From 26a029d407be480d791972afb5975cf62c9360a6 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Fri, 19 Apr 2024 02:47:55 +0200 Subject: Adding upstream version 124.0.1. Signed-off-by: Daniel Baumann --- .../libANGLE/capture/capture_gles_2_0_autogen.h | 1195 ++++++++++++++++++++ 1 file changed, 1195 insertions(+) create mode 100644 gfx/angle/checkout/src/libANGLE/capture/capture_gles_2_0_autogen.h (limited to 'gfx/angle/checkout/src/libANGLE/capture/capture_gles_2_0_autogen.h') 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_ -- cgit v1.2.3