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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/validationES31.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/validationES31.h | 325 |
1 files changed, 325 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/validationES31.h b/src/3rdparty/angle/src/libANGLE/validationES31.h new file mode 100644 index 0000000000..a0b76a5bcb --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/validationES31.h @@ -0,0 +1,325 @@ +// +// Copyright (c) 2016 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// validationES31.h: Validation functions for OpenGL ES 3.1 entry point parameters + +#ifndef LIBANGLE_VALIDATION_ES31_H_ +#define LIBANGLE_VALIDATION_ES31_H_ + +#include <GLES3/gl31.h> + +namespace gl +{ +class Context; +class ValidationContext; + +bool ValidateGetBooleani_v(Context *context, GLenum target, GLuint index, GLboolean *data); +bool ValidateGetBooleani_vRobustANGLE(Context *context, + GLenum target, + GLuint index, + GLsizei bufSize, + GLsizei *length, + GLboolean *data); + +bool ValidateGetTexLevelParameterfv(Context *context, + GLenum target, + GLint level, + GLenum pname, + GLfloat *params); +bool ValidateGetTexLevelParameteriv(Context *context, + GLenum target, + GLint level, + GLenum pname, + GLint *param); + +bool ValidateTexStorage2DMultisample(Context *context, + GLenum target, + GLsizei samples, + GLint internalFormat, + GLsizei width, + GLsizei height, + GLboolean fixedSampleLocations); +bool ValidateGetMultisamplefv(Context *context, GLenum pname, GLuint index, GLfloat *val); + +bool ValidateDrawIndirectBase(Context *context, GLenum mode, const void *indirect); +bool ValidateDrawArraysIndirect(Context *context, GLenum mode, const void *indirect); +bool ValidateDrawElementsIndirect(Context *context, GLenum mode, GLenum type, const void *indirect); + +bool ValidateProgramUniform1i(Context *context, GLuint program, GLint location, GLint v0); +bool ValidateProgramUniform2i(Context *context, GLuint program, GLint location, GLint v0, GLint v1); +bool ValidateProgramUniform3i(Context *context, + GLuint program, + GLint location, + GLint v0, + GLint v1, + GLint v2); +bool ValidateProgramUniform4i(Context *context, + GLuint program, + GLint location, + GLint v0, + GLint v1, + GLint v2, + GLint v3); +bool ValidateProgramUniform1ui(Context *context, GLuint program, GLint location, GLuint v0); +bool ValidateProgramUniform2ui(Context *context, + GLuint program, + GLint location, + GLuint v0, + GLuint v1); +bool ValidateProgramUniform3ui(Context *context, + GLuint program, + GLint location, + GLuint v0, + GLuint v1, + GLuint v2); +bool ValidateProgramUniform4ui(Context *context, + GLuint program, + GLint location, + GLuint v0, + GLuint v1, + GLuint v2, + GLuint v3); +bool ValidateProgramUniform1f(Context *context, GLuint program, GLint location, GLfloat v0); +bool ValidateProgramUniform2f(Context *context, + GLuint program, + GLint location, + GLfloat v0, + GLfloat v1); +bool ValidateProgramUniform3f(Context *context, + GLuint program, + GLint location, + GLfloat v0, + GLfloat v1, + GLfloat v2); +bool ValidateProgramUniform4f(Context *context, + GLuint program, + GLint location, + GLfloat v0, + GLfloat v1, + GLfloat v2, + GLfloat v3); + +bool ValidateProgramUniform1iv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform2iv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform3iv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform4iv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLint *value); +bool ValidateProgramUniform1uiv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform2uiv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform3uiv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform4uiv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLuint *value); +bool ValidateProgramUniform1fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform2fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform3fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniform4fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + const GLfloat *value); +bool ValidateProgramUniformMatrix2fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix2fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix2x3fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3x2fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix2x4fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4x2fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix3x4fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); +bool ValidateProgramUniformMatrix4x3fv(Context *context, + GLuint program, + GLint location, + GLsizei count, + GLboolean transpose, + const GLfloat *value); + +bool ValidateFramebufferParameteri(Context *context, GLenum target, GLenum pname, GLint param); +bool ValidateGetFramebufferParameteriv(Context *context, + GLenum target, + GLenum pname, + GLint *params); + +bool ValidateGetProgramResourceIndex(Context *context, + GLuint program, + GLenum programInterface, + const GLchar *name); +bool ValidateGetProgramResourceName(Context *context, + GLuint program, + GLenum programInterface, + GLuint index, + GLsizei bufSize, + GLsizei *length, + GLchar *name); +bool ValidateGetProgramResourceLocation(Context *context, + GLuint program, + GLenum programInterface, + const GLchar *name); + +bool ValidateGetProgramResourceiv(Context *context, + GLuint program, + GLenum programInterface, + GLuint index, + GLsizei propCount, + const GLenum *props, + GLsizei bufSize, + GLsizei *length, + GLint *params); + +bool ValidateGetProgramInterfaceiv(Context *context, + GLuint program, + GLenum programInterface, + GLenum pname, + GLint *params); + +bool ValidateBindVertexBuffer(ValidationContext *context, + GLuint bindingIndex, + GLuint buffer, + GLintptr offset, + GLsizei stride); +bool ValidateVertexAttribFormat(ValidationContext *context, + GLuint attribindex, + GLint size, + GLenum type, + GLboolean normalized, + GLuint relativeoffset); +bool ValidateVertexAttribIFormat(ValidationContext *context, + GLuint attribindex, + GLint size, + GLenum type, + GLuint relativeoffset); +bool ValidateVertexAttribBinding(ValidationContext *context, + GLuint attribIndex, + GLuint bindingIndex); +bool ValidateVertexBindingDivisor(ValidationContext *context, GLuint bindingIndex, GLuint divisor); + +bool ValidateDispatchCompute(Context *context, + GLuint numGroupsX, + GLuint numGroupsY, + GLuint numGroupsZ); +bool ValidateDispatchComputeIndirect(Context *context, GLintptr indirect); + +bool ValidateBindImageTexture(Context *context, + GLuint unit, + GLuint texture, + GLint level, + GLboolean layered, + GLint layer, + GLenum access, + GLenum format); + +bool ValidateGenProgramPipelines(Context *context, GLint n, GLuint *pipelines); +bool ValidateDeleteProgramPipelines(Context *context, GLint n, const GLuint *pipelines); +bool ValidateBindProgramPipeline(Context *context, GLuint pipeline); +bool ValidateIsProgramPipeline(Context *context, GLuint pipeline); +bool ValidateUseProgramStages(Context *context, GLuint pipeline, GLbitfield stages, GLuint program); +bool ValidateActiveShaderProgram(Context *context, GLuint pipeline, GLuint program); +bool ValidateCreateShaderProgramv(Context *context, + GLenum type, + GLsizei count, + const GLchar *const *strings); +bool ValidateGetProgramPipelineiv(Context *context, GLuint pipeline, GLenum pname, GLint *params); +bool ValidateValidateProgramPipeline(Context *context, GLuint pipeline); +bool ValidateGetProgramPipelineInfoLog(Context *context, + GLuint pipeline, + GLsizei bufSize, + GLsizei *length, + GLchar *infoLog); + +bool ValidateMemoryBarrier(Context *context, GLbitfield barriers); +bool ValidateMemoryBarrierByRegion(Context *context, GLbitfield barriers); + +bool ValidateSampleMaski(Context *context, GLuint maskNumber, GLbitfield mask); + +} // namespace gl + +#endif // LIBANGLE_VALIDATION_ES31_H_ |