f5c5SAndroid Build Coastguard Worker                            GLintptr offset,
90*8975f5c5SAndroid Build Coastguard Worker                            GLsizeiptr size,
91*8975f5c5SAndroid Build Coastguard Worker                            const void *data);
92*8975f5c5SAndroid Build Coastguard Worker bool ValidateCheckFramebufferStatus(const Context *context,
93*8975f5c5SAndroid Build Coastguard Worker                                     angle::EntryPoint entryPoint,
94*8975f5c5SAndroid Build Coastguard Worker                                     GLenum target);
95*8975f5c5SAndroid Build Coastguard Worker bool ValidateClear(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask);
96*8975f5c5SAndroid Build Coastguard Worker bool ValidateClearColor(const PrivateState &state,
97*8975f5c5SAndroid Build Coastguard Worker                         ErrorSet *errors,
98*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
99*8975f5c5SAndroid Build Coastguard Worker                         GLfloat red,
100*8975f5c5SAndroid Build Coastguard Worker                         GLfloat green,
101*8975f5c5SAndroid Build Coastguard Worker                         GLfloat blue,
102*8975f5c5SAndroid Build Coastguard Worker                         GLfloat alpha);
103*8975f5c5SAndroid Build Coastguard Worker bool ValidateClearDepthf(const PrivateState &state,
104*8975f5c5SAndroid Build Coastguard Worker                          ErrorSet *errors,
105*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
106*8975f5c5SAndroid Build Coastguard Worker                          GLfloat d);
107*8975f5c5SAndroid Build Coastguard Worker bool ValidateClearStencil(const PrivateState &state,
108*8975f5c5SAndroid Build Coastguard Worker                           ErrorSet *errors,
109*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
110*8975f5c5SAndroid Build Coastguard Worker                           GLint s);
111*8975f5c5SAndroid Build Coastguard Worker bool ValidateColorMask(const PrivateState &state,
112*8975f5c5SAndroid Build Coastguard Worker                        ErrorSet *errors,
113*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
114*8975f5c5SAndroid Build Coastguard Worker                        GLboolean red,
115*8975f5c5SAndroid Build Coastguard Worker                        GLboolean green,
116*8975f5c5SAndroid Build Coastguard Worker                        GLboolean blue,
117*8975f5c5SAndroid Build Coastguard Worker                        GLboolean alpha);
118*8975f5c5SAndroid Build Coastguard Worker bool ValidateCompileShader(const Context *context,
119*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
120*8975f5c5SAndroid Build Coastguard Worker                            ShaderProgramID shaderPacked);
121*8975f5c5SAndroid Build Coastguard Worker bool ValidateCompressedTexImage2D(const Context *context,
122*8975f5c5SAndroid Build Coastguard Worker                                   angle::EntryPoint entryPoint,
123*8975f5c5SAndroid Build Coastguard Worker                                   TextureTarget targetPacked,
124*8975f5c5SAndroid Build Coastguard Worker                                   GLint level,
125*8975f5c5SAndroid Build Coastguard Worker                                   GLenum internalformat,
126*8975f5c5SAndroid Build Coastguard Worker                                   GLsizei width,
127*8975f5c5SAndroid Build Coastguard Worker                                   GLsizei height,
128*8975f5c5SAndroid Build Coastguard Worker                                   GLint border,
129*8975f5c5SAndroid Build Coastguard Worker                                   GLsizei imageSize,
130*8975f5c5SAndroid Build Coastguard Worker                                   const void *data);
131*8975f5c5SAndroid Build Coastguard Worker bool ValidateCompressedTexSubImage2D(const Context *context,
132*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
133*8975f5c5SAndroid Build Coastguard Worker                                      TextureTarget targetPacked,
134*8975f5c5SAndroid Build Coastguard Worker                                      GLint level,
135*8975f5c5SAndroid Build Coastguard Worker                                      GLint xoffset,
136*8975f5c5SAndroid Build Coastguard Worker                                      GLint yoffset,
137*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei width,
138*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei height,
139*8975f5c5SAndroid Build Coastguard Worker                                      GLenum format,
140*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei imageSize,
141*8975f5c5SAndroid Build Coastguard Worker                                      const void *data);
142*8975f5c5SAndroid Build Coastguard Worker bool ValidateCopyTexImage2D(const Context *context,
143*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
144*8975f5c5SAndroid Build Coastguard Worker                             TextureTarget targetPacked,
145*8975f5c5SAndroid Build Coastguard Worker                             GLint level,
146*8975f5c5SAndroid Build Coastguard Worker                             GLenum internalformat,
147*8975f5c5SAndroid Build Coastguard Worker                             GLint x,
148*8975f5c5SAndroid Build Coastguard Worker                             GLint y,
149*8975f5c5SAndroid Build Coastguard Worker                             GLsizei width,
150*8975f5c5SAndroid Build Coastguard Worker                             GLsizei height,
151*8975f5c5SAndroid Build Coastguard Worker                             GLint border);
152*8975f5c5SAndroid Build Coastguard Worker bool ValidateCopyTexSubImage2D(const Context *context,
153*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
154*8975f5c5SAndroid Build Coastguard Worker                                TextureTarget targetPacked,
155*8975f5c5SAndroid Build Coastguard Worker                                GLint level,
156*8975f5c5SAndroid Build Coastguard Worker                                GLint xoffset,
157*8975f5c5SAndroid Build Coastguard Worker                                GLint yoffset,
158*8975f5c5SAndroid Build Coastguard Worker                                GLint x,
159*8975f5c5SAndroid Build Coastguard Worker                                GLint y,
160*8975f5c5SAndroid Build Coastguard Worker                                GLsizei width,
161*8975f5c5SAndroid Build Coastguard Worker                                GLsizei height);
162*8975f5c5SAndroid Build Coastguard Worker bool ValidateCreateProgram(const Context *context, angle::EntryPoint entryPoint);
163*8975f5c5SAndroid Build Coastguard Worker bool ValidateCreateShader(const Context *context,
164*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
165*8975f5c5SAndroid Build Coastguard Worker                           ShaderType typePacked);
166*8975f5c5SAndroid Build Coastguard Worker bool ValidateCullFace(const PrivateState &state,
167*8975f5c5SAndroid Build Coastguard Worker                       ErrorSet *errors,
