//
// Copyright (c) 2013 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.h: Validation functions for OpenGL ES 3.0 entry point parameters

#ifndef LIBANGLE_VALIDATION_ES3_H_
#define LIBANGLE_VALIDATION_ES3_H_

#include <GLES3/gl3.h>

namespace gl
{

class Context;

bool ValidateES3TexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat, bool isCompressed, bool isSubImage,
                                   GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
                                   GLint border, GLenum format, GLenum type, const GLvoid *pixels);

bool ValidateES3CopyTexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat,
                                       bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y,
                                       GLsizei width, GLsizei height, GLint border);

bool ValidateES3TexStorageParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat,
                                     GLsizei width, GLsizei height, GLsizei depth);

bool ValidateFramebufferTextureLayer(Context *context, GLenum target, GLenum attachment,
                                     GLuint texture, GLint level, GLint layer);

bool ValidES3ReadFormatType(Context *context, GLenum internalFormat, GLenum format, GLenum type);

bool ValidateES3RenderbufferStorageParameters(Context *context, GLenum target, GLsizei samples,
                                              GLenum internalformat, GLsizei width, GLsizei height);

bool ValidateInvalidateFramebuffer(Context *context, GLenum target, GLsizei numAttachments,
                                   const GLenum *attachments);

bool ValidateClearBuffer(Context *context);

bool ValidateGetUniformuiv(Context *context, GLuint program, GLint location, GLuint* params);

bool ValidateReadBuffer(Context *context, GLenum mode);

bool ValidateCompressedTexImage3D(Context *context,
                                  GLenum target,
                                  GLint level,
                                  GLenum internalformat,
                                  GLsizei width,
                                  GLsizei height,
                                  GLsizei depth,
                                  GLint border,
                                  GLsizei imageSize,
                                  const GLvoid *data);

bool ValidateBindVertexArray(Context *context, GLuint array);
bool ValidateDeleteVertexArrays(Context *context, GLsizei n);
bool ValidateGenVertexArrays(Context *context, GLsizei n);
bool ValidateIsVertexArray(Context *context);
}

#endif // LIBANGLE_VALIDATION_ES3_H_
