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validationES2_autogen.h (34061B)


      1 // GENERATED FILE - DO NOT EDIT.
      2 // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml.
      3 //
      4 // Copyright 2020 The ANGLE Project Authors. All rights reserved.
      5 // Use of this source code is governed by a BSD-style license that can be
      6 // found in the LICENSE file.
      7 //
      8 // validationES2_autogen.h:
      9 //   Validation functions for the OpenGL ES 2.0 entry points.
     10 
     11 #ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
     12 #define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
     13 
     14 #include "common/PackedEnums.h"
     15 #include "common/entry_points_enum_autogen.h"
     16 
     17 namespace gl
     18 {
     19 class Context;
     20 
     21 bool ValidateActiveTexture(const Context *context, angle::EntryPoint entryPoint, GLenum texture);
     22 bool ValidateAttachShader(const Context *context,
     23                          angle::EntryPoint entryPoint,
     24                          ShaderProgramID programPacked,
     25                          ShaderProgramID shaderPacked);
     26 bool ValidateBindAttribLocation(const Context *context,
     27                                angle::EntryPoint entryPoint,
     28                                ShaderProgramID programPacked,
     29                                GLuint index,
     30                                const GLchar *name);
     31 bool ValidateBindBuffer(const Context *context,
     32                        angle::EntryPoint entryPoint,
     33                        BufferBinding targetPacked,
     34                        BufferID bufferPacked);
     35 bool ValidateBindFramebuffer(const Context *context,
     36                             angle::EntryPoint entryPoint,
     37                             GLenum target,
     38                             FramebufferID framebufferPacked);
     39 bool ValidateBindRenderbuffer(const Context *context,
     40                              angle::EntryPoint entryPoint,
     41                              GLenum target,
     42                              RenderbufferID renderbufferPacked);
     43 bool ValidateBindTexture(const Context *context,
     44                         angle::EntryPoint entryPoint,
     45                         TextureType targetPacked,
     46                         TextureID texturePacked);
     47 bool ValidateBlendColor(const Context *context,
     48                        angle::EntryPoint entryPoint,
     49                        GLfloat red,
     50                        GLfloat green,
     51                        GLfloat blue,
     52                        GLfloat alpha);
     53 bool ValidateBlendEquation(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
     54 bool ValidateBlendEquationSeparate(const Context *context,
     55                                   angle::EntryPoint entryPoint,
     56                                   GLenum modeRGB,
     57                                   GLenum modeAlpha);
     58 bool ValidateBlendFunc(const Context *context,
     59                       angle::EntryPoint entryPoint,
     60                       GLenum sfactor,
     61                       GLenum dfactor);
     62 bool ValidateBlendFuncSeparate(const Context *context,
     63                               angle::EntryPoint entryPoint,
     64                               GLenum sfactorRGB,
     65                               GLenum dfactorRGB,
     66                               GLenum sfactorAlpha,
     67                               GLenum dfactorAlpha);
     68 bool ValidateBufferData(const Context *context,
     69                        angle::EntryPoint entryPoint,
     70                        BufferBinding targetPacked,
     71                        GLsizeiptr size,
     72                        const void *data,
     73                        BufferUsage usagePacked);
     74 bool ValidateBufferSubData(const Context *context,
     75                           angle::EntryPoint entryPoint,
     76                           BufferBinding targetPacked,
     77                           GLintptr offset,
     78                           GLsizeiptr size,
     79                           const void *data);
     80 bool ValidateCheckFramebufferStatus(const Context *context,
     81                                    angle::EntryPoint entryPoint,
     82                                    GLenum target);
     83 bool ValidateClear(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask);
     84 bool ValidateClearColor(const Context *context,
     85                        angle::EntryPoint entryPoint,
     86                        GLfloat red,
     87                        GLfloat green,
     88                        GLfloat blue,
     89                        GLfloat alpha);
     90 bool ValidateClearDepthf(const Context *context, angle::EntryPoint entryPoint, GLfloat d);
     91 bool ValidateClearStencil(const Context *context, angle::EntryPoint entryPoint, GLint s);
     92 bool ValidateColorMask(const Context *context,
     93                       angle::EntryPoint entryPoint,
     94                       GLboolean red,
     95                       GLboolean green,
     96                       GLboolean blue,
     97                       GLboolean alpha);
     98 bool ValidateCompileShader(const Context *context,
     99                           angle::EntryPoint entryPoint,