168*8975f5c5SAndroid Build Coastguard Worker                       angle::EntryPoint entryPoint,
169*8975f5c5SAndroid Build Coastguard Worker                       CullFaceMode modePacked);
170*8975f5c5SAndroid Build Coastguard Worker bool ValidateDeleteBuffers(const Context *context,
171*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
172*8975f5c5SAndroid Build Coastguard Worker                            GLsizei n,
173*8975f5c5SAndroid Build Coastguard Worker                            const BufferID *buffersPacked);
174*8975f5c5SAndroid Build Coastguard Worker bool ValidateDeleteFramebuffers(const Context *context,
175*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
176*8975f5c5SAndroid Build Coastguard Worker                                 GLsizei n,
177*8975f5c5SAndroid Build Coastguard Worker                                 const FramebufferID *framebuffersPacked);
178*8975f5c5SAndroid Build Coastguard Worker bool ValidateDeleteProgram(const Context *context,
179*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
180*8975f5c5SAndroid Build Coastguard Worker                            ShaderProgramID programPacked);
181*8975f5c5SAndroid Build Coastguard Worker bool ValidateDeleteRenderbuffers(const Context *context,
182*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
183*8975f5c5SAndroid Build Coastguard Worker                                  GLsizei n,
184*8975f5c5SAndroid Build Coastguard Worker                                  const RenderbufferID *renderbuffersPacked);
185*8975f5c5SAndroid Build Coastguard Worker bool ValidateDeleteShader(const Context *context,
186*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
187*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID shaderPacked);
188*8975f5c5SAndroid Build Coastguard Worker bool ValidateDeleteTextures(const Context *context,
189*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
190*8975f5c5SAndroid Build Coastguard Worker                             GLsizei n,
191*8975f5c5SAndroid Build Coastguard Worker                             const TextureID *texturesPacked);
192*8975f5c5SAndroid Build Coastguard Worker bool ValidateDepthFunc(const PrivateState &state,
193*8975f5c5SAndroid Build Coastguard Worker                        ErrorSet *errors,
194*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
195*8975f5c5SAndroid Build Coastguard Worker                        GLenum func);
196*8975f5c5SAndroid Build Coastguard Worker bool ValidateDepthMask(const PrivateState &state,
197*8975f5c5SAndroid Build Coastguard Worker                        ErrorSet *errors,
198*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
199*8975f5c5SAndroid Build Coastguard Worker                        GLboolean flag);
200*8975f5c5SAndroid Build Coastguard Worker bool ValidateDepthRangef(const PrivateState &state,
201*8975f5c5SAndroid Build Coastguard Worker                          ErrorSet *errors,
202*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
203*8975f5c5SAndroid Build Coastguard Worker                          GLfloat n,
204*8975f5c5SAndroid Build Coastguard Worker                          GLfloat f);
205*8975f5c5SAndroid Build Coastguard Worker bool ValidateDetachShader(const Context *context,
206*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
207*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID programPacked,
208*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID shaderPacked);
209*8975f5c5SAndroid Build Coastguard Worker bool ValidateDisable(const PrivateState &state,
210*8975f5c5SAndroid Build Coastguard Worker                      ErrorSet *errors,
211*8975f5c5SAndroid Build Coastguard Worker                      angle::EntryPoint entryPoint,
212*8975f5c5SAndroid Build Coastguard Worker                      GLenum cap);
213*8975f5c5SAndroid Build Coastguard Worker bool ValidateDisableVertexAttribArray(const Context *context,
214*8975f5c5SAndroid Build Coastguard Worker                                       angle::EntryPoint entryPoint,
215*8975f5c5SAndroid Build Coastguard Worker                                       GLuint index);
216*8975f5c5SAndroid Build Coastguard Worker bool ValidateDrawArrays(const Context *context,
217*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
218*8975f5c5SAndroid Build Coastguard Worker                         PrimitiveMode modePacked,
219*8975f5c5SAndroid Build Coastguard Worker                         GLint first,
220*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count);
221*8975f5c5SAndroid Build Coastguard Worker bool ValidateDrawElements(const Context *context,
222*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
223*8975f5c5SAndroid Build Coastguard Worker                           PrimitiveMode modePacked,
224*8975f5c5SAndroid Build Coastguard Worker                           GLsizei count,
225*8975f5c5SAndroid Build Coastguard Worker                           DrawElementsType typePacked,
226*8975f5c5SAndroid Build Coastguard Worker                           const void *indices);
227*8975f5c5SAndroid Build Coastguard Worker bool ValidateEnable(const PrivateState &state,
228*8975f5c5SAndroid Build Coastguard Worker                     ErrorSet *errors,
229*8975f5c5SAndroid Build Coastguard Worker                     angle::EntryPoint entryPoint,
230*8975f5c5SAndroid Build Coastguard Worker                     GLenum cap);
231*8975f5c5SAndroid Build Coastguard Worker bool ValidateEnableVertexAttribArray(const Context *context,
232*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
233*8975f5c5SAndroid Build Coastguard Worker                                      GLuint index);
234*8975f5c5SAndroid Build Coastguard Worker bool ValidateFinish(const Context *context, angle::EntryPoint entryPoint);
235*8975f5c5SAndroid Build Coastguard Worker bool ValidateFlush(const Context *context, angle::EntryPoint entryPoint);
236*8975f5c5SAndroid Build Coastguard Worker bool ValidateFramebufferRenderbuffer(const Context *context,
237*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
238*8975f5c5SAndroid Build Coastguard Worker                                      GLenum target,
239*8975f5c5SAndroid Build Coastguard Worker                                      GLenum attachment,
240*8975f5c5SAndroid Build Coastguard Worker                                      GLenum renderbuffertarget,
241*8975f5c5SAndroid Build Coastguard Worker                                      RenderbufferID renderbufferPacked);
242*8975f5c5SAndroid Build Coastguard Worker bool ValidateFramebufferTexture2D(const Context *context,
243*8975f5c5SAndroid Build Coastguard Worker                                   angle::EntryPoint entryPoint,
244*8975f5c5SAndroid Build Coastguard Worker                                   GLenum target,
245*8975f5c5SAndroid Build Coastguard Worker                                   GLenum attachment,
246*8975f5c5SAndroid Build Coastguard Worker                                   TextureTarget textargetPacked,
