// 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_gl_3_autogen.h: // Capture functions for the OpenGL ES Desktop GL 3.x entry points. #ifndef LIBANGLE_CAPTURE_GL_3_AUTOGEN_H_ #define LIBANGLE_CAPTURE_GL_3_AUTOGEN_H_ #include "common/PackedEnums.h" #include "libANGLE/capture/FrameCapture.h" namespace gl { // Method Captures // GL 3.0 angle::CallCapture CaptureBeginConditionalRender(const State &glState, bool isCallValid, GLuint id, GLenum mode); angle::CallCapture CaptureBindFragDataLocation(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint color, const GLchar *name); angle::CallCapture CaptureClampColor(const State &glState, bool isCallValid, GLenum target, GLenum clamp); angle::CallCapture CaptureEndConditionalRender(const State &glState, bool isCallValid); angle::CallCapture CaptureFramebufferTexture1D(const State &glState, bool isCallValid, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texturePacked, GLint level); angle::CallCapture CaptureFramebufferTexture3D(const State &glState, bool isCallValid, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texturePacked, GLint level, GLint zoffset); angle::CallCapture CaptureVertexAttribI1i(const State &glState, bool isCallValid, GLuint index, GLint x); angle::CallCapture CaptureVertexAttribI1iv(const State &glState, bool isCallValid, GLuint index, const GLint *v); angle::CallCapture CaptureVertexAttribI1ui(const State &glState, bool isCallValid, GLuint index, GLuint x); angle::CallCapture CaptureVertexAttribI1uiv(const State &glState, bool isCallValid, GLuint index, const GLuint *v); angle::CallCapture CaptureVertexAttribI2i(const State &glState, bool isCallValid, GLuint index, GLint x, GLint y); angle::CallCapture CaptureVertexAttribI2iv(const State &glState, bool isCallValid, GLuint index, const GLint *v); angle::CallCapture CaptureVertexAttribI2ui(const State &glState, bool isCallValid, GLuint index, GLuint x, GLuint y); angle::CallCapture CaptureVertexAttribI2uiv(const State &glState, bool isCallValid, GLuint index, const GLuint *v); angle::CallCapture CaptureVertexAttribI3i(const State &glState, bool isCallValid, GLuint index, GLint x, GLint y, GLint z); angle::CallCapture CaptureVertexAttribI3iv(const State &glState, bool isCallValid, GLuint index, const GLint *v); angle::CallCapture CaptureVertexAttribI3ui(const State &glState, bool isCallValid, GLuint index, GLuint x, GLuint y, GLuint z); angle::CallCapture CaptureVertexAttribI3uiv(const State &glState, bool isCallValid, GLuint index, const GLuint *v); angle::CallCapture CaptureVertexAttribI4bv(const State &glState, bool isCallValid, GLuint index, const GLbyte *v); angle::CallCapture CaptureVertexAttribI4sv(const State &glState, bool isCallValid, GLuint index, const GLshort *v); angle::CallCapture CaptureVertexAttribI4ubv(const State &glState, bool isCallValid, GLuint index, const GLubyte *v); angle::CallCapture CaptureVertexAttribI4usv(const State &glState, bool isCallValid, GLuint index, const GLushort *v); // GL 3.1 angle::CallCapture CaptureGetActiveUniformName(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); angle::CallCapture CapturePrimitiveRestartIndex(const State &glState, bool isCallValid, GLuint index); // GL 3.2 angle::CallCapture CaptureMultiDrawElementsBaseVertex(const State &glState, bool isCallValid, PrimitiveMode modePacked, const GLsizei *count, DrawElementsType typePacked, const void *const *indices, GLsizei drawcount, const GLint *basevertex); angle::CallCapture CaptureProvokingVertex(const State &glState, bool isCallValid, ProvokingVertexConvention modePacked); angle::CallCapture CaptureTexImage2DMultisample(const State &glState, bool isCallValid, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); angle::CallCapture CaptureTexImage3DMultisample(const State &glState, bool isCallValid, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); // GL 3.3 angle::CallCapture CaptureBindFragDataLocationIndexed(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint colorNumber, GLuint index, const GLchar *name); angle::CallCapture CaptureColorP3ui(const State &glState, bool