    100                           ShaderProgramID shaderPacked);
    101 bool ValidateCompressedTexImage2D(const Context *context,
    102                                  angle::EntryPoint entryPoint,
    103                                  TextureTarget targetPacked,
    104                                  GLint level,
    105                                  GLenum internalformat,
    106                                  GLsizei width,
    107                                  GLsizei height,
    108                                  GLint border,
    109                                  GLsizei imageSize,
    110                                  const void *data);
    111 bool ValidateCompressedTexSubImage2D(const Context *context,
    112                                     angle::EntryPoint entryPoint,
    113                                     TextureTarget targetPacked,
    114                                     GLint level,
    115                                     GLint xoffset,
    116                                     GLint yoffset,
    117                                     GLsizei width,
    118                                     GLsizei height,
    119                                     GLenum format,
    120                                     GLsizei imageSize,
    121                                     const void *data);
    122 bool ValidateCopyTexImage2D(const Context *context,
    123                            angle::EntryPoint entryPoint,
    124                            TextureTarget targetPacked,
    125                            GLint level,
    126                            GLenum internalformat,
    127                            GLint x,
    128                            GLint y,
    129                            GLsizei width,
    130                            GLsizei height,
    131                            GLint border);
    132 bool ValidateCopyTexSubImage2D(const Context *context,
    133                               angle::EntryPoint entryPoint,
    134                               TextureTarget targetPacked,
    135                               GLint level,
    136                               GLint xoffset,
    137                               GLint yoffset,
    138                               GLint x,
    139                               GLint y,
    140                               GLsizei width,
    141                               GLsizei height);
    142 bool ValidateCreateProgram(const Context *context, angle::EntryPoint entryPoint);
    143 bool ValidateCreateShader(const Context *context,
    144                          angle::EntryPoint entryPoint,
    145                          ShaderType typePacked);
    146 bool ValidateCullFace(const Context *context,
    147                      angle::EntryPoint entryPoint,
    148                      CullFaceMode modePacked);
    149 bool ValidateDeleteBuffers(const Context *context,
    150                           angle::EntryPoint entryPoint,
    151                           GLsizei n,
    152                           const BufferID *buffersPacked);
    153 bool ValidateDeleteFramebuffers(const Context *context,
    154                                angle::EntryPoint entryPoint,
    155                                GLsizei n,
    156                                const FramebufferID *framebuffersPacked);
    157 bool ValidateDeleteProgram(const Context *context,
    158                           angle::EntryPoint entryPoint,
    159                           ShaderProgramID programPacked);
    160 bool ValidateDeleteRenderbuffers(const Context *context,
    161                                 angle::EntryPoint entryPoint,
    162                                 GLsizei n,
    163                                 const RenderbufferID *renderbuffersPacked);
    164 bool ValidateDeleteShader(const Context *context,
    165                          angle::EntryPoint entryPoint,
    166                          ShaderProgramID shaderPacked);
    167 bool ValidateDeleteTextures(const Context *context,
    168                            angle::EntryPoint entryPoint,
    169                            GLsizei n,
    170                            const TextureID *texturesPacked);
    171 bool ValidateDepthFunc(const Context *context, angle::EntryPoint entryPoint, GLenum func);
    172 bool ValidateDepthMask(const Context *context, angle::EntryPoint entryPoint, GLboolean flag);
    173 bool ValidateDepthRangef(const Context *context,
    174                         angle::EntryPoint entryPoint,
    175                         GLfloat n,
    176                         GLfloat f);
    177 bool ValidateDetachShader(const Context *context,
    178                          angle::EntryPoint entryPoint,
    179                          ShaderProgramID programPacked,
    180                          ShaderProgramID shaderPacked);
    181 bool ValidateDisable(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
    182 bool ValidateDisableVertexAttribArray(const Context *context,
    183                                      angle::EntryPoint entryPoint,
    184                                      GLuint index);
    185 bool ValidateDrawArrays(const Context *context,
    186                        angle::EntryPoint entryPoint,
    187                        PrimitiveMode modePacked,
    188                        GLint first,
    189                        GLsizei count);
    190 bool ValidateDrawElements(const Context *context,