247*8975f5c5SAndroid Build Coastguard Worker                                   TextureID texturePacked,
248*8975f5c5SAndroid Build Coastguard Worker                                   GLint level);
249*8975f5c5SAndroid Build Coastguard Worker bool ValidateFrontFace(const PrivateState &state,
250*8975f5c5SAndroid Build Coastguard Worker                        ErrorSet *errors,
251*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
252*8975f5c5SAndroid Build Coastguard Worker                        GLenum mode);
253*8975f5c5SAndroid Build Coastguard Worker bool ValidateGenBuffers(const Context *context,
254*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
255*8975f5c5SAndroid Build Coastguard Worker                         GLsizei n,
256*8975f5c5SAndroid Build Coastguard Worker                         const BufferID *buffersPacked);
257*8975f5c5SAndroid Build Coastguard Worker bool ValidateGenFramebuffers(const Context *context,
258*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
259*8975f5c5SAndroid Build Coastguard Worker                              GLsizei n,
260*8975f5c5SAndroid Build Coastguard Worker                              const FramebufferID *framebuffersPacked);
261*8975f5c5SAndroid Build Coastguard Worker bool ValidateGenRenderbuffers(const Context *context,
262*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
263*8975f5c5SAndroid Build Coastguard Worker                               GLsizei n,
264*8975f5c5SAndroid Build Coastguard Worker                               const RenderbufferID *renderbuffersPacked);
265*8975f5c5SAndroid Build Coastguard Worker bool ValidateGenTextures(const Context *context,
266*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
267*8975f5c5SAndroid Build Coastguard Worker                          GLsizei n,
268*8975f5c5SAndroid Build Coastguard Worker                          const TextureID *texturesPacked);
269*8975f5c5SAndroid Build Coastguard Worker bool ValidateGenerateMipmap(const Context *context,
270*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
271*8975f5c5SAndroid Build Coastguard Worker                             TextureType targetPacked);
272*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetActiveAttrib(const Context *context,
273*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
274*8975f5c5SAndroid Build Coastguard Worker                              ShaderProgramID programPacked,
275*8975f5c5SAndroid Build Coastguard Worker                              GLuint index,
276*8975f5c5SAndroid Build Coastguard Worker                              GLsizei bufSize,
277*8975f5c5SAndroid Build Coastguard Worker                              const GLsizei *length,
278*8975f5c5SAndroid Build Coastguard Worker                              const GLint *size,
279*8975f5c5SAndroid Build Coastguard Worker                              const GLenum *type,
280*8975f5c5SAndroid Build Coastguard Worker                              const GLchar *name);
281*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetActiveUniform(const Context *context,
282*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
283*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
284*8975f5c5SAndroid Build Coastguard Worker                               GLuint index,
285*8975f5c5SAndroid Build Coastguard Worker                               GLsizei bufSize,
286*8975f5c5SAndroid Build Coastguard Worker                               const GLsizei *length,
287*8975f5c5SAndroid Build Coastguard Worker                               const GLint *size,
288*8975f5c5SAndroid Build Coastguard Worker                               const GLenum *type,
289*8975f5c5SAndroid Build Coastguard Worker                               const GLchar *name);
290*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetAttachedShaders(const Context *context,
291*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
292*8975f5c5SAndroid Build Coastguard Worker                                 ShaderProgramID programPacked,
293*8975f5c5SAndroid Build Coastguard Worker                                 GLsizei maxCount,
294*8975f5c5SAndroid Build Coastguard Worker                                 const GLsizei *count,
295*8975f5c5SAndroid Build Coastguard Worker                                 const ShaderProgramID *shadersPacked);
296*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetAttribLocation(const Context *context,
297*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
298*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
299*8975f5c5SAndroid Build Coastguard Worker                                const GLchar *name);
300*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetBooleanv(const Context *context,
301*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
302*8975f5c5SAndroid Build Coastguard Worker                          GLenum pname,
303*8975f5c5SAndroid Build Coastguard Worker                          const GLboolean *data);
304*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetBufferParameteriv(const Context *context,
305*8975f5c5SAndroid Build Coastguard Worker                                   angle::EntryPoint entryPoint,
306*8975f5c5SAndroid Build Coastguard Worker                                   BufferBinding targetPacked,
307*8975f5c5SAndroid Build Coastguard Worker                                   GLenum pname,
308*8975f5c5SAndroid Build Coastguard Worker                                   const GLint *params);
309*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetError(const Context *context, angle::EntryPoint entryPoint);
310*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetFloatv(const Context *context,
311*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
312*8975f5c5SAndroid Build Coastguard Worker                        GLenum pname,
313*8975f5c5SAndroid Build Coastguard Worker                        const GLfloat *data);
314*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetFramebufferAttachmentParameteriv(const Context *context,
315*8975f5c5SAndroid Build Coastguard Worker                                                  angle::EntryPoint entryPoint,
316*8975f5c5SAndroid Build Coastguard Worker                                                  GLenum target,
317*8975f5c5SAndroid Build Coastguard Worker                                                  GLenum attachment,
318*8975f5c5SAndroid Build Coastguard Worker                                                  GLenum pname,
319*8975f5c5SAndroid Build Coastguard Worker                                                  const GLint *params);
320*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetIntegerv(const Context *context,
321*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
322*8975f5c5SAndroid Build Coastguard Worker                          GLenum pname,
323*8975f5c5SAndroid Build Coastguard Worker                          const GLint *data);
324*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramInfoLog(const Context *context,
