/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef GLES_VALIDATION_H
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#define GLES_VALIDATION_H
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <GLES2/gl2platform.h>
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#include <GLES3/gl3.h>
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#include <GLES3/gl31.h>
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#include "GL2Encoder.h"
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#include <string>
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namespace GLESv2Validation {
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extern GLbitfield allBufferMapAccessFlags;
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bool bufferTarget(GL2Encoder* ctx, GLenum target);
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bool bufferParam(GL2Encoder* ctx, GLenum param);
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bool pixelStoreParam(GL2Encoder* ctx, GLenum param);
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bool pixelStoreValue(GLenum param, GLint value);
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bool rboFormat(GL2Encoder* ctx, GLenum internalformat);
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bool framebufferTarget(GL2Encoder* ctx, GLenum target);
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bool framebufferAttachment(GL2Encoder* ctx, GLenum attachment);
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bool readPixelsFormat(GLenum format);
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bool readPixelsType(GLenum type);
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bool vertexAttribType(GL2Encoder* ctx, GLenum type);
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bool readPixelsFboFormatMatch(GLenum format, GLenum type, GLenum fboTexType);
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bool blitFramebufferFormat(GLenum readFormat, GLenum drawFormat);
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bool textureTarget(GL2Encoder* ctx, GLenum target);
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GLsizei compressedTexImageSize(GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
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bool isCompressedFormat(GLenum internalformat);
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bool supportedCompressedFormat(GL2Encoder* ctx, GLenum internalformat);
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bool unsizedFormat(GLenum format);
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bool filterableTexFormat(GL2Encoder* ctx, GLenum internalformat);
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bool colorRenderableFormat(GL2Encoder* ctx, GLenum internalformat);
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bool depthRenderableFormat(GL2Encoder* ctx, GLenum internalformat);
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bool stencilRenderableFormat(GL2Encoder* ctx, GLenum internalformat);
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bool isCubeMapTarget(GLenum target);
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bool pixelType(GL2Encoder* ctx, GLenum type);
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bool pixelFormat(GL2Encoder* ctx, GLenum format);
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bool pixelInternalFormat(GLenum internalformat);
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bool shaderType(GL2Encoder* ctx, GLenum type);
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bool internalFormatTarget(GL2Encoder* ctx, GLenum target);
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std::string vertexAttribIndexRangeErrorMsg(GL2Encoder* ctx, GLuint index);
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} // namespace GLESv2Validation
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#endif
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