xref: /aosp_15_r20/external/angle/src/libANGLE/validationES31_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 // validationES31_autogen.h:
9*8975f5c5SAndroid Build Coastguard Worker //   Validation functions for the OpenGL ES 3.1 entry points.
10*8975f5c5SAndroid Build Coastguard Worker 
11*8975f5c5SAndroid Build Coastguard Worker #ifndef LIBANGLE_VALIDATION_ES31_AUTOGEN_H_
12*8975f5c5SAndroid Build Coastguard Worker #define LIBANGLE_VALIDATION_ES31_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 ValidateActiveShaderProgram(const Context *context,
24*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
25*8975f5c5SAndroid Build Coastguard Worker                                  ProgramPipelineID pipelinePacked,
26*8975f5c5SAndroid Build Coastguard Worker                                  ShaderProgramID programPacked);
27*8975f5c5SAndroid Build Coastguard Worker bool ValidateBindImageTexture(const Context *context,
28*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
29*8975f5c5SAndroid Build Coastguard Worker                               GLuint unit,
30*8975f5c5SAndroid Build Coastguard Worker                               TextureID texturePacked,
31*8975f5c5SAndroid Build Coastguard Worker                               GLint level,
32*8975f5c5SAndroid Build Coastguard Worker                               GLboolean layered,
33*8975f5c5SAndroid Build Coastguard Worker                               GLint layer,
34*8975f5c5SAndroid Build Coastguard Worker                               GLenum access,
35*8975f5c5SAndroid Build Coastguard Worker                               GLenum format);
36*8975f5c5SAndroid Build Coastguard Worker bool ValidateBindProgramPipeline(const Context *context,
37*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
38*8975f5c5SAndroid Build Coastguard Worker                                  ProgramPipelineID pipelinePacked);
39*8975f5c5SAndroid Build Coastguard Worker bool ValidateBindVertexBuffer(const Context *context,
40*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
41*8975f5c5SAndroid Build Coastguard Worker                               GLuint bindingindex,
42*8975f5c5SAndroid Build Coastguard Worker                               BufferID bufferPacked,
43*8975f5c5SAndroid Build Coastguard Worker                               GLintptr offset,
44*8975f5c5SAndroid Build Coastguard Worker                               GLsizei stride);
45*8975f5c5SAndroid Build Coastguard Worker bool ValidateCreateShaderProgramv(const Context *context,
46*8975f5c5SAndroid Build Coastguard Worker                                   angle::EntryPoint entryPoint,
47*8975f5c5SAndroid Build Coastguard Worker                                   ShaderType typePacked,
48*8975f5c5SAndroid Build Coastguard Worker                                   GLsizei count,
49*8975f5c5SAndroid Build Coastguard Worker                                   const GLchar *const *strings);
50*8975f5c5SAndroid Build Coastguard Worker bool ValidateDeleteProgramPipelines(const Context *context,
51*8975f5c5SAndroid Build Coastguard Worker                                     angle::EntryPoint entryPoint,
52*8975f5c5SAndroid Build Coastguard Worker                                     GLsizei n,
53*8975f5c5SAndroid Build Coastguard Worker                                     const ProgramPipelineID *pipelinesPacked);
54*8975f5c5SAndroid Build Coastguard Worker bool ValidateDispatchCompute(const Context *context,
55*8975f5c5SAndroid Build Coastguard Worker                              angle::EntryPoint entryPoint,
56*8975f5c5SAndroid Build Coastguard Worker                              GLuint num_groups_x,
57*8975f5c5SAndroid Build Coastguard Worker                              GLuint num_groups_y,
58*8975f5c5SAndroid Build Coastguard Worker                              GLuint num_groups_z);
59*8975f5c5SAndroid Build Coastguard Worker bool ValidateDispatchComputeIndirect(const Context *context,
60*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
61*8975f5c5SAndroid Build Coastguard Worker                                      GLintptr indirect);
62*8975f5c5SAndroid Build Coastguard Worker bool ValidateDrawArraysIndirect(const Context *context,
63*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
64*8975f5c5SAndroid Build Coastguard Worker                                 PrimitiveMode modePacked,
65*8975f5c5SAndroid Build Coastguard Worker                                 const void *indirect);
66*8975f5c5SAndroid Build Coastguard Worker bool ValidateDrawElementsIndirect(const Context *context,
67*8975f5c5SAndroid Build Coastguard Worker                                   angle::EntryPoint entryPoint,
68*8975f5c5SAndroid Build Coastguard Worker                                   PrimitiveMode modePacked,
69*8975f5c5SAndroid Build Coastguard Worker                                   DrawElementsType typePacked,
70*8975f5c5SAndroid Build Coastguard Worker                                   const void *indirect);
71*8975f5c5SAndroid Build Coastguard Worker bool ValidateFramebufferParameteri(const Context *context,
72*8975f5c5SAndroid Build Coastguard Worker                                    angle::EntryPoint entryPoint,