    191                          angle::EntryPoint entryPoint,
    192                          PrimitiveMode modePacked,
    193                          GLsizei count,
    194                          DrawElementsType typePacked,
    195                          const void *indices);
    196 bool ValidateEnable(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
    197 bool ValidateEnableVertexAttribArray(const Context *context,
    198                                     angle::EntryPoint entryPoint,
    199                                     GLuint index);
    200 bool ValidateFinish(const Context *context, angle::EntryPoint entryPoint);
    201 bool ValidateFlush(const Context *context, angle::EntryPoint entryPoint);
    202 bool ValidateFramebufferRenderbuffer(const Context *context,
    203                                     angle::EntryPoint entryPoint,
    204                                     GLenum target,
    205                                     GLenum attachment,
    206                                     GLenum renderbuffertarget,
    207                                     RenderbufferID renderbufferPacked);
    208 bool ValidateFramebufferTexture2D(const Context *context,
    209                                  angle::EntryPoint entryPoint,
    210                                  GLenum target,
    211                                  GLenum attachment,
    212                                  TextureTarget textargetPacked,
    213                                  TextureID texturePacked,
    214                                  GLint level);
    215 bool ValidateFrontFace(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
    216 bool ValidateGenBuffers(const Context *context,
    217                        angle::EntryPoint entryPoint,
    218                        GLsizei n,
    219                        const BufferID *buffersPacked);
    220 bool ValidateGenFramebuffers(const Context *context,
    221                             angle::EntryPoint entryPoint,
    222                             GLsizei n,
    223                             const FramebufferID *framebuffersPacked);
    224 bool ValidateGenRenderbuffers(const Context *context,
    225                              angle::EntryPoint entryPoint,
    226                              GLsizei n,
    227                              const RenderbufferID *renderbuffersPacked);
    228 bool ValidateGenTextures(const Context *context,
    229                         angle::EntryPoint entryPoint,
    230                         GLsizei n,
    231                         const TextureID *texturesPacked);
    232 bool ValidateGenerateMipmap(const Context *context,
    233                            angle::EntryPoint entryPoint,
    234                            TextureType targetPacked);
    235 bool ValidateGetActiveAttrib(const Context *context,
    236                             angle::EntryPoint entryPoint,
    237                             ShaderProgramID programPacked,
    238                             GLuint index,
    239                             GLsizei bufSize,
    240                             const GLsizei *length,
    241                             const GLint *size,
    242                             const GLenum *type,
    243                             const GLchar *name);
    244 bool ValidateGetActiveUniform(const Context *context,
    245                              angle::EntryPoint entryPoint,
    246                              ShaderProgramID programPacked,
    247                              GLuint index,
    248                              GLsizei bufSize,
    249                              const GLsizei *length,
    250                              const GLint *size,
    251                              const GLenum *type,
    252                              const GLchar *name);
    253 bool ValidateGetAttachedShaders(const Context *context,
    254                                angle::EntryPoint entryPoint,
    255                                ShaderProgramID programPacked,
    256                                GLsizei maxCount,
    257                                const GLsizei *count,
    258                                const ShaderProgramID *shadersPacked);
    259 bool ValidateGetAttribLocation(const Context *context,
    260                               angle::EntryPoint entryPoint,
    261                               ShaderProgramID programPacked,
    262                               const GLchar *name);
    263 bool ValidateGetBooleanv(const Context *context,
    264                         angle::EntryPoint entryPoint,
    265                         GLenum pname,
    266                         const GLboolean *data);
    267 bool ValidateGetBufferParameteriv(const Context *context,
    268                                  angle::EntryPoint entryPoint,
    269                                  BufferBinding targetPacked,
    270                                  GLenum pname,
    271                                  const GLint *params);
    272 bool ValidateGetError(const Context *context, angle::EntryPoint entryPoint);
    273 bool ValidateGetFloatv(const Context *context,
    274                       angle::EntryPoint entryPoint,
    275                       GLenum pname,
    276                       const GLfloat *data);
    277 bool ValidateGetFramebufferAttachmentParameteriv(const Context *context,
    278                                                 angle::EntryPoint entryPoint,
