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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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// 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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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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TransformFeedbackID idPacked,
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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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bool ValidateGetActiveSubroutineUniformName(Context *context,
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ShaderProgramID programPacked,
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bool ValidateGetActiveSubroutineUniformiv(Context *context,
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ShaderProgramID programPacked,
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bool ValidateGetProgramStageiv(Context *context,
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ShaderProgramID programPacked,
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bool ValidateGetQueryIndexediv(Context *context,
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bool ValidateGetSubroutineIndex(Context *context,
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ShaderProgramID programPacked,
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bool ValidateGetSubroutineUniformLocation(Context *context,
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ShaderProgramID programPacked,
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bool ValidateGetUniformSubroutineuiv(Context *context,
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bool ValidateGetUniformdv(Context *context,
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ShaderProgramID programPacked,
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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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bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value);
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bool ValidateUniformMatrix2dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformMatrix2x3dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformMatrix2x4dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformMatrix3dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformMatrix3x2dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformMatrix3x4dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformMatrix4dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformMatrix4x2dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformMatrix4x3dv(Context *context,
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const GLdouble *value);
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bool ValidateUniformSubroutinesuiv(Context *context,
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const GLuint *indices);
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#endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_