73*8975f5c5SAndroid Build Coastguard Worker                                    GLenum target,
74*8975f5c5SAndroid Build Coastguard Worker                                    GLenum pname,
75*8975f5c5SAndroid Build Coastguard Worker                                    GLint param);
76*8975f5c5SAndroid Build Coastguard Worker bool ValidateGenProgramPipelines(const Context *context,
77*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
78*8975f5c5SAndroid Build Coastguard Worker                                  GLsizei n,
79*8975f5c5SAndroid Build Coastguard Worker                                  const ProgramPipelineID *pipelinesPacked);
80*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetBooleani_v(const Context *context,
81*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
82*8975f5c5SAndroid Build Coastguard Worker                            GLenum target,
83*8975f5c5SAndroid Build Coastguard Worker                            GLuint index,
84*8975f5c5SAndroid Build Coastguard Worker                            const GLboolean *data);
85*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetFramebufferParameteriv(const Context *context,
86*8975f5c5SAndroid Build Coastguard Worker                                        angle::EntryPoint entryPoint,
87*8975f5c5SAndroid Build Coastguard Worker                                        GLenum target,
88*8975f5c5SAndroid Build Coastguard Worker                                        GLenum pname,
89*8975f5c5SAndroid Build Coastguard Worker                                        const GLint *params);
90*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetMultisamplefv(const Context *context,
91*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
92*8975f5c5SAndroid Build Coastguard Worker                               GLenum pname,
93*8975f5c5SAndroid Build Coastguard Worker                               GLuint index,
94*8975f5c5SAndroid Build Coastguard Worker                               const GLfloat *val);
95*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramInterfaceiv(const Context *context,
96*8975f5c5SAndroid Build Coastguard Worker                                    angle::EntryPoint entryPoint,
97*8975f5c5SAndroid Build Coastguard Worker                                    ShaderProgramID programPacked,
98*8975f5c5SAndroid Build Coastguard Worker                                    GLenum programInterface,
99*8975f5c5SAndroid Build Coastguard Worker                                    GLenum pname,
100*8975f5c5SAndroid Build Coastguard Worker                                    const GLint *params);
101*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramPipelineInfoLog(const Context *context,
102*8975f5c5SAndroid Build Coastguard Worker                                        angle::EntryPoint entryPoint,
103*8975f5c5SAndroid Build Coastguard Worker                                        ProgramPipelineID pipelinePacked,
104*8975f5c5SAndroid Build Coastguard Worker                                        GLsizei bufSize,
105*8975f5c5SAndroid Build Coastguard Worker                                        const GLsizei *length,
106*8975f5c5SAndroid Build Coastguard Worker                                        const GLchar *infoLog);
107*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramPipelineiv(const Context *context,
108*8975f5c5SAndroid Build Coastguard Worker                                   angle::EntryPoint entryPoint,
109*8975f5c5SAndroid Build Coastguard Worker                                   ProgramPipelineID pipelinePacked,
110*8975f5c5SAndroid Build Coastguard Worker                                   GLenum pname,
111*8975f5c5SAndroid Build Coastguard Worker                                   const GLint *params);
112*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramResourceIndex(const Context *context,
113*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
114*8975f5c5SAndroid Build Coastguard Worker                                      ShaderProgramID programPacked,
115*8975f5c5SAndroid Build Coastguard Worker                                      GLenum programInterface,
116*8975f5c5SAndroid Build Coastguard Worker                                      const GLchar *name);
117*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramResourceLocation(const Context *context,
118*8975f5c5SAndroid Build Coastguard Worker                                         angle::EntryPoint entryPoint,
119*8975f5c5SAndroid Build Coastguard Worker                                         ShaderProgramID programPacked,
120*8975f5c5SAndroid Build Coastguard Worker                                         GLenum programInterface,
121*8975f5c5SAndroid Build Coastguard Worker                                         const GLchar *name);
122*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramResourceName(const Context *context,
123*8975f5c5SAndroid Build Coastguard Worker                                     angle::EntryPoint entryPoint,
124*8975f5c5SAndroid Build Coastguard Worker                                     ShaderProgramID programPacked,
