Quellcodebibliothek Statistik Leitseite products/Sources/formale Sprachen/C/Firefox/gfx/angle/checkout/src/libANGLE/   (Browser von der Mozilla Stiftung Version 136.0.1©)  Datei vom 10.2.2025 mit Größe 29 kB image not shown  

Quelle  validationES3_autogen.h   Sprache: C

 
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.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.
//
// validationES3_autogen.h:
//   Validation functions for the OpenGL ES 3.0 entry points.

#ifndef LIBANGLE_VALIDATION_ES3_AUTOGEN_H_
#define LIBANGLE_VALIDATION_ES3_AUTOGEN_H_

#include "common/PackedEnums.h"
#include "common/entry_points_enum_autogen.h"

namespace gl
{
class Context;

bool ValidateBeginQuery(const Context *context,
                        angle::EntryPoint entryPoint,
                        QueryType targetPacked,
                        QueryID idPacked);
bool ValidateBeginTransformFeedback(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    PrimitiveMode primitiveModePacked);
bool ValidateBindBufferBase(const Context *context,
                            angle::EntryPoint entryPoint,
                            BufferBinding targetPacked,
                            GLuint index,
                            BufferID bufferPacked);
bool ValidateBindBufferRange(const Context *context,
                             angle::EntryPoint entryPoint,
                             BufferBinding targetPacked,
                             GLuint index,
                             BufferID bufferPacked,
                             GLintptr offset,
                             GLsizeiptr size);
bool ValidateBindSampler(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLuint unit,
                         SamplerID samplerPacked);
bool ValidateBindTransformFeedback(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLenum target,
                                   TransformFeedbackID idPacked);
bool ValidateBindVertexArray(const Context *context,
                             angle::EntryPoint entryPoint,
                             VertexArrayID arrayPacked);
bool ValidateBlitFramebuffer(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLint srcX0,
                             GLint srcY0,
                             GLint srcX1,
                             GLint srcY1,
                             GLint dstX0,
                             GLint dstY0,
                             GLint dstX1,
                             GLint dstY1,
                             GLbitfield mask,
                             GLenum filter);
bool ValidateClearBufferfi(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum buffer,
                           GLint drawbuffer,
                           GLfloat depth,
                           GLint stencil);
bool ValidateClearBufferfv(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum buffer,
                           GLint drawbuffer,
                           const GLfloat *value);
bool ValidateClearBufferiv(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum buffer,
                           GLint drawbuffer,
                           const GLint *value);
bool ValidateClearBufferuiv(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLenum buffer,
                            GLint drawbuffer,
                            const GLuint *value);
bool ValidateClientWaitSync(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLsync sync,
                            GLbitfield flags,
                            GLuint64 timeout);
bool ValidateCompressedTexImage3D(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  TextureTarget targetPacked,
                                  GLint level,
                                  GLenum internalformat,
                                  GLsizei width,
                                  GLsizei height,
                                  GLsizei depth,
                                  GLint border,
                                  GLsizei imageSize,
                                  const void *data);
bool ValidateCompressedTexSubImage3D(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     TextureTarget targetPacked,
                                     GLint level,
                                     GLint xoffset,
                                     GLint yoffset,
                                     GLint zoffset,
                                     GLsizei width,
                                     GLsizei height,
                                     GLsizei depth,
                                     GLenum format,
                                     GLsizei imageSize,
                                     const void *data);
bool ValidateCopyBufferSubData(const Context *context,
                               angle::EntryPoint entryPoint,
                               BufferBinding readTargetPacked,
                               BufferBinding writeTargetPacked,
                               GLintptr readOffset,
                               GLintptr writeOffset,
                               GLsizeiptr size);
bool ValidateCopyTexSubImage3D(const Context *context,
                               angle::EntryPoint entryPoint,
                               TextureTarget targetPacked,
                               GLint level,
                               GLint xoffset,
                               GLint yoffset,
                               GLint zoffset,
                               GLint x,
                               GLint y,
                               GLsizei width,
                               GLsizei height);
bool ValidateDeleteQueries(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLsizei n,
                           const QueryID *idsPacked);
bool ValidateDeleteSamplers(const Context *context,
                            angle::EntryPoint entryPoint,
                            GLsizei count,
                            const SamplerID *samplersPacked);
bool ValidateDeleteSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync);
bool ValidateDeleteTransformFeedbacks(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      GLsizei n,
                                      const TransformFeedbackID *idsPacked);
bool ValidateDeleteVertexArrays(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLsizei n,
                                const VertexArrayID *arraysPacked);
bool ValidateDrawArraysInstanced(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 PrimitiveMode modePacked,
                                 GLint first,
                                 GLsizei count,
                                 GLsizei instancecount);
bool ValidateDrawBuffers(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLsizei n,
                         const GLenum *bufs);
bool ValidateDrawElementsInstanced(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   PrimitiveMode modePacked,
