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  • Committer: mmach
  • Date: 2023-06-16 17:21:37 UTC
  • Revision ID: netbit73@gmail.com-20230616172137-2rqx6yr96ga9g3kp
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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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//
 
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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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//
 
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// validationGL4_autogen.h:
 
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//   Validation functions for the OpenGL 4.0 entry points.
 
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#ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
 
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#define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
 
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#include "common/PackedEnums.h"
 
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namespace gl
 
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{
 
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class Context;
 
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bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, QueryID idPacked);
 
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bool ValidateDrawTransformFeedback(Context *context, GLenum mode, TransformFeedbackID idPacked);
 
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bool ValidateDrawTransformFeedbackStream(Context *context,
 
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                                         GLenum mode,
 
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                                         TransformFeedbackID idPacked,
 
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                                         GLuint stream);
 
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bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index);
 
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bool ValidateGetActiveSubroutineName(Context *context,
 
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                                     ShaderProgramID programPacked,
 
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                                     GLenum shadertype,
 
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                                     GLuint index,
 
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                                     GLsizei bufsize,
 
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                                     GLsizei *length,
 
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                                     GLchar *name);
 
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bool ValidateGetActiveSubroutineUniformName(Context *context,
 
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                                            ShaderProgramID programPacked,
 
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                                            GLenum shadertype,
 
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                                            GLuint index,
 
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                                            GLsizei bufsize,
 
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                                            GLsizei *length,
 
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                                            GLchar *name);
 
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bool ValidateGetActiveSubroutineUniformiv(Context *context,
 
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                                          ShaderProgramID programPacked,
 
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                                          GLenum shadertype,
 
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                                          GLuint index,
 
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                                          GLenum pname,
 
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                                          GLint *values);
 
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bool ValidateGetProgramStageiv(Context *context,
 
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                               ShaderProgramID programPacked,
 
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                               GLenum shadertype,
 
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                               GLenum pname,
 
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                               GLint *values);
 
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bool ValidateGetQueryIndexediv(Context *context,
 
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                               GLenum target,
 
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                               GLuint index,
 
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                               GLenum pname,
 
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                               GLint *params);
 
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bool ValidateGetSubroutineIndex(Context *context,
 
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                                ShaderProgramID programPacked,
 
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                                GLenum shadertype,
 
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                                const GLchar *name);
 
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bool ValidateGetSubroutineUniformLocation(Context *context,
 
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                                          ShaderProgramID programPacked,
 
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                                          GLenum shadertype,
 
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                                          const GLchar *name);
 
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bool ValidateGetUniformSubroutineuiv(Context *context,
 
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                                     GLenum shadertype,
 
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                                     GLint location,
 
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                                     GLuint *params);
 
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bool ValidateGetUniformdv(Context *context,
 
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                          ShaderProgramID programPacked,
 
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                          GLint location,
 
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                          GLdouble *params);
 
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bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values);
 
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bool ValidateUniform1d(Context *context, GLint location, GLdouble x);
 
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bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
 
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bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y);
 
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bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
 
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bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z);
 
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bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
 
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bool ValidateUniform4d(Context *context,
 
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                       GLint location,
 
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                       GLdouble x,
 
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                       GLdouble y,
 
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                       GLdouble z,
 
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                       GLdouble w);
 
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bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
 
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bool ValidateUniformMatrix2dv(Context *context,
 
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                              GLint location,
 
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                              GLsizei count,
 
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                              GLboolean transpose,
 
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                              const GLdouble *value);
 
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bool ValidateUniformMatrix2x3dv(Context *context,
 
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                                GLint location,
 
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                                GLsizei count,
 
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                                GLboolean transpose,
 
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                                const GLdouble *value);
 
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bool ValidateUniformMatrix2x4dv(Context *context,
 
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                                GLint location,
 
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                                GLsizei count,
 
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                                GLboolean transpose,
 
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                                const GLdouble *value);
 
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bool ValidateUniformMatrix3dv(Context *context,
 
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                              GLint location,
 
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                              GLsizei count,
 
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                              GLboolean transpose,
 
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                              const GLdouble *value);
 
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bool ValidateUniformMatrix3x2dv(Context *context,
 
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                                GLint location,
 
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                                GLsizei count,
 
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                                GLboolean transpose,
 
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                                const GLdouble *value);
 
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bool ValidateUniformMatrix3x4dv(Context *context,
 
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                                GLint location,
 
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                                GLsizei count,
 
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                                GLboolean transpose,
 
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                                const GLdouble *value);
 
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bool ValidateUniformMatrix4dv(Context *context,
 
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                              GLint location,
 
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                              GLsizei count,
 
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                              GLboolean transpose,
 
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                              const GLdouble *value);
 
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bool ValidateUniformMatrix4x2dv(Context *context,
 
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                                GLint location,
 
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                                GLsizei count,
 
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                                GLboolean transpose,
 
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                                const GLdouble *value);
 
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bool ValidateUniformMatrix4x3dv(Context *context,
 
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                                GLint location,
 
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                                GLsizei count,
 
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                                GLboolean transpose,
 
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                                const GLdouble *value);
 
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bool ValidateUniformSubroutinesuiv(Context *context,
 
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                                   GLenum shadertype,
 
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                                   GLsizei count,
 
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                                   const GLuint *indices);
 
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}  // namespace gl
 
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#endif  // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_