125*8975f5c5SAndroid Build Coastguard Worker                                     GLenum programInterface,
126*8975f5c5SAndroid Build Coastguard Worker                                     GLuint index,
127*8975f5c5SAndroid Build Coastguard Worker                                     GLsizei bufSize,
128*8975f5c5SAndroid Build Coastguard Worker                                     const GLsizei *length,
129*8975f5c5SAndroid Build Coastguard Worker                                     const GLchar *name);
130*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetProgramResourceiv(const Context *context,
131*8975f5c5SAndroid Build Coastguard Worker                                   angle::EntryPoint entryPoint,
132*8975f5c5SAndroid Build Coastguard Worker                                   ShaderProgramID programPacked,
133*8975f5c5SAndroid Build Coastguard Worker                                   GLenum programInterface,
134*8975f5c5SAndroid Build Coastguard Worker                                   GLuint index,
135*8975f5c5SAndroid Build Coastguard Worker                                   GLsizei propCount,
136*8975f5c5SAndroid Build Coastguard Worker                                   const GLenum *props,
137*8975f5c5SAndroid Build Coastguard Worker                                   GLsizei count,
138*8975f5c5SAndroid Build Coastguard Worker                                   const GLsizei *length,
139*8975f5c5SAndroid Build Coastguard Worker                                   const GLint *params);
140*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetTexLevelParameterfv(const Context *context,
141*8975f5c5SAndroid Build Coastguard Worker                                     angle::EntryPoint entryPoint,
142*8975f5c5SAndroid Build Coastguard Worker                                     TextureTarget targetPacked,
143*8975f5c5SAndroid Build Coastguard Worker                                     GLint level,
144*8975f5c5SAndroid Build Coastguard Worker                                     GLenum pname,
145*8975f5c5SAndroid Build Coastguard Worker                                     const GLfloat *params);
146*8975f5c5SAndroid Build Coastguard Worker bool ValidateGetTexLevelParameteriv(const Context *context,
147*8975f5c5SAndroid Build Coastguard Worker                                     angle::EntryPoint entryPoint,
148*8975f5c5SAndroid Build Coastguard Worker                                     TextureTarget targetPacked,
149*8975f5c5SAndroid Build Coastguard Worker                                     GLint level,
150*8975f5c5SAndroid Build Coastguard Worker                                     GLenum pname,
151*8975f5c5SAndroid Build Coastguard Worker                                     const GLint *params);
152*8975f5c5SAndroid Build Coastguard Worker bool ValidateIsProgramPipeline(const Context *context,
153*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
154*8975f5c5SAndroid Build Coastguard Worker                                ProgramPipelineID pipelinePacked);
155*8975f5c5SAndroid Build Coastguard Worker bool ValidateMemoryBarrier(const Context *context,
156*8975f5c5SAndroid Build Coastguard Worker                            angle::EntryPoint entryPoint,
157*8975f5c5SAndroid Build Coastguard Worker                            GLbitfield barriers);
158*8975f5c5SAndroid Build Coastguard Worker bool ValidateMemoryBarrierByRegion(const Context *context,
159*8975f5c5SAndroid Build Coastguard Worker                                    angle::EntryPoint entryPoint,
160*8975f5c5SAndroid Build Coastguard Worker                                    GLbitfield barriers);
161*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform1f(const Context *context,
162*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
163*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
164*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
165*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v0);
166*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform1fv(const Context *context,
167*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
168*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
169*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
170*8975f5c5SAndroid Build Coastguard Worker                                GLsizei count,
171*8975f5c5SAndroid Build Coastguard Worker                                const GLfloat *value);
172*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform1i(const Context *context,
173*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
174*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
175*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
176*8975f5c5SAndroid Build Coastguard Worker                               GLint v0);
177*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform1iv(const Context *context,
178*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
179*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
180*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
181*8975f5c5SAndroid Build Coastguard Worker                                GLsizei count,
182*8975f5c5SAndroid Build Coastguard Worker                                const GLint *value);