                                   GLsizei count,
                                   DrawElementsType typePacked,
                                   const void *indices,
                                   GLsizei instancecount);
bool ValidateDrawRangeElements(const Context *context,
                               angle::EntryPoint entryPoint,
                               PrimitiveMode modePacked,
                               GLuint start,
                               GLuint end,
                               GLsizei count,
                               DrawElementsType typePacked,
                               const void *indices);
bool ValidateEndQuery(const Context *context, angle::EntryPoint entryPoint, QueryType targetPacked);
bool ValidateEndTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
bool ValidateFenceSync(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLenum condition,
                       GLbitfield flags);
bool ValidateFlushMappedBufferRange(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    BufferBinding targetPacked,
                                    GLintptr offset,
                                    GLsizeiptr length);
bool ValidateFramebufferTextureLayer(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     GLenum target,
                                     GLenum attachment,
                                     TextureID texturePacked,
                                     GLint level,
                                     GLint layer);
bool ValidateGenQueries(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLsizei n,
                        const QueryID *idsPacked);
bool ValidateGenSamplers(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLsizei count,
                         const SamplerID *samplersPacked);
bool ValidateGenTransformFeedbacks(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLsizei n,
                                   const TransformFeedbackID *idsPacked);
bool ValidateGenVertexArrays(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLsizei n,
                             const VertexArrayID *arraysPacked);
bool ValidateGetActiveUniformBlockName(const Context *context,
                                       angle::EntryPoint entryPoint,
                                       ShaderProgramID programPacked,
                                       UniformBlockIndex uniformBlockIndexPacked,
                                       GLsizei bufSize,
                                       const GLsizei *length,
                                       const GLchar *uniformBlockName);
bool ValidateGetActiveUniformBlockiv(const Context *context,
                                     angle::EntryPoint entryPoint,
                                     ShaderProgramID programPacked,
                                     UniformBlockIndex uniformBlockIndexPacked,
                                     GLenum pname,
                                     const GLint *params);
bool ValidateGetActiveUniformsiv(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 ShaderProgramID programPacked,
                                 GLsizei uniformCount,
                                 const GLuint *uniformIndices,
                                 GLenum pname,
                                 const GLint *params);
bool ValidateGetBufferParameteri64v(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    BufferBinding targetPacked,
                                    GLenum pname,
                                    const GLint64 *params);
bool ValidateGetBufferPointerv(const Context *context,
                               angle::EntryPoint entryPoint,
                               BufferBinding targetPacked,
                               GLenum pname,
                               void *const *params);
bool ValidateGetFragDataLocation(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 ShaderProgramID programPacked,
                                 const GLchar *name);
bool ValidateGetInteger64i_v(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLenum target,
                             GLuint index,
                             const GLint64 *data);
bool ValidateGetInteger64v(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum pname,
                           const GLint64 *data);
bool ValidateGetIntegeri_v(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum target,
                           GLuint index,
                           const GLint *data);
bool ValidateGetInternalformativ(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum target,
                                 GLenum internalformat,
                                 GLenum pname,
                                 GLsizei count,
                                 const GLint *params);
bool ValidateGetProgramBinary(const Context *context,
                              angle::EntryPoint entryPoint,
                              ShaderProgramID programPacked,
                              GLsizei bufSize,
                              const GLsizei *length,
                              const GLenum *binaryFormat,
                              const void *binary);
bool ValidateGetQueryObjectuiv(const Context *context,
                               angle::EntryPoint entryPoint,
                               QueryID idPacked,
                               GLenum pname,
                               const GLuint *params);
bool ValidateGetQueryiv(const Context *context,
                        angle::EntryPoint entryPoint,
                        QueryType targetPacked,
                        GLenum pname,
                        const GLint *params);
bool ValidateGetSamplerParameterfv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   SamplerID samplerPacked,
                                   GLenum pname,
                                   const GLfloat *params);
bool ValidateGetSamplerParameteriv(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   SamplerID samplerPacked,
                                   GLenum pname,
                                   const GLint *params);
bool ValidateGetStringi(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum name,
                        GLuint index);
bool ValidateGetSynciv(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLsync sync,
                       GLenum pname,
                       GLsizei count,
                       const GLsizei *length,
                       const GLint *values);
bool ValidateGetTransformFeedbackVarying(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         ShaderProgramID programPacked,
                                         GLuint index,
                                         GLsizei bufSize,
                                         const GLsizei *length,
                                         const GLsizei *size,