325*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
326*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
327*8975f5c5SAndroid Build Coastguard Worker                                GLsizei bufSize,
328*8975f5c5SAndroid Build Coastguard Worker                                const GLsizei *length,
329*8975f5c5SAndroid Build Coastguard Worker                                const GLchar *infoLog);
330*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramiv(const Context *context,
331*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
332*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID programPacked,
333*8975f5c5SAndroid Build Coastguard Worker                           GLenum pname,
334*8975f5c5SAndroid Build Coastguard Worker                           const GLint *params);
335*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetRenderbufferParameteriv(const Context *context,
336*8975f5c5SAndroid Build Coastguard Worker                                         angle::EntryPoint entryPoint,
337*8975f5c5SAndroid Build Coastguard Worker                                         GLenum target,
338*8975f5c5SAndroid Build Coastguard Worker                                         GLenum pname,
339*8975f5c5SAndroid Build Coastguard Worker                                         const GLint *params);
340*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetShaderInfoLog(const Context *context,
341*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
342*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID shaderPacked,
343*8975f5c5SAndroid Build Coastguard Worker                               GLsizei bufSize,
344*8975f5c5SAndroid Build Coastguard Worker                               const GLsizei *length,
345*8975f5c5SAndroid Build Coastguard Worker                               const GLchar *infoLog);
346*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetShaderPrecisionFormat(const Context *context,
347*8975f5c5SAndroid Build Coastguard Worker                                       angle::EntryPoint entryPoint,
348*8975f5c5SAndroid Build Coastguard Worker                                       GLenum shadertype,
349*8975f5c5SAndroid Build Coastguard Worker                                       GLenum precisiontype,
350*8975f5c5SAndroid Build Coastguard Worker                                       const GLint *range,
351*8975f5c5SAndroid Build Coastguard Worker                                       const GLint *precision);
352*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetShaderSource(const Context *context,
353*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
354*8975f5c5SAndroid Build Coastguard Worker                              ShaderProgramID shaderPacked,
355*8975f5c5SAndroid Build Coastguard Worker                              GLsizei bufSize,
356*8975f5c5SAndroid Build Coastguard Worker                              const GLsizei *length,
357*8975f5c5SAndroid Build Coastguard Worker                              const GLchar *source);
358*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetShaderiv(const Context *context,
359*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
360*8975f5c5SAndroid Build Coastguard Worker                          ShaderProgramID shaderPacked,
361*8975f5c5SAndroid Build Coastguard Worker                          GLenum pname,
362*8975f5c5SAndroid Build Coastguard Worker                          const GLint *params);
363*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetString(const Context *context, angle::EntryPoint entryPoint, GLenum name);
364*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetTexParameterfv(const Context *context,
365*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
366*8975f5c5SAndroid Build Coastguard Worker                                TextureType targetPacked,
367*8975f5c5SAndroid Build Coastguard Worker                                GLenum pname,
368*8975f5c5SAndroid Build Coastguard Worker                                const GLfloat *params);
369*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetTexParameteriv(const Context *context,
370*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
371*8975f5c5SAndroid Build Coastguard Worker                                TextureType targetPacked,
372*8975f5c5SAndroid Build Coastguard Worker                                GLenum pname,
373*8975f5c5SAndroid Build Coastguard Worker                                const GLint *params);
374*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetUniformLocation(const Context *context,
375*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
376*8975f5c5SAndroid Build Coastguard Worker                                 ShaderProgramID programPacked,
377*8975f5c5SAndroid Build Coastguard Worker                                 const GLchar *name);
378*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetUniformfv(const Context *context,
379*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
380*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID programPacked,
381*8975f5c5SAndroid Build Coastguard Worker                           UniformLocation locationPacked,
382*8975f5c5SAndroid Build Coastguard Worker                           const GLfloat *params);
383*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetUniformiv(const Context *context,
384*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
385*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID programPacked,
386*8975f5c5SAndroid Build Coastguard Worker                           UniformLocation locationPacked,
387*8975f5c5SAndroid Build Coastguard Worker                           const GLint *params);
388*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetVertexAttribPointerv(const Context *context,
389*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
390*8975f5c5SAndroid Build Coastguard Worker                                      GLuint index,
391*8975f5c5SAndroid Build Coastguard Worker                                      GLenum pname,
392*8975f5c5SAndroid Build Coastguard Worker                                      void *const *pointer);
393*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetVertexAttribfv(const Context *context,
394*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
395*8975f5c5SAndroid Build Coastguard Worker                                GLuint index,
396*8975f5c5SAndroid Build Coastguard Worker                                GLenum pname,
397*8975f5c5SAndroid Build Coastguard Worker                                const GLfloat *params);
398*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetVertexAttribiv(const Context *context,
399*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
400*8975f5c5SAndroid Build Coastguard Worker                                GLuint index,
401*8975f5c5SAndroid Build Coastguard Worker                                GLenum pname,
402*8975f5c5SAndroid Build Coastguard Worker                                const GLint *params);