183*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform1ui(const Context *context,
184*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
185*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
186*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
187*8975f5c5SAndroid Build Coastguard Worker                                GLuint v0);
188*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform1uiv(const Context *context,
189*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
190*8975f5c5SAndroid Build Coastguard Worker                                 ShaderProgramID programPacked,
191*8975f5c5SAndroid Build Coastguard Worker                                 UniformLocation locationPacked,
192*8975f5c5SAndroid Build Coastguard Worker                                 GLsizei count,
193*8975f5c5SAndroid Build Coastguard Worker                                 const GLuint *value);
194*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform2f(const Context *context,
195*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
196*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
197*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
198*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v0,
199*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v1);
200*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform2fv(const Context *context,
201*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
202*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
203*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
204*8975f5c5SAndroid Build Coastguard Worker                                GLsizei count,
205*8975f5c5SAndroid Build Coastguard Worker                                const GLfloat *value);
206*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform2i(const Context *context,
207*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
208*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
209*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
210*8975f5c5SAndroid Build Coastguard Worker                               GLint v0,
211*8975f5c5SAndroid Build Coastguard Worker                               GLint v1);
212*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform2iv(const Context *context,
213*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
214*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
215*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
216*8975f5c5SAndroid Build Coastguard Worker                                GLsizei count,
217*8975f5c5SAndroid Build Coastguard Worker                                const GLint *value);
218*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform2ui(const Context *context,
219*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
220*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
221*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
222*8975f5c5SAndroid Build Coastguard Worker                                GLuint v0,
223*8975f5c5SAndroid Build Coastguard Worker                                GLuint v1);
224*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform2uiv(const Context *context,
225*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
226*8975f5c5SAndroid Build Coastguard Worker                                 ShaderProgramID programPacked,
227*8975f5c5SAndroid Build Coastguard Worker                                 UniformLocation locationPacked,
228*8975f5c5SAndroid Build Coastguard Worker                                 GLsizei count,
229*8975f5c5SAndroid Build Coastguard Worker                                 const GLuint *value);
230*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform3f(const Context *context,
231*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
232*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
233*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
234*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v0,
235*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v1,
236*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v2);
237*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform3fv(const Context *context,
238*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
239*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
240*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
241*8975f5c5SAndroid Build Coastguard Worker                                GLsizei count,
242*8975f5c5SAndroid Build Coastguard Worker                                const GLfloat *value);
243*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform3i(const Context *context,
244*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
245*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
246*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
247*8975f5c5SAndroid Build Coastguard Worker                               GLint v0,
248*8975f5c5SAndroid Build Coastguard Worker                               GLint v1,
249*8975f5c5SAndroid Build Coastguard Worker                               GLint v2);
250*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform3iv(const Context *context,
251*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