    279                                                 GLenum target,
    280                                                 GLenum attachment,
    281                                                 GLenum pname,
    282                                                 const GLint *params);
    283 bool ValidateGetIntegerv(const Context *context,
    284                         angle::EntryPoint entryPoint,
    285                         GLenum pname,
    286                         const GLint *data);
    287 bool ValidateGetProgramInfoLog(const Context *context,
    288                               angle::EntryPoint entryPoint,
    289                               ShaderProgramID programPacked,
    290                               GLsizei bufSize,
    291                               const GLsizei *length,
    292                               const GLchar *infoLog);
    293 bool ValidateGetProgramiv(const Context *context,
    294                          angle::EntryPoint entryPoint,
    295                          ShaderProgramID programPacked,
    296                          GLenum pname,
    297                          const GLint *params);
    298 bool ValidateGetRenderbufferParameteriv(const Context *context,
    299                                        angle::EntryPoint entryPoint,
    300                                        GLenum target,
    301                                        GLenum pname,
    302                                        const GLint *params);
    303 bool ValidateGetShaderInfoLog(const Context *context,
    304                              angle::EntryPoint entryPoint,
    305                              ShaderProgramID shaderPacked,
    306                              GLsizei bufSize,
    307                              const GLsizei *length,
    308                              const GLchar *infoLog);
    309 bool ValidateGetShaderPrecisionFormat(const Context *context,
    310                                      angle::EntryPoint entryPoint,
    311                                      GLenum shadertype,
    312                                      GLenum precisiontype,
    313                                      const GLint *range,
    314                                      const GLint *precision);
    315 bool ValidateGetShaderSource(const Context *context,
    316                             angle::EntryPoint entryPoint,
    317                             ShaderProgramID shaderPacked,
    318                             GLsizei bufSize,
    319                             const GLsizei *length,
    320                             const GLchar *source);
    321 bool ValidateGetShaderiv(const Context *context,
    322                         angle::EntryPoint entryPoint,
    323                         ShaderProgramID shaderPacked,
    324                         GLenum pname,
    325                         const GLint *params);
    326 bool ValidateGetString(const Context *context, angle::EntryPoint entryPoint, GLenum name);
    327 bool ValidateGetTexParameterfv(const Context *context,
    328                               angle::EntryPoint entryPoint,
    329                               TextureType targetPacked,
    330                               GLenum pname,
    331                               const GLfloat *params);
    332 bool ValidateGetTexParameteriv(const Context *context,
    333                               angle::EntryPoint entryPoint,
    334                               TextureType targetPacked,
    335                               GLenum pname,
    336                               const GLint *params);
    337 bool ValidateGetUniformLocation(const Context *context,
    338                                angle::EntryPoint entryPoint,
    339                                ShaderProgramID programPacked,
    340                                const GLchar *name);
    341 bool ValidateGetUniformfv(const Context *context,
    342                          angle::EntryPoint entryPoint,
    343                          ShaderProgramID programPacked,
    344                          UniformLocation locationPacked,
    345                          const GLfloat *params);
    346 bool ValidateGetUniformiv(const Context *context,
    347                          angle::EntryPoint entryPoint,
    348                          ShaderProgramID programPacked,
    349                          UniformLocation locationPacked,
    350                          const GLint *params);
    351 bool ValidateGetVertexAttribPointerv(const Context *context,
    352                                     angle::EntryPoint entryPoint,
    353                                     GLuint index,
    354                                     GLenum pname,
    355                                     void *const *pointer);
    356 bool ValidateGetVertexAttribfv(const Context *context,
    357                               angle::EntryPoint entryPoint,
    358                               GLuint index,
    359                               GLenum pname,
    360                               const GLfloat *params);
    361 bool ValidateGetVertexAttribiv(const Context *context,
    362                               angle::EntryPoint entryPoint,
    363                               GLuint index,
    364                               GLenum pname,
    365                               const GLint *params);
    366 bool ValidateHint(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum mode);