403*8975f5c5SAndroid Build Coastguard Worker bool ValidateHint(const PrivateState &state,
404*8975f5c5SAndroid Build Coastguard Worker                   ErrorSet *errors,
405*8975f5c5SAndroid Build Coastguard Worker                   angle::EntryPoint entryPoint,
406*8975f5c5SAndroid Build Coastguard Worker                   GLenum target,
407*8975f5c5SAndroid Build Coastguard Worker                   GLenum mode);
408*8975f5c5SAndroid Build Coastguard Worker bool ValidateIsBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked);
409*8975f5c5SAndroid Build Coastguard Worker bool ValidateIsEnabled(const PrivateState &state,
410*8975f5c5SAndroid Build Coastguard Worker                        ErrorSet *errors,
411*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
412*8975f5c5SAndroid Build Coastguard Worker                        GLenum cap);
413*8975f5c5SAndroid Build Coastguard Worker bool ValidateIsFramebuffer(const Context *context,
414*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
415*8975f5c5SAndroid Build Coastguard Worker                            FramebufferID framebufferPacked);
416*8975f5c5SAndroid Build Coastguard Worker bool ValidateIsProgram(const Context *context,
417*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
418*8975f5c5SAndroid Build Coastguard Worker                        ShaderProgramID programPacked);
419*8975f5c5SAndroid Build Coastguard Worker bool ValidateIsRenderbuffer(const Context *context,
420*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
421*8975f5c5SAndroid Build Coastguard Worker                             RenderbufferID renderbufferPacked);
422*8975f5c5SAndroid Build Coastguard Worker bool ValidateIsShader(const Context *context,
423*8975f5c5SAndroid Build Coastguard Worker                       angle::EntryPoint entryPoint,
424*8975f5c5SAndroid Build Coastguard Worker                       ShaderProgramID shaderPacked);
425*8975f5c5SAndroid Build Coastguard Worker bool ValidateIsTexture(const Context *context,
426*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
427*8975f5c5SAndroid Build Coastguard Worker                        TextureID texturePacked);
428*8975f5c5SAndroid Build Coastguard Worker bool ValidateLineWidth(const PrivateState &state,
429*8975f5c5SAndroid Build Coastguard Worker                        ErrorSet *errors,
430*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
431*8975f5c5SAndroid Build Coastguard Worker                        GLfloat width);
432*8975f5c5SAndroid Build Coastguard Worker bool ValidateLinkProgram(const Context *context,
433*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
434*8975f5c5SAndroid Build Coastguard Worker                          ShaderProgramID programPacked);
435*8975f5c5SAndroid Build Coastguard Worker bool ValidatePixelStorei(const PrivateState &state,
436*8975f5c5SAndroid Build Coastguard Worker                          ErrorSet *errors,
437*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
438*8975f5c5SAndroid Build Coastguard Worker                          GLenum pname,
439*8975f5c5SAndroid Build Coastguard Worker                          GLint param);
440*8975f5c5SAndroid Build Coastguard Worker bool ValidatePolygonOffset(const PrivateState &state,
441*8975f5c5SAndroid Build Coastguard Worker                            ErrorSet *errors,
442*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
443*8975f5c5SAndroid Build Coastguard Worker                            GLfloat factor,
444*8975f5c5SAndroid Build Coastguard Worker                            GLfloat units);
445*8975f5c5SAndroid Build Coastguard Worker bool ValidateReadPixels(const Context *context,
446*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
447*8975f5c5SAndroid Build Coastguard Worker                         GLint x,
448*8975f5c5SAndroid Build Coastguard Worker                         GLint y,
449*8975f5c5SAndroid Build Coastguard Worker                         GLsizei width,
450*8975f5c5SAndroid Build Coastguard Worker                         GLsizei height,
451*8975f5c5SAndroid Build Coastguard Worker                         GLenum format,
452*8975f5c5SAndroid Build Coastguard Worker                         GLenum type,
453*8975f5c5SAndroid Build Coastguard Worker                         const void *pixels);
454*8975f5c5SAndroid Build Coastguard Worker bool ValidateReleaseShaderCompiler(const Context *context, angle::EntryPoint entryPoint);
455*8975f5c5SAndroid Build Coastguard Worker bool ValidateRenderbufferStorage(const Context *context,
456*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
457*8975f5c5SAndroid Build Coastguard Worker                                  GLenum target,
458*8975f5c5SAndroid Build Coastguard Worker                                  GLenum internalformat,
459*8975f5c5SAndroid Build Coastguard Worker                                  GLsizei width,
460*8975f5c5SAndroid Build Coastguard Worker                                  GLsizei height);
461*8975f5c5SAndroid Build Coastguard Worker bool ValidateSampleCoverage(const PrivateState &state,
462*8975f5c5SAndroid Build Coastguard Worker                             ErrorSet *errors,
463*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
464*8975f5c5SAndroid Build Coastguard Worker                             GLfloat value,
465*8975f5c5SAndroid Build Coastguard Worker                             GLboolean invert);
466*8975f5c5SAndroid Build Coastguard Worker bool ValidateScissor(const PrivateState &state,
467*8975f5c5SAndroid Build Coastguard Worker                      ErrorSet *errors,
468*8975f5c5SAndroid Build Coastguard Worker                      angle::EntryPoint entryPoint,
469*8975f5c5SAndroid Build Coastguard Worker                      GLint x,
470*8975f5c5SAndroid Build Coastguard Worker                      GLint y,
471*8975f5c5SAndroid Build Coastguard Worker                      GLsizei width,
472*8975f5c5SAndroid Build Coastguard Worker                      GLsizei height);
473*8975f5c5SAndroid Build Coastguard Worker bool ValidateShaderBinary(const Context *context,
474*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
475*8975f5c5SAndroid Build Coastguard Worker                           GLsizei count,
476*8975f5c5SAndroid Build Coastguard Worker                           const ShaderProgramID *shadersPacked,
477*8975f5c5SAndroid Build Coastguard Worker                           GLenum binaryFormat,
478*8975f5c5SAndroid Build Coastguard Worker                           const void *binary,
479*8975f5c5SAndroid Build Coastguard Worker                           GLsizei length);
480*8975f5c5SAndroid Build Coastguard Worker bool ValidateShaderSource(const Context *context,
481*8975f5c5SAndroid Build Coastguard Worker                           angle::EntryPoint entryPoint,
482*8975f5c5SAndroid Build Coastguard Worker                           ShaderProgramID shaderPacked,
483*8975f5c5SAndroid Build Coastguard Worker                           GLsizei count,
