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-rw-r--r--gfx/angle/checkout/src/libANGLE/capture/capture_gles_2_0_autogen.h1195
1 files changed, 1195 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/capture/capture_gles_2_0_autogen.h b/gfx/angle/checkout/src/libANGLE/capture/capture_gles_2_0_autogen.h
new file mode 100644
index 0000000000..d4d1d978a2
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/capture/capture_gles_2_0_autogen.h
@@ -0,0 +1,1195 @@
+// GENERATED FILE - DO NOT EDIT.
+// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml.
+//
+// Copyright 2020 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.
+//
+// capture_gles_2_0_autogen.h:
+// Capture functions for the OpenGL ES 2.0 entry points.
+
+#ifndef LIBANGLE_CAPTURE_GLES_2_0_AUTOGEN_H_
+#define LIBANGLE_CAPTURE_GLES_2_0_AUTOGEN_H_
+
+#include "common/PackedEnums.h"
+#include "libANGLE/capture/FrameCapture.h"
+
+namespace gl
+{
+
+// Method Captures
+
+angle::CallCapture CaptureActiveTexture(const State &glState, bool isCallValid, GLenum texture);
+angle::CallCapture CaptureAttachShader(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ ShaderProgramID shaderPacked);
+angle::CallCapture CaptureBindAttribLocation(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ const GLchar *name);
+angle::CallCapture CaptureBindBuffer(const State &glState,
+ bool isCallValid,
+ BufferBinding targetPacked,
+ BufferID bufferPacked);
+angle::CallCapture CaptureBindFramebuffer(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ FramebufferID framebufferPacked);
+angle::CallCapture CaptureBindRenderbuffer(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ RenderbufferID renderbufferPacked);
+angle::CallCapture CaptureBindTexture(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ TextureID texturePacked);
+angle::CallCapture CaptureBlendColor(const State &glState,
+ bool isCallValid,
+ GLfloat red,
+ GLfloat green,
+ GLfloat blue,
+ GLfloat alpha);
+angle::CallCapture CaptureBlendEquation(const State &glState, bool isCallValid, GLenum mode);
+angle::CallCapture CaptureBlendEquationSeparate(const State &glState,
+ bool isCallValid,
+ GLenum modeRGB,
+ GLenum modeAlpha);
+angle::CallCapture CaptureBlendFunc(const State &glState,
+ bool isCallValid,
+ GLenum sfactor,
+ GLenum dfactor);
+angle::CallCapture CaptureBlendFuncSeparate(const State &glState,
+ bool isCallValid,
+ GLenum sfactorRGB,
+ GLenum dfactorRGB,
+ GLenum sfactorAlpha,
+ GLenum dfactorAlpha);
+angle::CallCapture CaptureBufferData(const State &glState,
+ bool isCallValid,
+ BufferBinding targetPacked,
+ GLsizeiptr size,
+ const void *data,
+ BufferUsage usagePacked);
+angle::CallCapture CaptureBufferSubData(const State &glState,
+ bool isCallValid,
+ BufferBinding targetPacked,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void *data);
+angle::CallCapture CaptureCheckFramebufferStatus(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ GLenum returnValue);
+angle::CallCapture CaptureClear(const State &glState, bool isCallValid, GLbitfield mask);
+angle::CallCapture CaptureClearColor(const State &glState,
+ bool isCallValid,
+ GLfloat red,
+ GLfloat green,
+ GLfloat blue,
+ GLfloat alpha);
+angle::CallCapture CaptureClearDepthf(const State &glState, bool isCallValid, GLfloat d);
+angle::CallCapture CaptureClearStencil(const State &glState, bool isCallValid, GLint s);
+angle::CallCapture CaptureColorMask(const State &glState,
+ bool isCallValid,
+ GLboolean red,
+ GLboolean green,
+ GLboolean blue,
+ GLboolean alpha);
+angle::CallCapture CaptureCompileShader(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked);
+angle::CallCapture CaptureCompressedTexImage2D(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void *data);
+angle::CallCapture CaptureCompressedTexSubImage2D(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data);
+angle::CallCapture CaptureCopyTexImage2D(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLint border);
+angle::CallCapture CaptureCopyTexSubImage2D(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+angle::CallCapture CaptureCreateProgram(const State &glState, bool isCallValid, GLuint returnValue);
+angle::CallCapture CaptureCreateShader(const State &glState,
+ bool isCallValid,
+ ShaderType typePacked,
+ GLuint returnValue);
+angle::CallCapture CaptureCullFace(const State &glState, bool isCallValid, CullFaceMode modePacked);
+angle::CallCapture CaptureDeleteBuffers(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ const BufferID *buffersPacked);
+angle::CallCapture CaptureDeleteFramebuffers(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ const FramebufferID *framebuffersPacked);
