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-rw-r--r--src/3rdparty/angle/src/libANGLE/validationES2.h607
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_