484*8975f5c5SAndroid Build Coastguard Worker                           const GLchar *const *string,
485*8975f5c5SAndroid Build Coastguard Worker                           const GLint *length);
486*8975f5c5SAndroid Build Coastguard Worker bool ValidateStencilFunc(const PrivateState &state,
487*8975f5c5SAndroid Build Coastguard Worker                          ErrorSet *errors,
488*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
489*8975f5c5SAndroid Build Coastguard Worker                          GLenum func,
490*8975f5c5SAndroid Build Coastguard Worker                          GLint ref,
491*8975f5c5SAndroid Build Coastguard Worker                          GLuint mask);
492*8975f5c5SAndroid Build Coastguard Worker bool ValidateStencilFuncSeparate(const PrivateState &state,
493*8975f5c5SAndroid Build Coastguard Worker                                  ErrorSet *errors,
494*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
495*8975f5c5SAndroid Build Coastguard Worker                                  GLenum face,
496*8975f5c5SAndroid Build Coastguard Worker                                  GLenum func,
497*8975f5c5SAndroid Build Coastguard Worker                                  GLint ref,
498*8975f5c5SAndroid Build Coastguard Worker                                  GLuint mask);
499*8975f5c5SAndroid Build Coastguard Worker bool ValidateStencilMask(const PrivateState &state,
500*8975f5c5SAndroid Build Coastguard Worker                          ErrorSet *errors,
501*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
502*8975f5c5SAndroid Build Coastguard Worker                          GLuint mask);
503*8975f5c5SAndroid Build Coastguard Worker bool ValidateStencilMaskSeparate(const PrivateState &state,
504*8975f5c5SAndroid Build Coastguard Worker                                  ErrorSet *errors,
505*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
506*8975f5c5SAndroid Build Coastguard Worker                                  GLenum face,
507*8975f5c5SAndroid Build Coastguard Worker                                  GLuint mask);
508*8975f5c5SAndroid Build Coastguard Worker bool ValidateStencilOp(const PrivateState &state,
509*8975f5c5SAndroid Build Coastguard Worker                        ErrorSet *errors,
510*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
511*8975f5c5SAndroid Build Coastguard Worker                        GLenum fail,
512*8975f5c5SAndroid Build Coastguard Worker                        GLenum zfail,
513*8975f5c5SAndroid Build Coastguard Worker                        GLenum zpass);
514*8975f5c5SAndroid Build Coastguard Worker bool ValidateStencilOpSeparate(const PrivateState &state,
515*8975f5c5SAndroid Build Coastguard Worker                                ErrorSet *errors,
516*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
517*8975f5c5SAndroid Build Coastguard Worker                                GLenum face,
518*8975f5c5SAndroid Build Coastguard Worker                                GLenum sfail,
519*8975f5c5SAndroid Build Coastguard Worker                                GLenum dpfail,
520*8975f5c5SAndroid Build Coastguard Worker                                GLenum dppass);
521*8975f5c5SAndroid Build Coastguard Worker bool ValidateTexImage2D(const Context *context,
522*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
523*8975f5c5SAndroid Build Coastguard Worker                         TextureTarget targetPacked,
524*8975f5c5SAndroid Build Coastguard Worker                         GLint level,
525*8975f5c5SAndroid Build Coastguard Worker                         GLint internalformat,
526*8975f5c5SAndroid Build Coastguard Worker                         GLsizei width,
527*8975f5c5SAndroid Build Coastguard Worker                         GLsizei height,
528*8975f5c5SAndroid Build Coastguard Worker                         GLint border,
529*8975f5c5SAndroid Build Coastguard Worker                         GLenum format,
530*8975f5c5SAndroid Build Coastguard Worker                         GLenum type,
531*8975f5c5SAndroid Build Coastguard Worker                         const void *pixels);
532*8975f5c5SAndroid Build Coastguard Worker bool ValidateTexParameterf(const Context *context,
533*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
534*8975f5c5SAndroid Build Coastguard Worker                            TextureType targetPacked,
535*8975f5c5SAndroid Build Coastguard Worker                            GLenum pname,
536*8975f5c5SAndroid Build Coastguard Worker                            GLfloat param);
537*8975f5c5SAndroid Build Coastguard Worker bool ValidateTexParameterfv(const Context *context,
538*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
539*8975f5c5SAndroid Build Coastguard Worker                             TextureType targetPacked,
540*8975f5c5SAndroid Build Coastguard Worker                             GLenum pname,
541*8975f5c5SAndroid Build Coastguard Worker                             const GLfloat *params);
542*8975f5c5SAndroid Build Coastguard Worker bool ValidateTexParameteri(const Context *context,
543*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
544*8975f5c5SAndroid Build Coastguard Worker                            TextureType targetPacked,
545*8975f5c5SAndroid Build Coastguard Worker                            GLenum pname,
546*8975f5c5SAndroid Build Coastguard Worker                            GLint param);
547*8975f5c5SAndroid Build Coastguard Worker bool ValidateTexParameteriv(const Context *context,
548*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
549*8975f5c5SAndroid Build Coastguard Worker                             TextureType targetPacked,
550*8975f5c5SAndroid Build Coastguard Worker                             GLenum pname,
551*8975f5c5SAndroid Build Coastguard Worker                             const GLint *params);
552*8975f5c5SAndroid Build Coastguard Worker bool ValidateTexSubImage2D(const Context *context,
553*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
554*8975f5c5SAndroid Build Coastguard Worker                            TextureTarget targetPacked,
555*8975f5c5SAndroid Build Coastguard Worker                            GLint level,
556*8975f5c5SAndroid Build Coastguard Worker                            GLint xoffset,
557*8975f5c5SAndroid Build Coastguard Worker                            GLint yoffset,
558*8975f5c5SAndroid Build Coastguard Worker                            GLsizei width,
559*8975f5c5SAndroid Build Coastguard Worker                            GLsizei height,
560*8975f5c5SAndroid Build Coastguard Worker                            GLenum format,
561*8975f5c5SAndroid Build Coastguard Worker                            GLenum type,
562*8975f5c5SAndroid Build Coastguard Worker                            const void *pixels);
563*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform1f(const Context *context,
564*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
565*8975f5c5SAndroid Build Coastguard Worker                        UniformLocation locationPacked,