+angle::CallCapture CaptureDeleteProgram(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked);
+angle::CallCapture CaptureDeleteRenderbuffers(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ const RenderbufferID *renderbuffersPacked);
+angle::CallCapture CaptureDeleteShader(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked);
+angle::CallCapture CaptureDeleteTextures(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ const TextureID *texturesPacked);
+angle::CallCapture CaptureDepthFunc(const State &glState, bool isCallValid, GLenum func);
+angle::CallCapture CaptureDepthMask(const State &glState, bool isCallValid, GLboolean flag);
+angle::CallCapture CaptureDepthRangef(const State &glState, bool isCallValid, GLfloat n, GLfloat f);
+angle::CallCapture CaptureDetachShader(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ ShaderProgramID shaderPacked);
+angle::CallCapture CaptureDisable(const State &glState, bool isCallValid, GLenum cap);
+angle::CallCapture CaptureDisableVertexAttribArray(const State &glState,
+ bool isCallValid,
+ GLuint index);
+angle::CallCapture CaptureDrawArrays(const State &glState,
+ bool isCallValid,
+ PrimitiveMode modePacked,
+ GLint first,
+ GLsizei count);
+angle::CallCapture CaptureDrawElements(const State &glState,
+ bool isCallValid,
+ PrimitiveMode modePacked,
+ GLsizei count,
+ DrawElementsType typePacked,
+ const void *indices);
+angle::CallCapture CaptureEnable(const State &glState, bool isCallValid, GLenum cap);
+angle::CallCapture CaptureEnableVertexAttribArray(const State &glState,
+ bool isCallValid,
+ GLuint index);
+angle::CallCapture CaptureFinish(const State &glState, bool isCallValid);
+angle::CallCapture CaptureFlush(const State &glState, bool isCallValid);
+angle::CallCapture CaptureFramebufferRenderbuffer(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ RenderbufferID renderbufferPacked);
+angle::CallCapture CaptureFramebufferTexture2D(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ GLenum attachment,
+ TextureTarget textargetPacked,
+ TextureID texturePacked,
+ GLint level);
+angle::CallCapture CaptureFrontFace(const State &glState, bool isCallValid, GLenum mode);
+angle::CallCapture CaptureGenBuffers(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ BufferID *buffersPacked);
+angle::CallCapture CaptureGenFramebuffers(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ FramebufferID *framebuffersPacked);
+angle::CallCapture CaptureGenRenderbuffers(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ RenderbufferID *renderbuffersPacked);
+angle::CallCapture CaptureGenTextures(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ TextureID *texturesPacked);
+angle::CallCapture CaptureGenerateMipmap(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked);
+angle::CallCapture CaptureGetActiveAttrib(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name);
+angle::CallCapture CaptureGetActiveUniform(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name);
+angle::CallCapture CaptureGetAttachedShaders(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLsizei maxCount,
+ GLsizei *count,
+ ShaderProgramID *shadersPacked);
+angle::CallCapture CaptureGetAttribLocation(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ const GLchar *name,
+ GLint returnValue);
+angle::CallCapture CaptureGetBooleanv(const State &glState,
+ bool isCallValid,
+ GLenum pname,
+ GLboolean *data);
+angle::CallCapture CaptureGetBufferParameteriv(const State &glState,
+ bool isCallValid,
+ BufferBinding targetPacked,
+ GLenum pname,
+ GLint *params);
+angle::CallCapture CaptureGetError(const State &glState, bool isCallValid, GLenum returnValue);
+angle::CallCapture CaptureGetFloatv(const State &glState,
+ bool isCallValid,
+ GLenum pname,
+ GLfloat *data);
+angle::CallCapture CaptureGetFramebufferAttachmentParameteriv(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint *params);
+angle::CallCapture CaptureGetIntegerv(const State &glState,
+ bool isCallValid,
+ GLenum pname,
+ GLint *data);
+angle::CallCapture CaptureGetProgramInfoLog(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog);
+angle::CallCapture CaptureGetProgramiv(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLenum pname,
+ GLint *params);
+angle::CallCapture CaptureGetRenderbufferParameteriv(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ GLenum pname,
+ GLint *params);
+angle::CallCapture CaptureGetShaderInfoLog(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog);
+angle::CallCapture CaptureGetShaderPrecisionFormat(const State &glState,
+ bool isCallValid,
+ GLenum shadertype,
+ GLenum precisiontype,
+ GLint *range,
+ GLint *precision);
+angle::CallCapture CaptureGetShaderSource(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *source);
