// // 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 LIBGLESV2_VALIDATION_ES3_H #define LIBGLESV2_VALIDATION_ES3_H #include namespace gl { class Context; bool ValidateES3TexImageParameters(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 ValidateES3CopyTexImageParameters(Context *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 ValidateES3TexStorageParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); 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 ValidateInvalidateFramebufferParameters(Context *context, GLenum target, GLsizei numAttachments, const GLenum* attachments); bool ValidateClearBuffer(Context *context); bool ValidateGetUniformuiv(Context *context, GLuint program, GLint location, GLuint* params); } #endif // LIBGLESV2_VALIDATION_ES3_H