566*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v0);
567*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform1fv(const Context *context,
568*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
569*8975f5c5SAndroid Build Coastguard Worker                         UniformLocation locationPacked,
570*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count,
571*8975f5c5SAndroid Build Coastguard Worker                         const GLfloat *value);
572*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform1i(const Context *context,
573*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
574*8975f5c5SAndroid Build Coastguard Worker                        UniformLocation locationPacked,
575*8975f5c5SAndroid Build Coastguard Worker                        GLint v0);
576*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform1iv(const Context *context,
577*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
578*8975f5c5SAndroid Build Coastguard Worker                         UniformLocation locationPacked,
579*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count,
580*8975f5c5SAndroid Build Coastguard Worker                         const GLint *value);
581*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform2f(const Context *context,
582*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
583*8975f5c5SAndroid Build Coastguard Worker                        UniformLocation locationPacked,
584*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v0,
585*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v1);
586*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform2fv(const Context *context,
587*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
588*8975f5c5SAndroid Build Coastguard Worker                         UniformLocation locationPacked,
589*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count,
590*8975f5c5SAndroid Build Coastguard Worker                         const GLfloat *value);
591*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform2i(const Context *context,
592*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
593*8975f5c5SAndroid Build Coastguard Worker                        UniformLocation locationPacked,
594*8975f5c5SAndroid Build Coastguard Worker                        GLint v0,
595*8975f5c5SAndroid Build Coastguard Worker                        GLint v1);
596*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform2iv(const Context *context,
597*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
598*8975f5c5SAndroid Build Coastguard Worker                         UniformLocation locationPacked,
599*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count,
600*8975f5c5SAndroid Build Coastguard Worker                         const GLint *value);
601*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform3f(const Context *context,
602*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
603*8975f5c5SAndroid Build Coastguard Worker                        UniformLocation locationPacked,
604*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v0,
605*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v1,
606*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v2);
607*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform3fv(const Context *context,
608*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
609*8975f5c5SAndroid Build Coastguard Worker                         UniformLocation locationPacked,
610*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count,
611*8975f5c5SAndroid Build Coastguard Worker                         const GLfloat *value);
612*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform3i(const Context *context,
613*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
614*8975f5c5SAndroid Build Coastguard Worker                        UniformLocation locationPacked,
615*8975f5c5SAndroid Build Coastguard Worker                        GLint v0,
616*8975f5c5SAndroid Build Coastguard Worker                        GLint v1,
617*8975f5c5SAndroid Build Coastguard Worker                        GLint v2);
618*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform3iv(const Context *context,
619*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
620*8975f5c5SAndroid Build Coastguard Worker                         UniformLocation locationPacked,
621*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count,
622*8975f5c5SAndroid Build Coastguard Worker                         const GLint *value);
623*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform4f(const Context *context,
624*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
625*8975f5c5SAndroid Build Coastguard Worker                        UniformLocation locationPacked,
626*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v0,
627*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v1,
628*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v2,
629*8975f5c5SAndroid Build Coastguard Worker                        GLfloat v3);
630*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform4fv(const Context *context,
631*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
632*8975f5c5SAndroid Build Coastguard Worker                         UniformLocation locationPacked,
633*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count,
634*8975f5c5SAndroid Build Coastguard Worker                         const GLfloat *value);
635*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform4i(const Context *context,
636*8975f5c5SAndroid Build Coastguard Worker                        angle::EntryPoint entryPoint,
637*8975f5c5SAndroid Build Coastguard Worker                        UniformLocation locationPacked,
638*8975f5c5SAndroid Build Coastguard Worker                        GLint v0,
639*8975f5c5SAndroid Build Coastguard Worker                        GLint v1,
640*8975f5c5SAndroid Build Coastguard Worker                        GLint v2,
641*8975f5c5SAndroid Build Coastguard Worker                        GLint v3);
642*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniform4iv(const Context *context,
643*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
644*8975f5c5SAndroid Build Coastguard Worker                         UniformLocation locationPacked,
645*8975f5c5SAndroid Build Coastguard Worker                         GLsizei count,
646*8975f5c5SAndroid Build Coastguard Worker                         const GLint *value);
647*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniformMatrix2fv(const Context *context,
648*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
649*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
650*8975f5c5SAndroid Build Coastguard Worker                               GLsizei count,
651*8975f5c5SAndroid Build Coastguard Worker                               GLboolean transpose,
652*8975f5c5SAndroid Build Coastguard Worker                               const GLfloat *value);