                                         const GLenum *type,
                                         const GLchar *name);
bool ValidateGetUniformBlockIndex(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  const GLchar *uniformBlockName);
bool ValidateGetUniformIndices(const Context *context,
                               angle::EntryPoint entryPoint,
                               ShaderProgramID programPacked,
                               GLsizei uniformCount,
                               const GLchar *const *uniformNames,
                               const GLuint *uniformIndices);
bool ValidateGetUniformuiv(const Context *context,
                           angle::EntryPoint entryPoint,
                           ShaderProgramID programPacked,
                           UniformLocation locationPacked,
                           const GLuint *params);
bool ValidateGetVertexAttribIiv(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLuint index,
                                GLenum pname,
                                const GLint *params);
bool ValidateGetVertexAttribIuiv(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLuint index,
                                 GLenum pname,
                                 const GLuint *params);
bool ValidateInvalidateFramebuffer(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLenum target,
                                   GLsizei numAttachments,
                                   const GLenum *attachments);
bool ValidateInvalidateSubFramebuffer(const Context *context,
                                      angle::EntryPoint entryPoint,
                                      GLenum target,
                                      GLsizei numAttachments,
                                      const GLenum *attachments,
                                      GLint x,
                                      GLint y,
                                      GLsizei width,
                                      GLsizei height);
bool ValidateIsQuery(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked);
bool ValidateIsSampler(const Context *context,
                       angle::EntryPoint entryPoint,
                       SamplerID samplerPacked);
bool ValidateIsSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync);
bool ValidateIsTransformFeedback(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 TransformFeedbackID idPacked);
bool ValidateIsVertexArray(const Context *context,
                           angle::EntryPoint entryPoint,
                           VertexArrayID arrayPacked);
bool ValidateMapBufferRange(const Context *context,
                            angle::EntryPoint entryPoint,
                            BufferBinding targetPacked,
                            GLintptr offset,
                            GLsizeiptr length,
                            GLbitfield access);
bool ValidatePauseTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
bool ValidateProgramBinary(const Context *context,
                           angle::EntryPoint entryPoint,
                           ShaderProgramID programPacked,
                           GLenum binaryFormat,
                           const void *binary,
                           GLsizei length);
bool ValidateProgramParameteri(const Context *context,
                               angle::EntryPoint entryPoint,
                               ShaderProgramID programPacked,
                               GLenum pname,
                               GLint value);
bool ValidateReadBuffer(const Context *context, angle::EntryPoint entryPoint, GLenum src);
bool ValidateRenderbufferStorageMultisample(const Context *context,
                                            angle::EntryPoint entryPoint,
                                            GLenum target,
                                            GLsizei samples,
                                            GLenum internalformat,
                                            GLsizei width,
                                            GLsizei height);
bool ValidateResumeTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
bool ValidateSamplerParameterf(const Context *context,
                               angle::EntryPoint entryPoint,
                               SamplerID samplerPacked,
                               GLenum pname,
                               GLfloat param);
bool ValidateSamplerParameterfv(const Context *context,
                                angle::EntryPoint entryPoint,
                                SamplerID samplerPacked,
                                GLenum pname,
                                const GLfloat *param);
bool ValidateSamplerParameteri(const Context *context,
                               angle::EntryPoint entryPoint,
                               SamplerID samplerPacked,
                               GLenum pname,
                               GLint param);
bool ValidateSamplerParameteriv(const Context *context,
                                angle::EntryPoint entryPoint,
                                SamplerID samplerPacked,
                                GLenum pname,
                                const GLint *param);
bool ValidateTexImage3D(const Context *context,
                        angle::EntryPoint entryPoint,
                        TextureTarget targetPacked,
                        GLint level,
                        GLint internalformat,
                        GLsizei width,
                        GLsizei height,
                        GLsizei depth,
                        GLint border,
                        GLenum format,
                        GLenum type,
                        const void *pixels);
bool ValidateTexStorage2D(const Context *context,
                          angle::EntryPoint entryPoint,
                          TextureType targetPacked,
                          GLsizei levels,
                          GLenum internalformat,
                          GLsizei width,
                          GLsizei height);
bool ValidateTexStorage3D(const Context *context,
                          angle::EntryPoint entryPoint,
                          TextureType targetPacked,
                          GLsizei levels,
                          GLenum internalformat,
                          GLsizei width,
                          GLsizei height,
                          GLsizei depth);
bool ValidateTexSubImage3D(const Context *context,
                           angle::EntryPoint entryPoint,
                           TextureTarget targetPacked,
                           GLint level,
                           GLint xoffset,
                           GLint yoffset,
                           GLint zoffset,
                           GLsizei width,
                           GLsizei height,
                           GLsizei depth,
