diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/validationES2.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/validationES2.h | 607 |
1 files changed, 580 insertions, 27 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/validationES2.h b/src/3rdparty/angle/src/libANGLE/validationES2.h index 1b2cf13f60..5dc09176a1 100644 --- a/src/3rdparty/angle/src/libANGLE/validationES2.h +++ b/src/3rdparty/angle/src/libANGLE/validationES2.h @@ -9,6 +9,8 @@ #ifndef LIBANGLE_VALIDATION_ES2_H_ #define LIBANGLE_VALIDATION_ES2_H_ +#include "libANGLE/PackedGLEnums.h" + #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> @@ -17,37 +19,24 @@ namespace gl class Context; class ValidationContext; -bool ValidateES2TexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat, bool isCompressed, bool isSubImage, - GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, - GLint border, GLenum format, GLenum type, const GLvoid *pixels); - -bool ValidateES2CopyTexImageParameters(ValidationContext *context, - GLenum target, - GLint level, - GLenum internalformat, - bool isSubImage, - GLint xoffset, - GLint yoffset, - GLint x, - GLint y, - GLsizei width, - GLsizei height, - GLint border); - -bool ValidateES2TexStorageParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat, - GLsizei width, GLsizei height); - -bool ValidES2ReadFormatType(Context *context, GLenum format, GLenum type); - -bool ValidateDiscardFramebufferEXT(Context *context, GLenum target, GLsizei numAttachments, +bool ValidateES2TexStorageParameters(Context *context, + GLenum target, + GLsizei levels, + GLenum internalformat, + GLsizei width, + GLsizei height); + +bool ValidateDiscardFramebufferEXT(Context *context, + GLenum target, + GLsizei numAttachments, const GLenum *attachments); bool ValidateDrawBuffersEXT(ValidationContext *context, GLsizei n, const GLenum *bufs); bool ValidateBindVertexArrayOES(Context *context, GLuint array); -bool ValidateDeleteVertexArraysOES(Context *context, GLsizei n); -bool ValidateGenVertexArraysOES(Context *context, GLsizei n); -bool ValidateIsVertexArrayOES(Context *context); +bool ValidateDeleteVertexArraysOES(Context *context, GLsizei n, const GLuint *arrays); +bool ValidateGenVertexArraysOES(Context *context, GLsizei n, GLuint *arrays); +bool ValidateIsVertexArrayOES(Context *context, GLuint array); bool ValidateProgramBinaryOES(Context *context, GLuint program, @@ -128,7 +117,571 @@ bool ValidateBlitFramebufferANGLE(Context *context, GLenum filter); bool ValidateClear(ValidationContext *context, GLbitfield mask); +bool ValidateTexImage2D(Context *context, + GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLenum format, + GLenum type, + const void *pixels); +bool ValidateTexImage2DRobust(Context *context, + GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *pixels); +bool ValidateTexSubImage2D(Context *context, + GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void *pixels); +bool ValidateTexSubImage2DRobustANGLE(Context *context, + GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *pixels); +bool ValidateCompressedTexImage2D(Context *context, + GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLsizei imageSize, + const void *data); +bool ValidateCompressedTexSubImage2D(Context *context, + GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLsizei imageSize, + const void *data); +bool ValidateCompressedTexImage2DRobustANGLE(Context *context, + GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLint border, + GLsizei imageSize, + GLsizei dataSize, + const void *data); +bool ValidateCompressedTexSubImage2DRobustANGLE(Context *context, + GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLsizei imageSize, + GLsizei dataSize, + const void *data); + +bool ValidateBindTexture(Context *context, GLenum target, GLuint texture); + +bool ValidateGetBufferPointervOES(Context *context, + BufferBinding target, + GLenum pname, + void **params); +bool ValidateMapBufferOES(Context *context, BufferBinding target, GLenum access); +bool ValidateUnmapBufferOES(Context *context, BufferBinding target); +bool ValidateMapBufferRangeEXT(Context *context, + BufferBinding target, + GLintptr offset, + GLsizeiptr length, + GLbitfield access); +bool ValidateMapBufferBase(Context *context, BufferBinding