    367 bool ValidateIsBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked);
    368 bool ValidateIsEnabled(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
    369 bool ValidateIsFramebuffer(const Context *context,
    370                           angle::EntryPoint entryPoint,
    371                           FramebufferID framebufferPacked);
    372 bool ValidateIsProgram(const Context *context,
    373                       angle::EntryPoint entryPoint,
    374                       ShaderProgramID programPacked);
    375 bool ValidateIsRenderbuffer(const Context *context,
    376                            angle::EntryPoint entryPoint,
    377                            RenderbufferID renderbufferPacked);
    378 bool ValidateIsShader(const Context *context,
    379                      angle::EntryPoint entryPoint,
    380                      ShaderProgramID shaderPacked);
    381 bool ValidateIsTexture(const Context *context,
    382                       angle::EntryPoint entryPoint,
    383                       TextureID texturePacked);
    384 bool ValidateLineWidth(const Context *context, angle::EntryPoint entryPoint, GLfloat width);
    385 bool ValidateLinkProgram(const Context *context,
    386                         angle::EntryPoint entryPoint,
    387                         ShaderProgramID programPacked);
    388 bool ValidatePixelStorei(const Context *context,
    389                         angle::EntryPoint entryPoint,
    390                         GLenum pname,
    391                         GLint param);
    392 bool ValidatePolygonOffset(const Context *context,
    393                           angle::EntryPoint entryPoint,
    394                           GLfloat factor,
    395                           GLfloat units);
    396 bool ValidateReadPixels(const Context *context,
    397                        angle::EntryPoint entryPoint,
    398                        GLint x,
    399                        GLint y,
    400                        GLsizei width,
    401                        GLsizei height,
    402                        GLenum format,
    403                        GLenum type,
    404                        const void *pixels);
    405 bool ValidateReleaseShaderCompiler(const Context *context, angle::EntryPoint entryPoint);
    406 bool ValidateRenderbufferStorage(const Context *context,
    407                                 angle::EntryPoint entryPoint,
    408                                 GLenum target,
    409                                 GLenum internalformat,
    410                                 GLsizei width,
    411                                 GLsizei height);
    412 bool ValidateSampleCoverage(const Context *context,
    413                            angle::EntryPoint entryPoint,
    414                            GLfloat value,
    415                            GLboolean invert);
    416 bool ValidateScissor(const Context *context,
    417                     angle::EntryPoint entryPoint,
    418                     GLint x,
    419                     GLint y,
    420                     GLsizei width,
    421                     GLsizei height);
    422 bool ValidateShaderBinary(const Context *context,
    423                          angle::EntryPoint entryPoint,
    424                          GLsizei count,
    425                          const ShaderProgramID *shadersPacked,
    426                          GLenum binaryFormat,
    427                          const void *binary,
    428                          GLsizei length);
    429 bool ValidateShaderSource(const Context *context,
    430                          angle::EntryPoint entryPoint,
    431                          ShaderProgramID shaderPacked,
    432                          GLsizei count,
    433                          const GLchar *const *string,
    434                          const GLint *length);
    435 bool ValidateStencilFunc(const Context *context,
    436                         angle::EntryPoint entryPoint,
    437                         GLenum func,
    438                         GLint ref,
    439                         GLuint mask);
    440 bool ValidateStencilFuncSeparate(const Context *context,
    441                                 angle::EntryPoint entryPoint,
    442                                 GLenum face,
    443                                 GLenum func,
    444                                 GLint ref,
    445                                 GLuint mask);
    446 bool ValidateStencilMask(const Context *context, angle::EntryPoint entryPoint, GLuint mask);
    447 bool ValidateStencilMaskSeparate(const Context *context,
    448                                 angle::EntryPoint entryPoint,
    449                                 GLenum face,
    450                                 GLuint mask);
    451 bool ValidateStencilOp(const Context *context,
    452                       angle::EntryPoint entryPoint,
    453                       GLenum fail,
    454                       GLenum zfail,
    455                       GLenum zpass);
    456 bool ValidateStencilOpSeparate(const Context *context,
    457                               angle::EntryPoint entryPoint,
    458                               GLenum face,
    459                               GLenum sfail,
    460                               GLenum dpfail,
    461                               GLenum dppass);
    462 bool ValidateTexImage2D(const Context *context,
    463                        angle::EntryPoint entryPoint,
