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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
//
// Copyright 2020 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.
//
// validationGL4_autogen.h:
// Validation functions for the OpenGL 4.0 entry points.
#ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBeginQueryIndexed(const Context *context,
GLenum target,
GLuint index,
QueryID idPacked);
bool ValidateDrawTransformFeedback(const Context *context,
GLenum mode,
TransformFeedbackID idPacked);
bool ValidateDrawTransformFeedbackStream(const Context *context,
GLenum mode,
TransformFeedbackID idPacked,
GLuint stream);
bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index);
bool ValidateGetActiveSubroutineName(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name);
bool ValidateGetActiveSubroutineUniformName(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name);
bool ValidateGetActiveSubroutineUniformiv(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLenum pname,
const GLint *values);
bool ValidateGetProgramStageiv(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
GLenum pname,
const GLint *values);
bool ValidateGetQueryIndexediv(const Context *context,
GLenum target,
GLuint index,
GLenum pname,
const GLint *params);
bool ValidateGetSubroutineIndex(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name);
bool ValidateGetSubroutineUniformLocation(const Context *context,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name);
bool ValidateGetUniformSubroutineuiv(const Context *context,
GLenum shadertype,
GLint location,
const GLuint *params);
bool ValidateGetUniformdv(const Context *context,
ShaderProgramID programPacked,
UniformLocation locationPacked,
const GLdouble *params);
bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values);
bool ValidateUniform1d(const Context *context, UniformLocation locationPacked, GLdouble x);
bool ValidateUniform1dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform2d(const Context *context,
UniformLocation locationPacked,
GLdouble x,
GLdouble y);
bool ValidateUniform2dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform3d(const Context *context,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateUniform3dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniform4d(const Context *context,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateUniform4dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
bool ValidateUniformMatrix2dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x3dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix2x4dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x2dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix3x4dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x2dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformMatrix4x3dv(const Context *context,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateUniformSubroutinesuiv(const Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_