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