+angle::CallCapture CaptureGetShaderiv(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLenum pname,
+ GLint *params);
+angle::CallCapture CaptureGetString(const State &glState,
+ bool isCallValid,
+ GLenum name,
+ const GLubyte *returnValue);
+angle::CallCapture CaptureGetTexParameterfv(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ GLfloat *params);
+angle::CallCapture CaptureGetTexParameteriv(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ GLint *params);
+angle::CallCapture CaptureGetUniformLocation(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ const GLchar *name,
+ GLint returnValue);
+angle::CallCapture CaptureGetUniformfv(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLfloat *params);
+angle::CallCapture CaptureGetUniformiv(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLint *params);
+angle::CallCapture CaptureGetVertexAttribPointerv(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLenum pname,
+ void **pointer);
+angle::CallCapture CaptureGetVertexAttribfv(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLenum pname,
+ GLfloat *params);
+angle::CallCapture CaptureGetVertexAttribiv(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLenum pname,
+ GLint *params);
+angle::CallCapture CaptureHint(const State &glState, bool isCallValid, GLenum target, GLenum mode);
+angle::CallCapture CaptureIsBuffer(const State &glState,
+ bool isCallValid,
+ BufferID bufferPacked,
+ GLboolean returnValue);
+angle::CallCapture CaptureIsEnabled(const State &glState,
+ bool isCallValid,
+ GLenum cap,
+ GLboolean returnValue);
+angle::CallCapture CaptureIsFramebuffer(const State &glState,
+ bool isCallValid,
+ FramebufferID framebufferPacked,
+ GLboolean returnValue);
+angle::CallCapture CaptureIsProgram(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLboolean returnValue);
+angle::CallCapture CaptureIsRenderbuffer(const State &glState,
+ bool isCallValid,
+ RenderbufferID renderbufferPacked,
+ GLboolean returnValue);
+angle::CallCapture CaptureIsShader(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLboolean returnValue);
+angle::CallCapture CaptureIsTexture(const State &glState,
+ bool isCallValid,
+ TextureID texturePacked,
+ GLboolean returnValue);
+angle::CallCapture CaptureLineWidth(const State &glState, bool isCallValid, GLfloat width);
+angle::CallCapture CaptureLinkProgram(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked);
+angle::CallCapture CapturePixelStorei(const State &glState,
+ bool isCallValid,
+ GLenum pname,
+ GLint param);
+angle::CallCapture CapturePolygonOffset(const State &glState,
+ bool isCallValid,
+ GLfloat factor,
+ GLfloat units);
+angle::CallCapture CaptureReadPixels(const State &glState,
+ bool isCallValid,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ void *pixels);
+angle::CallCapture CaptureReleaseShaderCompiler(const State &glState, bool isCallValid);
+angle::CallCapture CaptureRenderbufferStorage(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+angle::CallCapture CaptureSampleCoverage(const State &glState,
+ bool isCallValid,
+ GLfloat value,
+ GLboolean invert);
+angle::CallCapture CaptureScissor(const State &glState,
+ bool isCallValid,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+angle::CallCapture CaptureShaderBinary(const State &glState,
+ bool isCallValid,
+ GLsizei count,
+ const ShaderProgramID *shadersPacked,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length);
+angle::CallCapture CaptureShaderSource(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei count,
+ const GLchar *const *string,
+ const GLint *length);
+angle::CallCapture CaptureStencilFunc(const State &glState,
+ bool isCallValid,
+ GLenum func,
+ GLint ref,
+ GLuint mask);
+angle::CallCapture CaptureStencilFuncSeparate(const State &glState,
+ bool isCallValid,
+ GLenum face,
+ GLenum func,
+ GLint ref,
+ GLuint mask);
+angle::CallCapture CaptureStencilMask(const State &glState, bool isCallValid, GLuint mask);
+angle::CallCapture CaptureStencilMaskSeparate(const State &glState,
+ bool isCallValid,
+ GLenum face,
+ GLuint mask);
+angle::CallCapture CaptureStencilOp(const State &glState,
+ bool isCallValid,
+ GLenum fail,
+ GLenum zfail,
+ GLenum zpass);
+angle::CallCapture CaptureStencilOpSeparate(const State &glState,
+ bool isCallValid,
+ GLenum face,
+ GLenum sfail,
+ GLenum dpfail,
+ GLenum dppass);
+angle::CallCapture CaptureTexImage2D(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+angle::CallCapture CaptureTexParameterf(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ GLfloat param);
+angle::CallCapture CaptureTexParameterfv(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ const GLfloat *params);
