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// GENERATED FILE - DO NOT EDIT.
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// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
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// Copyright 2020 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// validationGL3_autogen.h:
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// Validation functions for the OpenGL 3.0 entry points.
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#ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
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#define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
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#include "common/PackedEnums.h"
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bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode);
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bool ValidateBindFragDataLocation(Context *context,
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ShaderProgramID programPacked,
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bool ValidateClampColor(Context *context, GLenum target, GLenum clamp);
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bool ValidateEndConditionalRender(Context *context);
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bool ValidateFramebufferTexture1D(Context *context,
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TextureTarget textargetPacked,
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TextureID texturePacked,
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bool ValidateFramebufferTexture3D(Context *context,
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TextureTarget textargetPacked,
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TextureID texturePacked,
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bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x);
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bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v);
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bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x);
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bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v);
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bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y);
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bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v);
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bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y);
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bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v);
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bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z);
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bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v);
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bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z);
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bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v);
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bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v);
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bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v);
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bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v);
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bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v);
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#endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_