// // Copyright (c) 2013 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. // // validationES3.h: Validation functions for OpenGL ES 3.0 entry point parameters #ifndef LIBANGLE_VALIDATION_ES3_H_ #define LIBANGLE_VALIDATION_ES3_H_ #include namespace gl { class Context; class ValidationContext; bool ValidateES3TexImageParametersBase(ValidationContext *context, GLenum target, GLint level, GLenum internalformat, bool isCompressed, bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); bool ValidateES3TexStorageParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); bool ValidateES3TexImage2DParameters(Context *context, GLenum target, GLint level, GLenum internalformat, bool isCompressed, bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); bool ValidateES3TexImage3DParameters(Context *context, GLenum target, GLint level, GLenum internalformat, bool isCompressed, bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); bool ValidateES3CopyTexImageParametersBase(ValidationContext *context, GLenum target, GLint level, GLenum internalformat, bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); bool ValidateES3CopyTexImage2DParameters(ValidationContext *context, GLenum target, GLint level, GLenum internalformat, bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); bool ValidateES3CopyTexImage3DParameters(ValidationContext *context, GLenum target, GLint level, GLenum internalformat, bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); bool ValidateES3TexStorageParametersBase(Context *context, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); bool ValidateES3TexStorage2DParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); bool ValidateES3TexStorage3DParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); bool ValidateGenQueries(Context *context, GLsizei n, const GLuint *ids); bool ValidateDeleteQueries(Context *context, GLsizei n, const GLuint *ids); bool ValidateBeginQuery(Context *context, GLenum target, GLuint id); bool ValidateEndQuery(Context *context, GLenum target); bool ValidateGetQueryiv(Context *context, GLenum target, GLenum pname, GLint *params); bool ValidateGetQueryObjectuiv(Context *context, GLuint id, GLenum pname, GLuint *params); bool ValidateFramebufferTextureLayer(Context *context, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); bool ValidES3ReadFormatType(Context *context, GLenum internalFormat, GLenum format, GLenum type); bool ValidateES3RenderbufferStorageParameters(Context *context, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateInvalidateFramebuffer(Context *context, GLenum target, GLsizei numAttachments, const GLenum *attachments); bool ValidateClearBuffer(ValidationContext *context); bool ValidateGetUniformuiv(Context *context, GLuint program, GLint location, GLuint* params); bool ValidateReadBuffer(Context *context, GLenum mode); bool ValidateCompressedTexImage3D(Context *context, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); bool ValidateBindVertexArray(Context *context, GLuint array); bool ValidateDeleteVertexArrays(Context *context, GLsizei n); bool ValidateGenVertexArrays(Context *context, GLsizei n); bool ValidateIsVertexArray(Context *context); bool ValidateProgramBinary(Context *context, GLuint program, GLenum binaryFormat, const void *binary, GLint length); bool ValidateGetProgramBinary(Context *context, GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); bool ValidateProgramParameter(Context *context, GLuint program, GLenum pname, GLint value); bool ValidateBlitFramebuffer(Context *context, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); bool ValidateClearBufferiv(ValidationContext *context, GLenum buffer, GLint drawbuffer, const GLint *value); bool ValidateClearBufferuiv(ValidationContext *context, GLenum buffer, GLint drawbuffer, const GLuint *value); bool ValidateClearBufferfv(ValidationContext *context, GLenum buffer, GLint drawbuffer, const GLfloat *value); bool ValidateClearBufferfi(ValidationContext *context, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); bool ValidateDrawBuffers(ValidationContext *context, GLsizei n, const GLenum *bufs); bool ValidateCopyTexSubImage3D(Context *context, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); } // namespace gl #endif // LIBANGLE_VALIDATION_ES3_H_