+angle::CallCapture CaptureTexParameteri(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ GLint param);
+angle::CallCapture CaptureTexParameteriv(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ const GLint *params);
+angle::CallCapture CaptureTexSubImage2D(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+angle::CallCapture CaptureUniform1f(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLfloat v0);
+angle::CallCapture CaptureUniform1fv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+angle::CallCapture CaptureUniform1i(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLint v0);
+angle::CallCapture CaptureUniform1iv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+angle::CallCapture CaptureUniform2f(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1);
+angle::CallCapture CaptureUniform2fv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+angle::CallCapture CaptureUniform2i(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1);
+angle::CallCapture CaptureUniform2iv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+angle::CallCapture CaptureUniform3f(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2);
+angle::CallCapture CaptureUniform3fv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+angle::CallCapture CaptureUniform3i(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1,
+ GLint v2);
+angle::CallCapture CaptureUniform3iv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+angle::CallCapture CaptureUniform4f(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2,
+ GLfloat v3);
+angle::CallCapture CaptureUniform4fv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+angle::CallCapture CaptureUniform4i(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1,
+ GLint v2,
+ GLint v3);
+angle::CallCapture CaptureUniform4iv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+angle::CallCapture CaptureUniformMatrix2fv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+angle::CallCapture CaptureUniformMatrix3fv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+angle::CallCapture CaptureUniformMatrix4fv(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+angle::CallCapture CaptureUseProgram(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked);
+angle::CallCapture CaptureValidateProgram(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked);
+angle::CallCapture CaptureVertexAttrib1f(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLfloat x);
+angle::CallCapture CaptureVertexAttrib1fv(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ const GLfloat *v);
+angle::CallCapture CaptureVertexAttrib2f(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLfloat x,
+ GLfloat y);
+angle::CallCapture CaptureVertexAttrib2fv(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ const GLfloat *v);
+angle::CallCapture CaptureVertexAttrib3f(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z);
+angle::CallCapture CaptureVertexAttrib3fv(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ const GLfloat *v);
+angle::CallCapture CaptureVertexAttrib4f(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z,
+ GLfloat w);
+angle::CallCapture CaptureVertexAttrib4fv(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ const GLfloat *v);
+angle::CallCapture CaptureVertexAttribPointer(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLint size,
+ VertexAttribType typePacked,
+ GLboolean normalized,
+ GLsizei stride,
+ const void *pointer);
+angle::CallCapture CaptureViewport(const State &glState,
+ bool isCallValid,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+
+// Parameter Captures
+
+void CaptureBindAttribLocation_name(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ const GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureBufferData_data(const State &glState,
+ bool isCallValid,
+ BufferBinding targetPacked,
+ GLsizeiptr size,
+ const void *data,
+ BufferUsage usagePacked,
+ angle::ParamCapture *paramCapture);
+void CaptureBufferSubData_data(const State &glState,
+ bool isCallValid,
+ BufferBinding targetPacked,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void *data,
+ angle::ParamCapture *paramCapture);
+void CaptureCompressedTexImage2D_data(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void *data,
+ angle::ParamCapture *paramCapture);
+void CaptureCompressedTexSubImage2D_data(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data,
+ angle::ParamCapture *paramCapture);
