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65 lines
2.8 KiB
C++
65 lines
2.8 KiB
C++
//
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// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// validationES3.h: Validation functions for OpenGL ES 3.0 entry point parameters
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#ifndef LIBANGLE_VALIDATION_ES3_H_
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#define LIBANGLE_VALIDATION_ES3_H_
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#include <GLES3/gl3.h>
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namespace gl
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{
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class Context;
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bool ValidateES3TexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat, bool isCompressed, bool isSubImage,
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GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
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GLint border, GLenum format, GLenum type, const GLvoid *pixels);
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bool ValidateES3CopyTexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat,
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bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y,
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GLsizei width, GLsizei height, GLint border);
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bool ValidateES3TexStorageParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat,
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GLsizei width, GLsizei height, GLsizei depth);
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bool ValidateFramebufferTextureLayer(Context *context, GLenum target, GLenum attachment,
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GLuint texture, GLint level, GLint layer);
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bool ValidES3ReadFormatType(Context *context, GLenum internalFormat, GLenum format, GLenum type);
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bool ValidateES3RenderbufferStorageParameters(Context *context, GLenum target, GLsizei samples,
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GLenum internalformat, GLsizei width, GLsizei height);
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bool ValidateInvalidateFramebuffer(Context *context, GLenum target, GLsizei numAttachments,
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const GLenum *attachments);
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bool ValidateClearBuffer(Context *context);
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bool ValidateGetUniformuiv(Context *context, GLuint program, GLint location, GLuint* params);
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bool ValidateReadBuffer(Context *context, GLenum mode);
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bool ValidateCompressedTexImage3D(Context *context,
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GLenum target,
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GLint level,
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GLenum internalformat,
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GLsizei width,
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GLsizei height,
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GLsizei depth,
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GLint border,
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GLsizei imageSize,
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const GLvoid *data);
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bool ValidateBindVertexArray(Context *context, GLuint array);
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bool ValidateDeleteVertexArrays(Context *context, GLsizei n);
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bool ValidateGenVertexArrays(Context *context, GLsizei n);
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bool ValidateIsVertexArray(Context *context);
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}
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#endif // LIBANGLE_VALIDATION_ES3_H_
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