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Side by Side Diff: gpu/command_buffer/service/gles2_cmd_validation_implementation_autogen.h

Issue 505016: Implements Validation for all GLenum arguments and ... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 11 years ago
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1 // This file is auto-generated. DO NOT EDIT!
2
3
4 bool ValidateGLenumBufferParameter(GLenum value) {
5 switch (value) {
6 case GL_BUFFER_SIZE:
7 case GL_BUFFER_USAGE:
8 return true;
9 default:
10 return false;
11 }
12 }
13
14 bool ValidateGLenumProgramParameter(GLenum value) {
15 switch (value) {
16 case GL_DELETE_STATUS:
17 case GL_LINK_STATUS:
18 case GL_VALIDATE_STATUS:
19 case GL_INFO_LOG_LENGTH:
20 case GL_ATTACHED_SHADERS:
21 case GL_ACTIVE_ATTRIBUTES:
22 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
23 case GL_ACTIVE_UNIFORMS:
24 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
25 return true;
26 default:
27 return false;
28 }
29 }
30
31 bool ValidateGLenumFaceMode(GLenum value) {
32 switch (value) {
33 case GL_CW:
34 case GL_CCW:
35 return true;
36 default:
37 return false;
38 }
39 }
40
41 bool ValidateGLenumShaderParameter(GLenum value) {
42 switch (value) {
43 case GL_SHADER_TYPE:
44 case GL_DELETE_STATUS:
45 case GL_COMPILE_STATUS:
46 case GL_INFO_LOG_LENGTH:
47 case GL_SHADER_SOURCE_LENGTH:
48 return true;
49 default:
50 return false;
51 }
52 }
53
54 bool ValidateGLenumIndexType(GLenum value) {
55 switch (value) {
56 case GL_UNSIGNED_BYTE:
57 case GL_UNSIGNED_SHORT:
58 return true;
59 default:
60 return false;
61 }
62 }
63
64 bool ValidateGLenumVertexAttribute(GLenum value) {
65 switch (value) {
66 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
67 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
68 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
69 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
70 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
71 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
72 case GL_CURRENT_VERTEX_ATTRIB:
73 return true;
74 default:
75 return false;
76 }
77 }
78
79 bool ValidateGLenumPixelType(GLenum value) {
80 switch (value) {
81 case GL_UNSIGNED_BYTE:
82 case GL_UNSIGNED_SHORT_5_6_5:
83 case GL_UNSIGNED_SHORT_4_4_4_4:
84 case GL_UNSIGNED_SHORT_5_5_5_1:
85 return true;
86 default:
87 return false;
88 }
89 }
90
91 bool ValidateGLenumEquation(GLenum value) {
92 switch (value) {
93 case GL_FUNC_ADD:
94 case GL_FUNC_SUBTRACT:
95 case GL_FUNC_REVERSE_SUBTRACT:
96 return true;
97 default:
98 return false;
99 }
100 }
101
102 bool ValidateGLenumRenderBufferTarget(GLenum value) {
103 switch (value) {
104 case GL_RENDERBUFFER:
105 return true;
106 default:
107 return false;
108 }
109 }
110
111 bool ValidateGLenumShaderPercision(GLenum value) {
112 switch (value) {
113 case GL_LOW_FLOAT:
114 case GL_MEDIUM_FLOAT:
115 case GL_HIGH_FLOAT:
116 case GL_LOW_INT:
117 case GL_MEDIUM_INT:
118 case GL_HIGH_INT:
119 return true;
120 default:
121 return false;
122 }
123 }
124
125 bool ValidateGLenumReadPixelFormat(GLenum value) {
126 switch (value) {
127 case GL_ALPHA:
128 case GL_RGB:
129 case GL_RGBA:
130 return true;
131 default:
132 return false;
133 }
134 }
135
136 bool ValidateGLenumTextureBindTarget(GLenum value) {
137 switch (value) {
138 case GL_TEXTURE_2D:
139 case GL_TEXTURE_CUBE_MAP:
140 return true;
141 default:
142 return false;
143 }
144 }
145
146 bool ValidateGLenumCmpFunction(GLenum value) {
147 switch (value) {
148 case GL_NEVER:
149 case GL_LESS:
150 case GL_EQUAL:
151 case GL_LEQUAL:
152 case GL_GREATER:
153 case GL_NOTEQUAL:
154 case GL_GEQUAL:
155 case GL_ALWAYS:
156 return true;
157 default:
158 return false;
159 }
160 }
161
162 bool ValidateGLenumCapability(GLenum value) {
163 switch (value) {
164 case GL_BLEND:
165 case GL_CULL_FACE:
166 case GL_DEPTH_TEST:
167 case GL_DITHER:
168 case GL_POLYGON_OFFSET_FILL:
169 case GL_SAMPLE_ALPHA_TO_COVERAGE:
170 case GL_SAMPLE_COVERAGE:
171 case GL_SCISSOR_TEST:
172 case GL_STENCIL_TEST:
173 return true;
174 default:
175 return false;
176 }
177 }
178
179 bool ValidateGLenumDstBlendFactor(GLenum value) {
180 switch (value) {
181 case GL_ZERO:
182 case GL_ONE:
183 case GL_SRC_COLOR:
184 case GL_ONE_MINUS_SRC_COLOR:
185 case GL_DST_COLOR:
186 case GL_ONE_MINUS_DST_COLOR:
187 case GL_SRC_ALPHA:
188 case GL_ONE_MINUS_SRC_ALPHA:
189 case GL_DST_ALPHA:
190 case GL_ONE_MINUS_DST_ALPHA:
191 case GL_CONSTANT_COLOR:
192 case GL_ONE_MINUS_CONSTANT_COLOR:
193 case GL_CONSTANT_ALPHA:
194 case GL_ONE_MINUS_CONSTANT_ALPHA:
195 return true;
196 default:
197 return false;
198 }
199 }
200
201 bool ValidateGLenumAttachment(GLenum value) {
202 switch (value) {
203 case GL_COLOR_ATTACHMENT0:
204 case GL_DEPTH_ATTACHMENT:
205 case GL_STENCIL_ATTACHMENT:
206 return true;
207 default:
208 return false;
209 }
210 }
211
212 bool ValidateGLenumRenderBufferFormat(GLenum value) {
213 switch (value) {
214 case GL_RGBA4:
215 case GL_RGB565:
216 case GL_RGB5_A1:
217 case GL_DEPTH_COMPONENT16:
218 case GL_STENCIL_INDEX8:
219 return true;
220 default:
221 return false;
222 }
223 }
224
225 bool ValidateGLenumDrawMode(GLenum value) {
226 switch (value) {
227 case GL_POINTS:
228 case GL_LINE_STRIP:
229 case GL_LINE_LOOP:
230 case GL_LINES:
231 case GL_TRIANGLE_STRIP:
232 case GL_TRIANGLE_FAN:
233 case GL_TRIANGLES:
234 return true;
235 default:
236 return false;
237 }
238 }
239
240 bool ValidateGLenumBufferUsage(GLenum value) {
241 switch (value) {
242 case GL_STREAM_DRAW:
243 case GL_STATIC_DRAW:
244 case GL_DYNAMIC_DRAW:
245 return true;
246 default:
247 return false;
248 }
249 }
250
251 bool ValidateGLenumHintTarget(GLenum value) {
252 switch (value) {
253 case GL_GENERATE_MIPMAP_HINT:
254 return true;
255 default:
256 return false;
257 }
258 }
259
260 bool ValidateGLenumHintMode(GLenum value) {
261 switch (value) {
262 case GL_FASTEST:
263 case GL_NICEST:
264 case GL_DONT_CARE:
265 return true;
266 default:
267 return false;
268 }
269 }
270
271 bool ValidateGLenumTextureFormat(GLenum value) {
272 switch (value) {
273 case GL_ALPHA:
274 case GL_LUMINANCE:
275 case GL_LUMINANCE_ALPHA:
276 case GL_RGB:
277 case GL_RGBA:
278 return true;
279 default:
280 return false;
281 }
282 }
283
284 bool ValidateGLenumStringType(GLenum value) {
285 switch (value) {
286 case GL_VENDOR:
287 case GL_RENDERER:
288 case GL_VERSION:
289 case GL_SHADING_LANGUAGE_VERSION:
290 case GL_EXTENSIONS:
291 return true;
292 default:
293 return false;
294 }
295 }
296
297 bool ValidateGLenumFrameBufferTarget(GLenum value) {
298 switch (value) {
299 case GL_FRAMEBUFFER:
300 return true;
301 default:
302 return false;
303 }
304 }
305
306 bool ValidateGLenumPixelStoreAlignment(GLenum value) {
307 switch (value) {
308 case 1:
309 case 2:
310 case 4:
311 case 8:
312 return true;
313 default:
314 return false;
315 }
316 }
317
318 bool ValidateGLenumTextureParameter(GLenum value) {
319 switch (value) {
320 case GL_TEXTURE_MAG_FILTER:
321 case GL_TEXTURE_MIN_FILTER:
322 case GL_TEXTURE_WRAP_S:
323 case GL_TEXTURE_WRAP_T:
324 return true;
325 default:
326 return false;
327 }
328 }
329
330 bool ValidateGLenumTextureTarget(GLenum value) {
331 switch (value) {
332 case GL_TEXTURE_2D:
333 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
334 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
335 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
336 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
337 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
338 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
339 return true;
340 default:
341 return false;
342 }
343 }
344
345 bool ValidateGLenumShaderType(GLenum value) {
346 switch (value) {
347 case GL_VERTEX_SHADER:
348 case GL_FRAGMENT_SHADER:
349 return true;
350 default:
351 return false;
352 }
353 }
354
355 bool ValidateGLenumFaceType(GLenum value) {
356 switch (value) {
357 case GL_FRONT:
358 case GL_BACK:
359 case GL_FRONT_AND_BACK:
360 return true;
361 default:
362 return false;
363 }
364 }
365
366 bool ValidateGLenumSrcBlendFactor(GLenum value) {
367 switch (value) {
368 case GL_ZERO:
369 case GL_ONE:
370 case GL_SRC_COLOR:
371 case GL_ONE_MINUS_SRC_COLOR:
372 case GL_DST_COLOR:
373 case GL_ONE_MINUS_DST_COLOR:
374 case GL_SRC_ALPHA:
375 case GL_ONE_MINUS_SRC_ALPHA:
376 case GL_DST_ALPHA:
377 case GL_ONE_MINUS_DST_ALPHA:
378 case GL_CONSTANT_COLOR:
379 case GL_ONE_MINUS_CONSTANT_COLOR:
380 case GL_CONSTANT_ALPHA:
381 case GL_ONE_MINUS_CONSTANT_ALPHA:
382 case GL_SRC_ALPHA_SATURATE:
383 return true;
384 default:
385 return false;
386 }
387 }
388
389 bool ValidateGLenumVertexAttribType(GLenum value) {
390 switch (value) {
391 case GL_BYTE:
392 case GL_UNSIGNED_BYTE:
393 case GL_SHORT:
394 case GL_UNSIGNED_SHORT:
395 case GL_FLOAT:
396 return true;
397 default:
398 return false;
399 }
400 }
401
402 bool ValidateGLenumStencilOp(GLenum value) {
403 switch (value) {
404 case GL_KEEP:
405 case GL_ZERO:
406 case GL_REPLACE:
407 case GL_INCR:
408 case GL_INCR_WRAP:
409 case GL_DECR:
410 case GL_DECR_WRAP:
411 case GL_INVERT:
412 return true;
413 default:
414 return false;
415 }
416 }
417
418 bool ValidateGLenumVertexAttribSize(GLenum value) {
419 switch (value) {
420 case 1:
421 case 2:
422 case 3:
423 case 4:
424 return true;
425 default:
426 return false;
427 }
428 }
429
430 bool ValidateGLenumBufferTarget(GLenum value) {
431 switch (value) {
432 case GL_ARRAY_BUFFER:
433 case GL_ELEMENT_ARRAY_BUFFER:
434 return true;
435 default:
436 return false;
437 }
438 }
439
440 bool ValidateGLenumPixelStore(GLenum value) {
441 switch (value) {
442 case GL_PACK_ALIGNMENT:
443 case GL_UNPACK_ALIGNMENT:
444 return true;
445 default:
446 return false;
447 }
448 }
449
450 bool ValidateGLenumRenderBufferParameter(GLenum value) {
451 switch (value) {
452 case GL_RENDERBUFFER_WIDTH:
453 case GL_RENDERBUFFER_HEIGHT:
454 case GL_RENDERBUFFER_INTERNAL_FORMAT:
455 case GL_RENDERBUFFER_RED_SIZE:
456 case GL_RENDERBUFFER_GREEN_SIZE:
457 case GL_RENDERBUFFER_BLUE_SIZE:
458 case GL_RENDERBUFFER_ALPHA_SIZE:
459 case GL_RENDERBUFFER_DEPTH_SIZE:
460 case GL_RENDERBUFFER_STENCIL_SIZE:
461 return true;
462 default:
463 return false;
464 }
465 }
466
467 bool ValidateGLenumFrameBufferParameter(GLenum value) {
468 switch (value) {
469 case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
470 case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
471 case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
472 case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:
473 return true;
474 default:
475 return false;
476 }
477 }
478
479 bool ValidateGLenumVertexPointer(GLenum value) {
480 switch (value) {
481 case GL_VERTEX_ATTRIB_ARRAY_POINTER:
482 return true;
483 default:
484 return false;
485 }
486 }
487
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