+void CaptureDeleteBuffers_buffersPacked(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ const BufferID *buffersPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureDeleteFramebuffers_framebuffersPacked(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ const FramebufferID *framebuffersPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureDeleteRenderbuffers_renderbuffersPacked(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ const RenderbufferID *renderbuffersPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureDeleteTextures_texturesPacked(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ const TextureID *texturesPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureDrawElements_indices(const State &glState,
+ bool isCallValid,
+ PrimitiveMode modePacked,
+ GLsizei count,
+ DrawElementsType typePacked,
+ const void *indices,
+ angle::ParamCapture *paramCapture);
+void CaptureGenBuffers_buffersPacked(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ BufferID *buffersPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureGenFramebuffers_framebuffersPacked(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ FramebufferID *framebuffersPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureGenRenderbuffers_renderbuffersPacked(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ RenderbufferID *renderbuffersPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureGenTextures_texturesPacked(const State &glState,
+ bool isCallValid,
+ GLsizei n,
+ TextureID *texturesPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureGetActiveAttrib_length(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetActiveAttrib_size(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetActiveAttrib_type(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetActiveAttrib_name(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetActiveUniform_length(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetActiveUniform_size(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetActiveUniform_type(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetActiveUniform_name(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLint *size,
+ GLenum *type,
+ GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetAttachedShaders_count(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLsizei maxCount,
+ GLsizei *count,
+ ShaderProgramID *shadersPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureGetAttachedShaders_shadersPacked(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLsizei maxCount,
+ GLsizei *count,
+ ShaderProgramID *shadersPacked,
+ angle::ParamCapture *paramCapture);
+void CaptureGetAttribLocation_name(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ const GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetBooleanv_data(const State &glState,
+ bool isCallValid,
+ GLenum pname,
+ GLboolean *data,
+ angle::ParamCapture *paramCapture);
+void CaptureGetBufferParameteriv_params(const State &glState,
+ bool isCallValid,
+ BufferBinding targetPacked,
+ GLenum pname,
+ GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetFloatv_data(const State &glState,
+ bool isCallValid,
+ GLenum pname,
+ GLfloat *data,
+ angle::ParamCapture *paramCapture);
+void CaptureGetFramebufferAttachmentParameteriv_params(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetIntegerv_data(const State &glState,
+ bool isCallValid,
+ GLenum pname,
+ GLint *data,
+ angle::ParamCapture *paramCapture);
+void CaptureGetProgramInfoLog_length(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog,
+ angle::ParamCapture *paramCapture);
+void CaptureGetProgramInfoLog_infoLog(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog,
+ angle::ParamCapture *paramCapture);
+void CaptureGetProgramiv_params(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ GLenum pname,
+ GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetRenderbufferParameteriv_params(const State &glState,
+ bool isCallValid,
+ GLenum target,
+ GLenum pname,
+ GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetShaderInfoLog_length(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog,
+ angle::ParamCapture *paramCapture);
+void CaptureGetShaderInfoLog_infoLog(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *infoLog,
+ angle::ParamCapture *paramCapture);
+void CaptureGetShaderPrecisionFormat_range(const State &glState,
+ bool isCallValid,
+ GLenum shadertype,
+ GLenum precisiontype,
+ GLint *range,
+ GLint *precision,
+ angle::ParamCapture *paramCapture);
+void CaptureGetShaderPrecisionFormat_precision(const State &glState,
+ bool isCallValid,
+ GLenum shadertype,
+ GLenum precisiontype,
+ GLint *range,
+ GLint *precision,
+ angle::ParamCapture *paramCapture);
+void CaptureGetShaderSource_length(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *source,
+ angle::ParamCapture *paramCapture);
+void CaptureGetShaderSource_source(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei bufSize,
+ GLsizei *length,
