Index: gpu/command_buffer/service/gles2_cmd_validation_implementation_autogen.h |
=================================================================== |
--- gpu/command_buffer/service/gles2_cmd_validation_implementation_autogen.h (revision 0) |
+++ gpu/command_buffer/service/gles2_cmd_validation_implementation_autogen.h (revision 0) |
@@ -0,0 +1,487 @@ |
+// This file is auto-generated. DO NOT EDIT! |
+ |
+ |
+bool ValidateGLenumBufferParameter(GLenum value) { |
+ switch (value) { |
+ case GL_BUFFER_SIZE: |
+ case GL_BUFFER_USAGE: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumProgramParameter(GLenum value) { |
+ switch (value) { |
+ case GL_DELETE_STATUS: |
+ case GL_LINK_STATUS: |
+ case GL_VALIDATE_STATUS: |
+ case GL_INFO_LOG_LENGTH: |
+ case GL_ATTACHED_SHADERS: |
+ case GL_ACTIVE_ATTRIBUTES: |
+ case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: |
+ case GL_ACTIVE_UNIFORMS: |
+ case GL_ACTIVE_UNIFORM_MAX_LENGTH: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumFaceMode(GLenum value) { |
+ switch (value) { |
+ case GL_CW: |
+ case GL_CCW: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumShaderParameter(GLenum value) { |
+ switch (value) { |
+ case GL_SHADER_TYPE: |
+ case GL_DELETE_STATUS: |
+ case GL_COMPILE_STATUS: |
+ case GL_INFO_LOG_LENGTH: |
+ case GL_SHADER_SOURCE_LENGTH: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumIndexType(GLenum value) { |
+ switch (value) { |
+ case GL_UNSIGNED_BYTE: |
+ case GL_UNSIGNED_SHORT: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumVertexAttribute(GLenum value) { |
+ switch (value) { |
+ case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: |
+ case GL_VERTEX_ATTRIB_ARRAY_ENABLED: |
+ case GL_VERTEX_ATTRIB_ARRAY_SIZE: |
+ case GL_VERTEX_ATTRIB_ARRAY_STRIDE: |
+ case GL_VERTEX_ATTRIB_ARRAY_TYPE: |
+ case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: |
+ case GL_CURRENT_VERTEX_ATTRIB: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumPixelType(GLenum value) { |
+ switch (value) { |
+ case GL_UNSIGNED_BYTE: |
+ case GL_UNSIGNED_SHORT_5_6_5: |
+ case GL_UNSIGNED_SHORT_4_4_4_4: |
+ case GL_UNSIGNED_SHORT_5_5_5_1: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumEquation(GLenum value) { |
+ switch (value) { |
+ case GL_FUNC_ADD: |
+ case GL_FUNC_SUBTRACT: |
+ case GL_FUNC_REVERSE_SUBTRACT: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumRenderBufferTarget(GLenum value) { |
+ switch (value) { |
+ case GL_RENDERBUFFER: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumShaderPercision(GLenum value) { |
+ switch (value) { |
+ case GL_LOW_FLOAT: |
+ case GL_MEDIUM_FLOAT: |
+ case GL_HIGH_FLOAT: |
+ case GL_LOW_INT: |
+ case GL_MEDIUM_INT: |
+ case GL_HIGH_INT: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumReadPixelFormat(GLenum value) { |
+ switch (value) { |
+ case GL_ALPHA: |
+ case GL_RGB: |
+ case GL_RGBA: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumTextureBindTarget(GLenum value) { |
+ switch (value) { |
+ case GL_TEXTURE_2D: |
+ case GL_TEXTURE_CUBE_MAP: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumCmpFunction(GLenum value) { |
+ switch (value) { |
+ case GL_NEVER: |
+ case GL_LESS: |
+ case GL_EQUAL: |
+ case GL_LEQUAL: |
+ case GL_GREATER: |
+ case GL_NOTEQUAL: |
+ case GL_GEQUAL: |
+ case GL_ALWAYS: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumCapability(GLenum value) { |
+ switch (value) { |
+ case GL_BLEND: |
+ case GL_CULL_FACE: |
+ case GL_DEPTH_TEST: |
+ case GL_DITHER: |
+ case GL_POLYGON_OFFSET_FILL: |
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: |
+ case GL_SAMPLE_COVERAGE: |
+ case GL_SCISSOR_TEST: |
+ case GL_STENCIL_TEST: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumDstBlendFactor(GLenum value) { |
+ switch (value) { |
+ case GL_ZERO: |
+ case GL_ONE: |
+ case GL_SRC_COLOR: |
+ case GL_ONE_MINUS_SRC_COLOR: |
+ case GL_DST_COLOR: |
+ case GL_ONE_MINUS_DST_COLOR: |
+ case GL_SRC_ALPHA: |
+ case GL_ONE_MINUS_SRC_ALPHA: |
+ case GL_DST_ALPHA: |
+ case GL_ONE_MINUS_DST_ALPHA: |
+ case GL_CONSTANT_COLOR: |
+ case GL_ONE_MINUS_CONSTANT_COLOR: |
+ case GL_CONSTANT_ALPHA: |
+ case GL_ONE_MINUS_CONSTANT_ALPHA: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumAttachment(GLenum value) { |
+ switch (value) { |
+ case GL_COLOR_ATTACHMENT0: |
+ case GL_DEPTH_ATTACHMENT: |
+ case GL_STENCIL_ATTACHMENT: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumRenderBufferFormat(GLenum value) { |
+ switch (value) { |
+ case GL_RGBA4: |
+ case GL_RGB565: |
+ case GL_RGB5_A1: |
+ case GL_DEPTH_COMPONENT16: |
+ case GL_STENCIL_INDEX8: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumDrawMode(GLenum value) { |
+ switch (value) { |
+ case GL_POINTS: |
+ case GL_LINE_STRIP: |
+ case GL_LINE_LOOP: |
+ case GL_LINES: |
+ case GL_TRIANGLE_STRIP: |
+ case GL_TRIANGLE_FAN: |