252*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
253*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
254*8975f5c5SAndroid Build Coastguard Worker                                GLsizei count,
255*8975f5c5SAndroid Build Coastguard Worker                                const GLint *value);
256*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform3ui(const Context *context,
257*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
258*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
259*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
260*8975f5c5SAndroid Build Coastguard Worker                                GLuint v0,
261*8975f5c5SAndroid Build Coastguard Worker                                GLuint v1,
262*8975f5c5SAndroid Build Coastguard Worker                                GLuint v2);
263*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform3uiv(const Context *context,
264*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
265*8975f5c5SAndroid Build Coastguard Worker                                 ShaderProgramID programPacked,
266*8975f5c5SAndroid Build Coastguard Worker                                 UniformLocation locationPacked,
267*8975f5c5SAndroid Build Coastguard Worker                                 GLsizei count,
268*8975f5c5SAndroid Build Coastguard Worker                                 const GLuint *value);
269*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform4f(const Context *context,
270*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
271*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
272*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
273*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v0,
274*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v1,
275*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v2,
276*8975f5c5SAndroid Build Coastguard Worker                               GLfloat v3);
277*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform4fv(const Context *context,
278*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
279*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
280*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
281*8975f5c5SAndroid Build Coastguard Worker                                GLsizei count,
282*8975f5c5SAndroid Build Coastguard Worker                                const GLfloat *value);
283*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform4i(const Context *context,
284*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
285*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked,
286*8975f5c5SAndroid Build Coastguard Worker                               UniformLocation locationPacked,
287*8975f5c5SAndroid Build Coastguard Worker                               GLint v0,
288*8975f5c5SAndroid Build Coastguard Worker                               GLint v1,
289*8975f5c5SAndroid Build Coastguard Worker                               GLint v2,
290*8975f5c5SAndroid Build Coastguard Worker                               GLint v3);
291*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform4iv(const Context *context,
292*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
293*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
294*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
295*8975f5c5SAndroid Build Coastguard Worker                                GLsizei count,
296*8975f5c5SAndroid Build Coastguard Worker                                const GLint *value);
297*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform4ui(const Context *context,
298*8975f5c5SAndroid Build Coastguard Worker                                angle::EntryPoint entryPoint,
299*8975f5c5SAndroid Build Coastguard Worker                                ShaderProgramID programPacked,
300*8975f5c5SAndroid Build Coastguard Worker                                UniformLocation locationPacked,
301*8975f5c5SAndroid Build Coastguard Worker                                GLuint v0,
302*8975f5c5SAndroid Build Coastguard Worker                                GLuint v1,
303*8975f5c5SAndroid Build Coastguard Worker                                GLuint v2,
304*8975f5c5SAndroid Build Coastguard Worker                                GLuint v3);
305*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniform4uiv(const Context *context,
306*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
307*8975f5c5SAndroid Build Coastguard Worker                                 ShaderProgramID programPacked,
308*8975f5c5SAndroid Build Coastguard Worker                                 UniformLocation locationPacked,
309*8975f5c5SAndroid Build Coastguard Worker                                 GLsizei count,
310*8975f5c5SAndroid Build Coastguard Worker                                 const GLuint *value);
311*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix2fv(const Context *context,
312*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
313*8975f5c5SAndroid Build Coastguard Worker                                      ShaderProgramID programPacked,
314*8975f5c5SAndroid Build Coastguard Worker                                      UniformLocation locationPacked,