    464                        TextureTarget targetPacked,
    465                        GLint level,
    466                        GLint internalformat,
    467                        GLsizei width,
    468                        GLsizei height,
    469                        GLint border,
    470                        GLenum format,
    471                        GLenum type,
    472                        const void *pixels);
    473 bool ValidateTexParameterf(const Context *context,
    474                           angle::EntryPoint entryPoint,
    475                           TextureType targetPacked,
    476                           GLenum pname,
    477                           GLfloat param);
    478 bool ValidateTexParameterfv(const Context *context,
    479                            angle::EntryPoint entryPoint,
    480                            TextureType targetPacked,
    481                            GLenum pname,
    482                            const GLfloat *params);
    483 bool ValidateTexParameteri(const Context *context,
    484                           angle::EntryPoint entryPoint,
    485                           TextureType targetPacked,
    486                           GLenum pname,
    487                           GLint param);
    488 bool ValidateTexParameteriv(const Context *context,
    489                            angle::EntryPoint entryPoint,
    490                            TextureType targetPacked,
    491                            GLenum pname,
    492                            const GLint *params);
    493 bool ValidateTexSubImage2D(const Context *context,
    494                           angle::EntryPoint entryPoint,
    495                           TextureTarget targetPacked,
    496                           GLint level,
    497                           GLint xoffset,
    498                           GLint yoffset,
    499                           GLsizei width,
    500                           GLsizei height,
    501                           GLenum format,
    502                           GLenum type,
    503                           const void *pixels);
    504 bool ValidateUniform1f(const Context *context,
    505                       angle::EntryPoint entryPoint,
    506                       UniformLocation locationPacked,
    507                       GLfloat v0);
    508 bool ValidateUniform1fv(const Context *context,
    509                        angle::EntryPoint entryPoint,
    510                        UniformLocation locationPacked,
    511                        GLsizei count,
    512                        const GLfloat *value);
    513 bool ValidateUniform1i(const Context *context,
    514                       angle::EntryPoint entryPoint,
    515                       UniformLocation locationPacked,
    516                       GLint v0);
    517 bool ValidateUniform1iv(const Context *context,
    518                        angle::EntryPoint entryPoint,
    519                        UniformLocation locationPacked,
    520                        GLsizei count,
    521                        const GLint *value);
    522 bool ValidateUniform2f(const Context *context,
    523                       angle::EntryPoint entryPoint,
    524                       UniformLocation locationPacked,
    525                       GLfloat v0,
    526                       GLfloat v1);
    527 bool ValidateUniform2fv(const Context *context,
    528                        angle::EntryPoint entryPoint,
    529                        UniformLocation locationPacked,
    530                        GLsizei count,
    531                        const GLfloat *value);
    532 bool ValidateUniform2i(const Context *context,
    533                       angle::EntryPoint entryPoint,
    534                       UniformLocation locationPacked,
    535                       GLint v0,
    536                       GLint v1);
    537 bool ValidateUniform2iv(const Context *context,
    538                        angle::EntryPoint entryPoint,
    539                        UniformLocation locationPacked,
    540                        GLsizei count,
    541                        const GLint *value);
    542 bool ValidateUniform3f(const Context *context,
    543                       angle::EntryPoint entryPoint,
    544                       UniformLocation locationPacked,
    545                       GLfloat v0,
    546                       GLfloat v1,
    547                       GLfloat v2);
    548 bool ValidateUniform3fv(const Context *context,
    549                        angle::EntryPoint entryPoint,
    550                        UniformLocation locationPacked,
    551                        GLsizei count,
    552                        const GLfloat *value);
    553 bool ValidateUniform3i(const Context *context,
    554                       angle::EntryPoint entryPoint,
    555                       UniformLocation locationPacked,
    556                       GLint v0,
    557                       GLint v1,
    558                       GLint v2);
    559 bool ValidateUniform3iv(const Context *context,
    560                        angle::EntryPoint entryPoint,
    561                        UniformLocation locationPacked,
    562                        GLsizei count,
    563                        const GLint *value);
    564 bool ValidateUniform4f(const Context *context,
    565                       angle::EntryPoint entryPoint,