                           GLenum format,
                           GLenum type,
                           const void *pixels);
bool ValidateTransformFeedbackVaryings(const Context *context,
                                       angle::EntryPoint entryPoint,
                                       ShaderProgramID programPacked,
                                       GLsizei count,
                                       const GLchar *const *varyings,
                                       GLenum bufferMode);
bool ValidateUniform1ui(const Context *context,
                        angle::EntryPoint entryPoint,
                        UniformLocation locationPacked,
                        GLuint v0);
bool ValidateUniform1uiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         UniformLocation locationPacked,
                         GLsizei count,
                         const GLuint *value);
bool ValidateUniform2ui(const Context *context,
                        angle::EntryPoint entryPoint,
                        UniformLocation locationPacked,
                        GLuint v0,
                        GLuint v1);
bool ValidateUniform2uiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         UniformLocation locationPacked,
                         GLsizei count,
                         const GLuint *value);
bool ValidateUniform3ui(const Context *context,
                        angle::EntryPoint entryPoint,
                        UniformLocation locationPacked,
                        GLuint v0,
                        GLuint v1,
                        GLuint v2);
bool ValidateUniform3uiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         UniformLocation locationPacked,
                         GLsizei count,
                         const GLuint *value);
bool ValidateUniform4ui(const Context *context,
                        angle::EntryPoint entryPoint,
                        UniformLocation locationPacked,
                        GLuint v0,
                        GLuint v1,
                        GLuint v2,
                        GLuint v3);
bool ValidateUniform4uiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         UniformLocation locationPacked,
                         GLsizei count,
                         const GLuint *value);
bool ValidateUniformBlockBinding(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 ShaderProgramID programPacked,
                                 UniformBlockIndex uniformBlockIndexPacked,
                                 GLuint uniformBlockBinding);
bool ValidateUniformMatrix2x3fv(const Context *context,
                                angle::EntryPoint entryPoint,
                                UniformLocation locationPacked,
                                GLsizei count,
                                GLboolean transpose,
                                const GLfloat *value);
bool ValidateUniformMatrix2x4fv(const Context *context,
                                angle::EntryPoint entryPoint,
                                UniformLocation locationPacked,
                                GLsizei count,
                                GLboolean transpose,
                                const GLfloat *value);
bool ValidateUniformMatrix3x2fv(const Context *context,
                                angle::EntryPoint entryPoint,
                                UniformLocation locationPacked,
                                GLsizei count,
                                GLboolean transpose,
                                const GLfloat *value);
bool ValidateUniformMatrix3x4fv(const Context *context,
                                angle::EntryPoint entryPoint,
                                UniformLocation locationPacked,
                                GLsizei count,
                                GLboolean transpose,
                                const GLfloat *value);
bool ValidateUniformMatrix4x2fv(const Context *context,
                                angle::EntryPoint entryPoint,
                                UniformLocation locationPacked,
                                GLsizei count,
                                GLboolean transpose,
                                const GLfloat *value);
bool ValidateUniformMatrix4x3fv(const Context *context,
                                angle::EntryPoint entryPoint,
                                UniformLocation locationPacked,
                                GLsizei count,
                                GLboolean transpose,
                                const GLfloat *value);
bool ValidateUnmapBuffer(const Context *context,
                         angle::EntryPoint entryPoint,
                         BufferBinding targetPacked);
bool ValidateVertexAttribDivisor(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLuint index,
                                 GLuint divisor);
bool ValidateVertexAttribI4i(const Context *context,
                             angle::EntryPoint entryPoint,
                             GLuint index,
                             GLint x,
                             GLint y,
                             GLint z,
                             GLint w);
bool ValidateVertexAttribI4iv(const Context *context,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              const GLint *v);
bool ValidateVertexAttribI4ui(const Context *context,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              GLuint x,
                              GLuint y,
                              GLuint z,
                              GLuint w);
bool ValidateVertexAttribI4uiv(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               const GLuint *v);
bool ValidateVertexAttribIPointer(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLuint index,
                                  GLint size,
                                  VertexAttribType typePacked,
                                  GLsizei stride,
                                  const void *pointer);
bool ValidateWaitSync(const Context *context,
                      angle::EntryPoint entryPoint,
                      GLsync sync,
                      GLbitfield flags,
                      GLuint64 timeout);
}  // namespace gl

#endif  // LIBANGLE_VALIDATION_ES3_AUTOGEN_H_

Messung V0.5
C=93 H=98 G=95

¤ Dauer der Verarbeitung: 0.17 Sekunden  (vorverarbeitet)  ¤

*© Formatika GbR, Deutschland






Wurzel

Suchen

Beweissystem der NASA

Beweissystem Isabelle

NIST Cobol Testsuite

Cephes Mathematical Library

Wiener Entwicklungsmethode

Haftungshinweis

Die Informationen auf dieser Webseite wurden nach bestem Wissen sorgfältig zusammengestellt. Es wird jedoch weder Vollständigkeit, noch Richtigkeit, noch Qualität der bereit gestellten Informationen zugesichert.

Bemerkung:

Die farbliche Syntaxdarstellung und die Messung sind noch experimentell.