315*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei count,
316*8975f5c5SAndroid Build Coastguard Worker                                      GLboolean transpose,
317*8975f5c5SAndroid Build Coastguard Worker                                      const GLfloat *value);
318*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix2x3fv(const Context *context,
319*8975f5c5SAndroid Build Coastguard Worker                                        angle::EntryPoint entryPoint,
320*8975f5c5SAndroid Build Coastguard Worker                                        ShaderProgramID programPacked,
321*8975f5c5SAndroid Build Coastguard Worker                                        UniformLocation locationPacked,
322*8975f5c5SAndroid Build Coastguard Worker                                        GLsizei count,
323*8975f5c5SAndroid Build Coastguard Worker                                        GLboolean transpose,
324*8975f5c5SAndroid Build Coastguard Worker                                        const GLfloat *value);
325*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix2x4fv(const Context *context,
326*8975f5c5SAndroid Build Coastguard Worker                                        angle::EntryPoint entryPoint,
327*8975f5c5SAndroid Build Coastguard Worker                                        ShaderProgramID programPacked,
328*8975f5c5SAndroid Build Coastguard Worker                                        UniformLocation locationPacked,
329*8975f5c5SAndroid Build Coastguard Worker                                        GLsizei count,
330*8975f5c5SAndroid Build Coastguard Worker                                        GLboolean transpose,
331*8975f5c5SAndroid Build Coastguard Worker                                        const GLfloat *value);
332*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix3fv(const Context *context,
333*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
334*8975f5c5SAndroid Build Coastguard Worker                                      ShaderProgramID programPacked,
335*8975f5c5SAndroid Build Coastguard Worker                                      UniformLocation locationPacked,
336*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei count,
337*8975f5c5SAndroid Build Coastguard Worker                                      GLboolean transpose,
338*8975f5c5SAndroid Build Coastguard Worker                                      const GLfloat *value);
339*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix3x2fv(const Context *context,
340*8975f5c5SAndroid Build Coastguard Worker                                        angle::EntryPoint entryPoint,
341*8975f5c5SAndroid Build Coastguard Worker                                        ShaderProgramID programPacked,
342*8975f5c5SAndroid Build Coastguard Worker                                        UniformLocation locationPacked,
343*8975f5c5SAndroid Build Coastguard Worker                                        GLsizei count,
344*8975f5c5SAndroid Build Coastguard Worker                                        GLboolean transpose,
345*8975f5c5SAndroid Build Coastguard Worker                                        const GLfloat *value);
346*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix3x4fv(const Context *context,
347*8975f5c5SAndroid Build Coastguard Worker                                        angle::EntryPoint entryPoint,
348*8975f5c5SAndroid Build Coastguard Worker                                        ShaderProgramID programPacked,
349*8975f5c5SAndroid Build Coastguard Worker                                        UniformLocation locationPacked,
350*8975f5c5SAndroid Build Coastguard Worker                                        GLsizei count,
351*8975f5c5SAndroid Build Coastguard Worker                                        GLboolean transpose,
352*8975f5c5SAndroid Build Coastguard Worker                                        const GLfloat *value);
353*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix4fv(const Context *context,
354*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
355*8975f5c5SAndroid Build Coastguard Worker                                      ShaderProgramID programPacked,
356*8975f5c5SAndroid Build Coastguard Worker                                      UniformLocation locationPacked,
357*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei count,
358*8975f5c5SAndroid Build Coastguard Worker                                      GLboolean transpose,
359*8975f5c5SAndroid Build Coastguard Worker                                      const GLfloat *value);
360*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix4x2fv(const Context *context,
361*8975f5c5SAndroid Build Coastguard Worker                                        angle::EntryPoint entryPoint,
362*8975f5c5SAndroid Build Coastguard Worker                                        ShaderProgramID programPacked,
363*8975f5c5SAndroid Build Coastguard Worker                                        UniformLocation locationPacked,
364*8975f5c5SAndroid Build Coastguard Worker                                        GLsizei count,
365*8975f5c5SAndroid Build Coastguard Worker                                        GLboolean transpose,