    566                       UniformLocation locationPacked,
    567                       GLfloat v0,
    568                       GLfloat v1,
    569                       GLfloat v2,
    570                       GLfloat v3);
    571 bool ValidateUniform4fv(const Context *context,
    572                        angle::EntryPoint entryPoint,
    573                        UniformLocation locationPacked,
    574                        GLsizei count,
    575                        const GLfloat *value);
    576 bool ValidateUniform4i(const Context *context,
    577                       angle::EntryPoint entryPoint,
    578                       UniformLocation locationPacked,
    579                       GLint v0,
    580                       GLint v1,
    581                       GLint v2,
    582                       GLint v3);
    583 bool ValidateUniform4iv(const Context *context,
    584                        angle::EntryPoint entryPoint,
    585                        UniformLocation locationPacked,
    586                        GLsizei count,
    587                        const GLint *value);
    588 bool ValidateUniformMatrix2fv(const Context *context,
    589                              angle::EntryPoint entryPoint,
    590                              UniformLocation locationPacked,
    591                              GLsizei count,
    592                              GLboolean transpose,
    593                              const GLfloat *value);
    594 bool ValidateUniformMatrix3fv(const Context *context,
    595                              angle::EntryPoint entryPoint,
    596                              UniformLocation locationPacked,
    597                              GLsizei count,
    598                              GLboolean transpose,
    599                              const GLfloat *value);
    600 bool ValidateUniformMatrix4fv(const Context *context,
    601                              angle::EntryPoint entryPoint,
    602                              UniformLocation locationPacked,
    603                              GLsizei count,
    604                              GLboolean transpose,
    605                              const GLfloat *value);
    606 bool ValidateUseProgram(const Context *context,
    607                        angle::EntryPoint entryPoint,
    608                        ShaderProgramID programPacked);
    609 bool ValidateValidateProgram(const Context *context,
    610                             angle::EntryPoint entryPoint,
    611                             ShaderProgramID programPacked);
    612 bool ValidateVertexAttrib1f(const Context *context,
    613                            angle::EntryPoint entryPoint,
    614                            GLuint index,
    615                            GLfloat x);
    616 bool ValidateVertexAttrib1fv(const Context *context,
    617                             angle::EntryPoint entryPoint,
    618                             GLuint index,
    619                             const GLfloat *v);
    620 bool ValidateVertexAttrib2f(const Context *context,
    621                            angle::EntryPoint entryPoint,
    622                            GLuint index,
    623                            GLfloat x,
    624                            GLfloat y);
    625 bool ValidateVertexAttrib2fv(const Context *context,
    626                             angle::EntryPoint entryPoint,
    627                             GLuint index,
    628                             const GLfloat *v);
    629 bool ValidateVertexAttrib3f(const Context *context,
    630                            angle::EntryPoint entryPoint,
    631                            GLuint index,
    632                            GLfloat x,
    633                            GLfloat y,
    634                            GLfloat z);
    635 bool ValidateVertexAttrib3fv(const Context *context,
    636                             angle::EntryPoint entryPoint,
    637                             GLuint index,
    638                             const GLfloat *v);
    639 bool ValidateVertexAttrib4f(const Context *context,
    640                            angle::EntryPoint entryPoint,
    641                            GLuint index,
    642                            GLfloat x,
    643                            GLfloat y,
    644                            GLfloat z,
    645                            GLfloat w);
    646 bool ValidateVertexAttrib4fv(const Context *context,
    647                             angle::EntryPoint entryPoint,
    648                             GLuint index,
    649                             const GLfloat *v);
    650 bool ValidateVertexAttribPointer(const Context *context,
    651                                 angle::EntryPoint entryPoint,
    652                                 GLuint index,
    653                                 GLint size,
    654                                 VertexAttribType typePacked,
    655                                 GLboolean normalized,
    656                                 GLsizei stride,
    657                                 const void *pointer);
    658 bool ValidateViewport(const Context *context,
    659                      angle::EntryPoint entryPoint,
    660                      GLint x,
    661                      GLint y,
    662                      GLsizei width,
    663                      GLsizei height);
    664 }  // namespace gl
    665 
    666 #endif  // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_