target); +bool ValidateFlushMappedBufferRangeEXT(Context *context, + BufferBinding target, + GLintptr offset, + GLsizeiptr length); + +bool ValidateBindUniformLocationCHROMIUM(Context *context, + GLuint program, + GLint location, + const GLchar *name); + +bool ValidateCoverageModulationCHROMIUM(Context *context, GLenum components); + +// CHROMIUM_path_rendering +bool ValidateMatrix(Context *context, GLenum matrixMode, const GLfloat *matrix); +bool ValidateMatrixMode(Context *context, GLenum matrixMode); +bool ValidateGenPaths(Context *context, GLsizei range); +bool ValidateDeletePaths(Context *context, GLuint first, GLsizei range); +bool ValidatePathCommands(Context *context, + GLuint path, + GLsizei numCommands, + const GLubyte *commands, + GLsizei numCoords, + GLenum coordType, + const void *coords); +bool ValidateSetPathParameter(Context *context, GLuint path, GLenum pname, GLfloat value); +bool ValidateGetPathParameter(Context *context, GLuint path, GLenum pname, GLfloat *value); +bool ValidatePathStencilFunc(Context *context, GLenum func, GLint ref, GLuint mask); +bool ValidateStencilFillPath(Context *context, GLuint path, GLenum fillMode, GLuint mask); +bool ValidateStencilStrokePath(Context *context, GLuint path, GLint reference, GLuint mask); +bool ValidateCoverPath(Context *context, GLuint path, GLenum coverMode); +bool ValidateStencilThenCoverFillPath(Context *context, + GLuint path, + GLenum fillMode, + GLuint mask, + GLenum coverMode); +bool ValidateStencilThenCoverStrokePath(Context *context, + GLuint path, + GLint reference, + GLuint mask, + GLenum coverMode); +bool ValidateIsPath(Context *context); +bool ValidateCoverFillPathInstanced(Context *context, + GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues); +bool ValidateCoverStrokePathInstanced(Context *context, + GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues); +bool ValidateStencilFillPathInstanced(Context *context, + GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBAse, + GLenum fillMode, + GLuint mask, + GLenum transformType, + const GLfloat *transformValues); +bool ValidateStencilStrokePathInstanced(Context *context, + GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLint reference, + GLuint mask, + GLenum transformType, + const GLfloat *transformValues); +bool ValidateStencilThenCoverFillPathInstanced(Context *context, + GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLenum fillMode, + GLuint mask, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues); +bool ValidateStencilThenCoverStrokePathInstanced(Context *context, + GLsizei numPaths, + GLenum pathNameType, + const void *paths, + GLuint pathBase, + GLint reference, + GLuint mask, + GLenum coverMode, + GLenum transformType, + const GLfloat *transformValues); +bool ValidateBindFragmentInputLocation(Context *context, + GLuint program, + GLint location, + const GLchar *name); +bool ValidateProgramPathFragmentInputGen(Context *context, + GLuint program, + GLint location, + GLenum genMode, + GLint components, + const GLfloat *coeffs); + +bool ValidateCopyTextureCHROMIUM(Context *context, + GLuint sourceId, + GLint sourceLevel, + GLenum destTarget, + GLuint destId, + GLint destLevel, + GLint internalFormat, + GLenum destType, + GLboolean unpackFlipY, + GLboolean unpackPremultiplyAlpha, + GLboolean unpackUnmultiplyAlpha); +bool ValidateCopySubTextureCHROMIUM(Context *context, + GLuint sourceId, + GLint sourceLevel, + GLenum destTarget, + GLuint destId, + GLint destLevel, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLboolean unpackFlipY, + GLboolean unpackPremultiplyAlpha, + GLboolean unpackUnmultiplyAlpha); +bool ValidateCompressedCopyTextureCHROMIUM(Context *context, GLuint sourceId, GLuint destId); + +bool ValidateCreateShader(Context *context, GLenum type); +bool ValidateBufferData(ValidationContext *context, + BufferBinding target, + GLsizeiptr size, + const void *data, + BufferUsage usage); +bool ValidateBufferSubData(ValidationContext *context, + BufferBinding target, + GLintptr offset, + GLsizeiptr size, + const void *data); + +bool ValidateRequestExtensionANGLE(Context *context, const GLchar *name); + +bool ValidateActiveTexture(ValidationContext *context, GLenum texture); +bool ValidateAttachShader(ValidationContext *context, GLuint