+ GLchar *source,
+ angle::ParamCapture *paramCapture);
+void CaptureGetShaderiv_params(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLenum pname,
+ GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetTexParameterfv_params(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ GLfloat *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetTexParameteriv_params(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetUniformLocation_name(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ const GLchar *name,
+ angle::ParamCapture *paramCapture);
+void CaptureGetUniformfv_params(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLfloat *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetUniformiv_params(const State &glState,
+ bool isCallValid,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetVertexAttribPointerv_pointer(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLenum pname,
+ void **pointer,
+ angle::ParamCapture *paramCapture);
+void CaptureGetVertexAttribfv_params(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLenum pname,
+ GLfloat *params,
+ angle::ParamCapture *paramCapture);
+void CaptureGetVertexAttribiv_params(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLenum pname,
+ GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureReadPixels_pixels(const State &glState,
+ bool isCallValid,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ void *pixels,
+ angle::ParamCapture *paramCapture);
+void CaptureShaderBinary_shadersPacked(const State &glState,
+ bool isCallValid,
+ GLsizei count,
+ const ShaderProgramID *shadersPacked,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length,
+ angle::ParamCapture *paramCapture);
+void CaptureShaderBinary_binary(const State &glState,
+ bool isCallValid,
+ GLsizei count,
+ const ShaderProgramID *shadersPacked,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length,
+ angle::ParamCapture *paramCapture);
+void CaptureShaderSource_string(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei count,
+ const GLchar *const *string,
+ const GLint *length,
+ angle::ParamCapture *paramCapture);
+void CaptureShaderSource_length(const State &glState,
+ bool isCallValid,
+ ShaderProgramID shaderPacked,
+ GLsizei count,
+ const GLchar *const *string,
+ const GLint *length,
+ angle::ParamCapture *paramCapture);
+void CaptureTexImage2D_pixels(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels,
+ angle::ParamCapture *paramCapture);
+void CaptureTexParameterfv_params(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ const GLfloat *params,
+ angle::ParamCapture *paramCapture);
+void CaptureTexParameteriv_params(const State &glState,
+ bool isCallValid,
+ TextureType targetPacked,
+ GLenum pname,
+ const GLint *params,
+ angle::ParamCapture *paramCapture);
+void CaptureTexSubImage2D_pixels(const State &glState,
+ bool isCallValid,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels,
+ angle::ParamCapture *paramCapture);
+void CaptureUniform1fv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniform1iv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniform2fv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniform2iv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniform3fv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniform3iv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniform4fv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniform4iv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniformMatrix2fv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniformMatrix3fv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value,
+ angle::ParamCapture *paramCapture);
+void CaptureUniformMatrix4fv_value(const State &glState,
+ bool isCallValid,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value,
+ angle::ParamCapture *paramCapture);
+void CaptureVertexAttrib1fv_v(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ const GLfloat *v,
+ angle::ParamCapture *paramCapture);
+void CaptureVertexAttrib2fv_v(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ const GLfloat *v,
+ angle::ParamCapture *paramCapture);
+void CaptureVertexAttrib3fv_v(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ const GLfloat *v,
+ angle::ParamCapture *paramCapture);
+void CaptureVertexAttrib4fv_v(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ const GLfloat *v,
+ angle::ParamCapture *paramCapture);
+void CaptureVertexAttribPointer_pointer(const State &glState,
+ bool isCallValid,
+ GLuint index,
+ GLint size,
+ VertexAttribType typePacked,
+ GLboolean normalized,
+ GLsizei stride,
+ const void *pointer,
+ angle::ParamCapture *paramCapture);
+} // namespace gl
+
+#endif // LIBANGLE_CAPTURE_GLES_2_0_AUTOGEN_H_