366*8975f5c5SAndroid Build Coastguard Worker                                        const GLfloat *value);
367*8975f5c5SAndroid Build Coastguard Worker bool ValidateProgramUniformMatrix4x3fv(const Context *context,
368*8975f5c5SAndroid Build Coastguard Worker                                        angle::EntryPoint entryPoint,
369*8975f5c5SAndroid Build Coastguard Worker                                        ShaderProgramID programPacked,
370*8975f5c5SAndroid Build Coastguard Worker                                        UniformLocation locationPacked,
371*8975f5c5SAndroid Build Coastguard Worker                                        GLsizei count,
372*8975f5c5SAndroid Build Coastguard Worker                                        GLboolean transpose,
373*8975f5c5SAndroid Build Coastguard Worker                                        const GLfloat *value);
374*8975f5c5SAndroid Build Coastguard Worker bool ValidateSampleMaski(const PrivateState &state,
375*8975f5c5SAndroid Build Coastguard Worker                          ErrorSet *errors,
376*8975f5c5SAndroid Build Coastguard Worker                          angle::EntryPoint entryPoint,
377*8975f5c5SAndroid Build Coastguard Worker                          GLuint maskNumber,
378*8975f5c5SAndroid Build Coastguard Worker                          GLbitfield mask);
379*8975f5c5SAndroid Build Coastguard Worker bool ValidateTexStorage2DMultisample(const Context *context,
380*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
381*8975f5c5SAndroid Build Coastguard Worker                                      TextureType targetPacked,
382*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei samples,
383*8975f5c5SAndroid Build Coastguard Worker                                      GLenum internalformat,
384*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei width,
385*8975f5c5SAndroid Build Coastguard Worker                                      GLsizei height,
386*8975f5c5SAndroid Build Coastguard Worker                                      GLboolean fixedsamplelocations);
387*8975f5c5SAndroid Build Coastguard Worker bool ValidateUseProgramStages(const Context *context,
388*8975f5c5SAndroid Build Coastguard Worker                               angle::EntryPoint entryPoint,
389*8975f5c5SAndroid Build Coastguard Worker                               ProgramPipelineID pipelinePacked,
390*8975f5c5SAndroid Build Coastguard Worker                               GLbitfield stages,
391*8975f5c5SAndroid Build Coastguard Worker                               ShaderProgramID programPacked);
392*8975f5c5SAndroid Build Coastguard Worker bool ValidateValidateProgramPipeline(const Context *context,
393*8975f5c5SAndroid Build Coastguard Worker                                      angle::EntryPoint entryPoint,
394*8975f5c5SAndroid Build Coastguard Worker                                      ProgramPipelineID pipelinePacked);
395*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttribBinding(const Context *context,
396*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
397*8975f5c5SAndroid Build Coastguard Worker                                  GLuint attribindex,
398*8975f5c5SAndroid Build Coastguard Worker                                  GLuint bindingindex);
399*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttribFormat(const Context *context,
400*8975f5c5SAndroid Build Coastguard Worker                                 angle::EntryPoint entryPoint,
401*8975f5c5SAndroid Build Coastguard Worker                                 GLuint attribindex,
402*8975f5c5SAndroid Build Coastguard Worker                                 GLint size,
403*8975f5c5SAndroid Build Coastguard Worker                                 VertexAttribType typePacked,
404*8975f5c5SAndroid Build Coastguard Worker                                 GLboolean normalized,
405*8975f5c5SAndroid Build Coastguard Worker                                 GLuint relativeoffset);
406*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexAttribIFormat(const Context *context,
407*8975f5c5SAndroid Build Coastguard Worker                                  angle::EntryPoint entryPoint,
408*8975f5c5SAndroid Build Coastguard Worker                                  GLuint attribindex,
409*8975f5c5SAndroid Build Coastguard Worker                                  GLint size,
410*8975f5c5SAndroid Build Coastguard Worker                                  VertexAttribType typePacked,
411*8975f5c5SAndroid Build Coastguard Worker                                  GLuint relativeoffset);
412*8975f5c5SAndroid Build Coastguard Worker bool ValidateVertexBindingDivisor(const Context *context,
413*8975f5c5SAndroid Build Coastguard Worker                                   angle::EntryPoint entryPoint,
414*8975f5c5SAndroid Build Coastguard Worker                                   GLuint bindingindex,
415*8975f5c5SAndroid Build Coastguard Worker                                   GLuint divisor);
416*8975f5c5SAndroid Build Coastguard Worker }  // namespace gl
417*8975f5c5SAndroid Build Coastguard Worker 
418*8975f5c5SAndroid Build Coastguard Worker #endif  // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_
419