program, GLuint shader); +bool ValidateBindAttribLocation(ValidationContext *context, + GLuint program, + GLuint index, + const GLchar *name); +bool ValidateBindBuffer(ValidationContext *context, BufferBinding target, GLuint buffer); +bool ValidateBindFramebuffer(ValidationContext *context, GLenum target, GLuint framebuffer); +bool ValidateBindRenderbuffer(ValidationContext *context, GLenum target, GLuint renderbuffer); +bool ValidateBlendColor(ValidationContext *context, + GLclampf red, + GLclampf green, + GLclampf blue, + GLclampf alpha); +bool ValidateBlendEquation(ValidationContext *context, GLenum mode); +bool ValidateBlendEquationSeparate(ValidationContext *context, GLenum modeRGB, GLenum modeAlpha); +bool ValidateBlendFunc(ValidationContext *context, GLenum sfactor, GLenum dfactor); +bool ValidateBlendFuncSeparate(ValidationContext *context, + GLenum srcRGB, + GLenum dstRGB, + GLenum srcAlpha, + GLenum dstAlpha); + +bool ValidateGetString(Context *context, GLenum name); +bool ValidateLineWidth(ValidationContext *context, GLfloat width); +bool ValidateVertexAttribPointer(ValidationContext *context, + GLuint index, + GLint size, + GLenum type, + GLboolean normalized, + GLsizei stride, + const void *ptr); + +bool ValidateDepthRangef(ValidationContext *context, GLclampf zNear, GLclampf zFar); +bool ValidateRenderbufferStorage(ValidationContext *context, + GLenum target, + GLenum internalformat, + GLsizei width, + GLsizei height); +bool ValidateRenderbufferStorageMultisampleANGLE(ValidationContext *context, + GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height); + +bool ValidateCheckFramebufferStatus(ValidationContext *context, GLenum target); +bool ValidateClearColor(ValidationContext *context, + GLclampf red, + GLclampf green, + GLclampf blue, + GLclampf alpha); +bool ValidateClearDepthf(ValidationContext *context, GLclampf depth); +bool ValidateClearStencil(ValidationContext *context, GLint s); +bool ValidateColorMask(ValidationContext *context, + GLboolean red, + GLboolean green, + GLboolean blue, + GLboolean alpha); +bool ValidateCompileShader(ValidationContext *context, GLuint shader); +bool ValidateCreateProgram(ValidationContext *context); +bool ValidateCullFace(ValidationContext *context, CullFaceMode mode); +bool ValidateDeleteProgram(ValidationContext *context, GLuint program); +bool ValidateDeleteShader(ValidationContext *context, GLuint shader); +bool ValidateDepthFunc(ValidationContext *context, GLenum func); +bool ValidateDepthMask(ValidationContext *context, GLboolean flag); +bool ValidateDetachShader(ValidationContext *context, GLuint program, GLuint shader); +bool ValidateDisableVertexAttribArray(ValidationContext *context, GLuint index); +bool ValidateEnableVertexAttribArray(ValidationContext *context, GLuint index); +bool ValidateFinish(ValidationContext *context); +bool ValidateFlush(ValidationContext *context); +bool ValidateFrontFace(ValidationContext *context, GLenum mode); +bool ValidateGetActiveAttrib(ValidationContext *context, + GLuint program, + GLuint index, + GLsizei bufsize, + GLsizei *length, + GLint *size, + GLenum *type, + GLchar *name); +bool ValidateGetActiveUniform(ValidationContext *context, + GLuint program, + GLuint index, + GLsizei bufsize, + GLsizei *length, + GLint *size, + GLenum *type, + GLchar *name); +bool ValidateGetAttachedShaders(ValidationContext *context, + GLuint program, + GLsizei maxcount, + GLsizei *count, + GLuint *shaders); +bool ValidateGetAttribLocation(ValidationContext *context, GLuint program, const GLchar *name); +bool ValidateGetBooleanv(ValidationContext *context, GLenum pname, GLboolean *params); +bool ValidateGetError(ValidationContext *context); +bool ValidateGetFloatv(ValidationContext *context, GLenum pname, GLfloat *params); +bool ValidateGetIntegerv(ValidationContext *context, GLenum pname, GLint *params); +bool ValidateGetProgramInfoLog(ValidationContext *context, + GLuint program, + GLsizei bufsize, + GLsizei *length, + GLchar *infolog); +bool ValidateGetShaderInfoLog(ValidationContext *context, + GLuint shader, + GLsizei bufsize, + GLsizei *length, + GLchar *infolog); +bool ValidateGetShaderPrecisionFormat(ValidationContext *context, + GLenum shadertype, + GLenum precisiontype, + GLint *range, + GLint *precision); +bool ValidateGetShaderSource(ValidationContext *context, + GLuint shader, + GLsizei bufsize, + GLsizei *length, + GLchar *source); +bool ValidateGetUniformLocation(ValidationContext *context, GLuint program, const GLchar *name); +bool ValidateHint(ValidationContext *context, GLenum target, GLenum mode); +bool ValidateIsBuffer(ValidationContext *context, GLuint buffer); +bool ValidateIsFramebuffer(ValidationContext *context, GLuint framebuffer); +bool ValidateIsProgram(ValidationContext *context, GLuint program); +bool ValidateIsRenderbuffer(ValidationContext *context, GLuint renderbuffer); +bool ValidateIsShader(ValidationContext *context, GLuint shader); +bool ValidateIsTexture(ValidationContext *context, GLuint texture); +bool ValidatePixelStorei(ValidationContext *context, GLenum pname, GLint param); +bool ValidatePolygonOffset(ValidationContext *context, GLfloat factor, GLfloat units); +bool ValidateReleaseShaderCompiler(ValidationContext *context); +bool ValidateSampleCoverage(ValidationContext *context, GLclampf value, GLboolean invert); +bool ValidateScissor(ValidationContext *context, GLint x, GLint y, GLsizei width, GLsizei height); +bool ValidateShaderBinary(ValidationContext *context, + GLsizei n, + const GLuint *shaders, + GLenum binaryformat, + const void *binary, + GLsizei length); +bool ValidateShaderSource(ValidationContext *context, + GLuint shader, + GLsizei count, + const GLchar *const *string, + const GLint *length); +bool ValidateStencilFunc(ValidationContext *context, GLenum func, GLint ref, GLuint mask); +bool ValidateStencilFuncSeparate(ValidationContext *context, + GLenum face, + GLenum func, + GLint ref, + GLuint mask); +bool ValidateStencilMask(ValidationContext *context, GLuint mask); +bool ValidateStencilMaskSeparate(ValidationContext *context, GLenum face, GLuint mask); +bool ValidateStencilOp(ValidationContext *context, GLenum fail, GLenum zfail, GLenum zpass); +bool ValidateStencilOpSeparate(ValidationContext *context, + GLenum face, + GLenum fail, + GLenum zfail, + GLenum zpass); +bool ValidateUniform1f(ValidationContext *context, GLint location, GLfloat x); +bool ValidateUniform1fv(ValidationContext *context, + GLint location, + GLsizei count, + const GLfloat *v); +bool ValidateUniform1i(ValidationContext *context, GLint location, GLint x); +bool ValidateUniform2f(ValidationContext *context, GLint location, GLfloat x, GLfloat y); +bool ValidateUniform2fv(ValidationContext *context, + GLint location, + GLsizei count, + const GLfloat *v); +bool ValidateUniform2i(ValidationContext *context, GLint location, GLint x, GLint y); +bool ValidateUniform2iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v); +bool ValidateUniform3f(ValidationContext *context, GLint location, GLfloat x, GLfloat y, GLfloat z); +bool ValidateUniform3fv(ValidationContext *context, + GLint location, + GLsizei count, + const GLfloat *v); +bool ValidateUniform3i(ValidationContext *context, GLint location, GLint x, GLint y, GLint z); +bool ValidateUniform3iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v); +bool ValidateUniform4f(ValidationContext *context, + GLint location, + GLfloat x, + GLfloat y, + GLfloat z, + GLfloat w); +bool ValidateUniform4fv(ValidationContext *context, + GLint location, + GLsizei count, + const GLfloat *v); +bool ValidateUniform4i(ValidationContext *context, + GLint location, + GLint x, + GLint y, + GLint z, + GLint w); +bool ValidateUniform4iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v); +bool ValidateUniformMatrix2fv(ValidationContext *context, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateUniformMatrix3fv(ValidationContext *context, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateUniformMatrix4fv(ValidationContext *context, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateValidateProgram(ValidationContext *context, GLuint program); +bool ValidateVertexAttrib1f(ValidationContext *context, GLuint index, GLfloat x); +bool ValidateVertexAttrib1fv(ValidationContext *context, GLuint index, const GLfloat *values); +bool ValidateVertexAttrib2f(ValidationContext *context, GLuint index, GLfloat x, GLfloat y); +bool ValidateVertexAttrib2fv(ValidationContext *context, GLuint index, const GLfloat *values); +bool ValidateVertexAttrib3f(ValidationContext *context, + GLuint index, + GLfloat x, + GLfloat y, + GLfloat z); +bool ValidateVertexAttrib3fv(ValidationContext *context, GLuint index, const GLfloat *values); +bool ValidateVertexAttrib4f(ValidationContext *context, + GLuint index, + GLfloat x, + GLfloat y, + GLfloat z, + GLfloat w); +bool ValidateVertexAttrib4fv(ValidationContext *context, GLuint index, const GLfloat *values); +bool ValidateViewport(ValidationContext *context, GLint x, GLint y, GLsizei width, GLsizei height); +bool ValidateDrawElements(ValidationContext *context, + GLenum mode, + GLsizei count, + GLenum type, + const void *indices); + +bool ValidateDrawArrays(ValidationContext *context, GLenum mode, GLint first, GLsizei count); + +bool ValidateGetFramebufferAttachmentParameteriv(ValidationContext *context, + GLenum target, + GLenum attachment, + GLenum pname, + GLint *params); +bool ValidateGetProgramiv(ValidationContext *context, GLuint program, GLenum pname, GLint *params); + +bool ValidateCopyTexImage2D(ValidationContext *context, + GLenum target, + GLint level, + GLenum internalformat, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLint border); + +bool ValidateCopyTexSubImage2D(Context *context, + GLenum target, + GLint level, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height); + +bool ValidateDeleteBuffers(Context *context, GLint n, const GLuint *buffers); +bool ValidateDeleteFramebuffers(Context *context, GLint n, const GLuint *framebuffers); +bool ValidateDeleteRenderbuffers(Context *context, GLint n, const GLuint *renderbuffers); +bool ValidateDeleteTextures(Context *context, GLint n, const GLuint *textures); +bool ValidateDisable(Context *context, GLenum cap); +bool ValidateEnable(Context *context, GLenum cap); +bool ValidateFramebufferRenderbuffer(Context *context, + GLenum target, + GLenum attachment, + GLenum renderbuffertarget, + GLuint renderbuffer); +bool ValidateFramebufferTexture2D(Context *context, + GLenum target, + GLenum attachment, + GLenum textarget, + GLuint texture, + GLint level); +bool ValidateGenBuffers(Context *context, GLint n, GLuint *buffers); +bool ValidateGenerateMipmap(Context *context, GLenum target); +bool ValidateGenFramebuffers(Context *context, GLint n, GLuint *framebuffers); +bool ValidateGenRenderbuffers(Context *context, GLint n, GLuint *renderbuffers); +bool ValidateGenTextures(Context *context, GLint n, GLuint *textures); +bool ValidateGetBufferParameteriv(ValidationContext *context, + BufferBinding target, + GLenum pname, + GLint *params); +bool ValidateGetRenderbufferParameteriv(Context *context, + GLenum target, + GLenum pname, + GLint *params); +bool ValidateGetShaderiv(Context *context, GLuint shader, GLenum pname, GLint *params); +bool ValidateGetTexParameterfv(Context *context, GLenum target, GLenum pname, GLfloat *params); +bool ValidateGetTexParameteriv(Context *context, GLenum target, GLenum pname, GLint *params); +bool ValidateGetUniformfv(Context *context, GLuint program, GLint location, GLfloat *params); +bool ValidateGetUniformiv(Context *context, GLuint program, GLint location, GLint *params); +bool ValidateGetVertexAttribfv(Context *context, GLuint index, GLenum pname, GLfloat *params); +bool ValidateGetVertexAttribiv(Context *context, GLuint index, GLenum pname, GLint *params); +bool ValidateGetVertexAttribPointerv(Context *context, GLuint index, GLenum pname, void **pointer); +bool ValidateIsEnabled(Context *context, GLenum cap); +bool ValidateLinkProgram(Context *context, GLuint program); +bool ValidateReadPixels(Context *context, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + void *pixels); +bool ValidateTexParameterf(Context *context, GLenum target, GLenum pname, GLfloat param); +bool ValidateTexParameterfv(Context *context, GLenum target, GLenum pname, const GLfloat *params); +bool ValidateTexParameteri(Context *context, GLenum target, GLenum pname, GLint param); +bool ValidateTexParameteriv(Context *context, GLenum target, GLenum pname, const GLint *params); +bool ValidateUniform1iv(ValidationContext *context, + GLint location, + GLsizei count, + const GLint *value); +bool ValidateUseProgram(Context *context, GLuint program); } // namespace gl -#endif // LIBANGLE_VALIDATION_ES2_H_ +#endif // LIBANGLE_VALIDATION_ES2_H_ |