653*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniformMatrix3fv(const Context *context,
654*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
655*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
656*8975f5c5SAndroid Build Coastguard Worker                               GLsizei count,
657*8975f5c5SAndroid Build Coastguard Worker                               GLboolean transpose,
658*8975f5c5SAndroid Build Coastguard Worker                               const GLfloat *value);
659*8975f5c5SAndroid Build Coastguard Worker bool ValidateUniformMatrix4fv(const Context *context,
660*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
661*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
662*8975f5c5SAndroid Build Coastguard Worker                               GLsizei count,
663*8975f5c5SAndroid Build Coastguard Worker                               GLboolean transpose,
664*8975f5c5SAndroid Build Coastguard Worker                               const GLfloat *value);
665*8975f5c5SAndroid Build Coastguard Worker bool ValidateUseProgram(const Context *context,
666*8975f5c5SAndroid Build Coastguard Worker                         angle::EntryPoint entryPoint,
667*8975f5c5SAndroid Build Coastguard Worker                         ShaderProgramID programPacked);
668*8975f5c5SAndroid Build Coastguard Worker bool ValidateValidateProgram(const Context *context,
669*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
670*8975f5c5SAndroid Build Coastguard Worker                              ShaderProgramID programPacked);
671*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttrib1f(const PrivateState &state,
672*8975f5c5SAndroid Build Coastguard Worker                             ErrorSet *errors,
673*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
674*8975f5c5SAndroid Build Coastguard Worker                             GLuint index,
675*8975f5c5SAndroid Build Coastguard Worker                             GLfloat x);
676*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttrib1fv(const PrivateState &state,
677*8975f5c5SAndroid Build Coastguard Worker                              ErrorSet *errors,
678*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
679*8975f5c5SAndroid Build Coastguard Worker                              GLuint index,
680*8975f5c5SAndroid Build Coastguard Worker                              const GLfloat *v);
681*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttrib2f(const PrivateState &state,
682*8975f5c5SAndroid Build Coastguard Worker                             ErrorSet *errors,
683*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
684*8975f5c5SAndroid Build Coastguard Worker                             GLuint index,
685*8975f5c5SAndroid Build Coastguard Worker                             GLfloat x,
686*8975f5c5SAndroid Build Coastguard Worker                             GLfloat y);
687*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttrib2fv(const PrivateState &state,
688*8975f5c5SAndroid Build Coastguard Worker                              ErrorSet *errors,
689*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
690*8975f5c5SAndroid Build Coastguard Worker                              GLuint index,
691*8975f5c5SAndroid Build Coastguard Worker                              const GLfloat *v);
692*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttrib3f(const PrivateState &state,
693*8975f5c5SAndroid Build Coastguard Worker                             ErrorSet *errors,
694*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
695*8975f5c5SAndroid Build Coastguard Worker                             GLuint index,
696*8975f5c5SAndroid Build Coastguard Worker                             GLfloat x,
697*8975f5c5SAndroid Build Coastguard Worker                             GLfloat y,
698*8975f5c5SAndroid Build Coastguard Worker                             GLfloat z);
699*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttrib3fv(const PrivateState &state,
700*8975f5c5SAndroid Build Coastguard Worker                              ErrorSet *errors,
701*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
702*8975f5c5SAndroid Build Coastguard Worker                              GLuint index,
703*8975f5c5SAndroid Build Coastguard Worker                              const GLfloat *v);
704*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttrib4f(const PrivateState &state,
705*8975f5c5SAndroid Build Coastguard Worker                             ErrorSet *errors,
706*8975f5c5SAndroid Build Coastguard Worker                             angle::EntryPoint entryPoint,
707*8975f5c5SAndroid Build Coastguard Worker                             GLuint index,
708*8975f5c5SAndroid Build Coastguard Worker                             GLfloat x,
709*8975f5c5SAndroid Build Coastguard Worker                             GLfloat y,
710*8975f5c5SAndroid Build Coastguard Worker                             GLfloat z,
711*8975f5c5SAndroid Build Coastguard Worker                             GLfloat w);
712*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttrib4fv(const PrivateState &state,
713*8975f5c5SAndroid Build Coastguard Worker                              ErrorSet *errors,
714*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
715*8975f5c5SAndroid Build Coastguard Worker                              GLuint index,
716*8975f5c5SAndroid Build Coastguard Worker                              const GLfloat *v);
717*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttribPointer(const Context *context,
718*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
719*8975f5c5SAndroid Build Coastguard Worker                                  GLuint index,
720*8975f5c5SAndroid Build Coastguard Worker                                  GLint size,
721*8975f5c5SAndroid Build Coastguard Worker                                  VertexAttribType typePacked,
722*8975f5c5SAndroid Build Coastguard Worker                                  GLboolean normalized,
723*8975f5c5SAndroid Build Coastguard Worker                                  GLsizei stride,
724*8975f5c5SAndroid Build Coastguard Worker                                  const void *pointer);
725*8975f5c5SAndroid Build Coastguard Worker bool ValidateViewport(const PrivateState &state,
726*8975f5c5SAndroid Build Coastguard Worker                       ErrorSet *errors,
727*8975f5c5SAndroid Build Coastguard Worker                       angle::EntryPoint entryPoint,
728*8975f5c5SAndroid Build Coastguard Worker                       GLint x,
729*8975f5c5SAndroid Build Coastguard Worker                       GLint y,
730*8975f5c5SAndroid Build Coastguard Worker                       GLsizei width,
731*8975f5c5SAndroid Build Coastguard Worker                       GLsizei height);
732*8975f5c5SAndroid Build Coastguard Worker }  // namespace gl
733*8975f5c5SAndroid Build Coastguard Worker 
734*8975f5c5SAndroid Build Coastguard Worker #endif  // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
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