+ case GL_TRIANGLES: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumBufferUsage(GLenum value) { |
+ switch (value) { |
+ case GL_STREAM_DRAW: |
+ case GL_STATIC_DRAW: |
+ case GL_DYNAMIC_DRAW: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumHintTarget(GLenum value) { |
+ switch (value) { |
+ case GL_GENERATE_MIPMAP_HINT: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumHintMode(GLenum value) { |
+ switch (value) { |
+ case GL_FASTEST: |
+ case GL_NICEST: |
+ case GL_DONT_CARE: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumTextureFormat(GLenum value) { |
+ switch (value) { |
+ case GL_ALPHA: |
+ case GL_LUMINANCE: |
+ case GL_LUMINANCE_ALPHA: |
+ case GL_RGB: |
+ case GL_RGBA: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumStringType(GLenum value) { |
+ switch (value) { |
+ case GL_VENDOR: |
+ case GL_RENDERER: |
+ case GL_VERSION: |
+ case GL_SHADING_LANGUAGE_VERSION: |
+ case GL_EXTENSIONS: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumFrameBufferTarget(GLenum value) { |
+ switch (value) { |
+ case GL_FRAMEBUFFER: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumPixelStoreAlignment(GLenum value) { |
+ switch (value) { |
+ case 1: |
+ case 2: |
+ case 4: |
+ case 8: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumTextureParameter(GLenum value) { |
+ switch (value) { |
+ case GL_TEXTURE_MAG_FILTER: |
+ case GL_TEXTURE_MIN_FILTER: |
+ case GL_TEXTURE_WRAP_S: |
+ case GL_TEXTURE_WRAP_T: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumTextureTarget(GLenum value) { |
+ switch (value) { |
+ case GL_TEXTURE_2D: |
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_X: |
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: |
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: |
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: |
+ case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: |
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumShaderType(GLenum value) { |
+ switch (value) { |
+ case GL_VERTEX_SHADER: |
+ case GL_FRAGMENT_SHADER: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumFaceType(GLenum value) { |
+ switch (value) { |
+ case GL_FRONT: |
+ case GL_BACK: |
+ case GL_FRONT_AND_BACK: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumSrcBlendFactor(GLenum value) { |
+ switch (value) { |
+ case GL_ZERO: |
+ case GL_ONE: |
+ case GL_SRC_COLOR: |
+ case GL_ONE_MINUS_SRC_COLOR: |
+ case GL_DST_COLOR: |
+ case GL_ONE_MINUS_DST_COLOR: |
+ case GL_SRC_ALPHA: |
+ case GL_ONE_MINUS_SRC_ALPHA: |
+ case GL_DST_ALPHA: |
+ case GL_ONE_MINUS_DST_ALPHA: |
+ case GL_CONSTANT_COLOR: |
+ case GL_ONE_MINUS_CONSTANT_COLOR: |
+ case GL_CONSTANT_ALPHA: |
+ case GL_ONE_MINUS_CONSTANT_ALPHA: |
+ case GL_SRC_ALPHA_SATURATE: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumVertexAttribType(GLenum value) { |
+ switch (value) { |
+ case GL_BYTE: |
+ case GL_UNSIGNED_BYTE: |
+ case GL_SHORT: |
+ case GL_UNSIGNED_SHORT: |
+ case GL_FLOAT: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumStencilOp(GLenum value) { |
+ switch (value) { |
+ case GL_KEEP: |
+ case GL_ZERO: |
+ case GL_REPLACE: |
+ case GL_INCR: |
+ case GL_INCR_WRAP: |
+ case GL_DECR: |
+ case GL_DECR_WRAP: |
+ case GL_INVERT: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumVertexAttribSize(GLenum value) { |
+ switch (value) { |
+ case 1: |
+ case 2: |
+ case 3: |
+ case 4: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumBufferTarget(GLenum value) { |
+ switch (value) { |
+ case GL_ARRAY_BUFFER: |
+ case GL_ELEMENT_ARRAY_BUFFER: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumPixelStore(GLenum value) { |
+ switch (value) { |
+ case GL_PACK_ALIGNMENT: |
+ case GL_UNPACK_ALIGNMENT: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumRenderBufferParameter(GLenum value) { |
+ switch (value) { |
+ case GL_RENDERBUFFER_WIDTH: |
+ case GL_RENDERBUFFER_HEIGHT: |
+ case GL_RENDERBUFFER_INTERNAL_FORMAT: |
+ case GL_RENDERBUFFER_RED_SIZE: |
+ case GL_RENDERBUFFER_GREEN_SIZE: |
+ case GL_RENDERBUFFER_BLUE_SIZE: |
+ case GL_RENDERBUFFER_ALPHA_SIZE: |
+ case GL_RENDERBUFFER_DEPTH_SIZE: |
+ case GL_RENDERBUFFER_STENCIL_SIZE: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumFrameBufferParameter(GLenum value) { |
+ switch (value) { |
+ case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: |
+ case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: |
+ case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: |
+ case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
+bool ValidateGLenumVertexPointer(GLenum value) { |
+ switch (value) { |
+ case GL_VERTEX_ATTRIB_ARRAY_POINTER: |
+ return true; |
+ default: |
+ return false; |
+ } |
+} |
+ |
Property changes on: gpu\command_buffer\service\gles2_cmd_validation_implementation_autogen.h |
___________________________________________________________________ |
Added: svn:eol-style |
+ LF |