isCallValid, GLenum type, GLuint color); angle::CallCapture CaptureColorP3uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *color); angle::CallCapture CaptureColorP4ui(const State &glState, bool isCallValid, GLenum type, GLuint color); angle::CallCapture CaptureColorP4uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *color); angle::CallCapture CaptureGetFragDataIndex(const State &glState, bool isCallValid, ShaderProgramID programPacked, const GLchar *name, GLint returnValue); angle::CallCapture CaptureGetQueryObjecti64v(const State &glState, bool isCallValid, QueryID idPacked, GLenum pname, GLint64 *params); angle::CallCapture CaptureGetQueryObjectui64v(const State &glState, bool isCallValid, QueryID idPacked, GLenum pname, GLuint64 *params); angle::CallCapture CaptureMultiTexCoordP1ui(const State &glState, bool isCallValid, GLenum texture, GLenum type, GLuint coords); angle::CallCapture CaptureMultiTexCoordP1uiv(const State &glState, bool isCallValid, GLenum texture, GLenum type, const GLuint *coords); angle::CallCapture CaptureMultiTexCoordP2ui(const State &glState, bool isCallValid, GLenum texture, GLenum type, GLuint coords); angle::CallCapture CaptureMultiTexCoordP2uiv(const State &glState, bool isCallValid, GLenum texture, GLenum type, const GLuint *coords); angle::CallCapture CaptureMultiTexCoordP3ui(const State &glState, bool isCallValid, GLenum texture, GLenum type, GLuint coords); angle::CallCapture CaptureMultiTexCoordP3uiv(const State &glState, bool isCallValid, GLenum texture, GLenum type, const GLuint *coords); angle::CallCapture CaptureMultiTexCoordP4ui(const State &glState, bool isCallValid, GLenum texture, GLenum type, GLuint coords); angle::CallCapture CaptureMultiTexCoordP4uiv(const State &glState, bool isCallValid, GLenum texture, GLenum type, const GLuint *coords); angle::CallCapture CaptureNormalP3ui(const State &glState, bool isCallValid, GLenum type, GLuint coords); angle::CallCapture CaptureNormalP3uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *coords); angle::CallCapture CaptureQueryCounter(const State &glState, bool isCallValid, QueryID idPacked, QueryType targetPacked); angle::CallCapture CaptureSecondaryColorP3ui(const State &glState, bool isCallValid, GLenum type, GLuint color); angle::CallCapture CaptureSecondaryColorP3uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *color); angle::CallCapture CaptureTexCoordP1ui(const State &glState, bool isCallValid, GLenum type, GLuint coords); angle::CallCapture CaptureTexCoordP1uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *coords); angle::CallCapture CaptureTexCoordP2ui(const State &glState, bool isCallValid, GLenum type, GLuint coords); angle::CallCapture CaptureTexCoordP2uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *coords); angle::CallCapture CaptureTexCoordP3ui(const State &glState, bool isCallValid, GLenum type, GLuint coords); angle::CallCapture CaptureTexCoordP3uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *coords); angle::CallCapture CaptureTexCoordP4ui(const State &glState, bool isCallValid, GLenum type, GLuint coords); angle::CallCapture CaptureTexCoordP4uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *coords); angle::CallCapture CaptureVertexAttribP1ui(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, GLuint value); angle::CallCapture CaptureVertexAttribP1uiv(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); angle::CallCapture CaptureVertexAttribP2ui(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, GLuint value); angle::CallCapture CaptureVertexAttribP2uiv(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); angle::CallCapture CaptureVertexAttribP3ui(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, GLuint value); angle::CallCapture CaptureVertexAttribP3uiv(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); angle::CallCapture CaptureVertexAttribP4ui(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, GLuint value); angle::CallCapture CaptureVertexAttribP4uiv(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, const GLuint *value); angle::CallCapture CaptureVertexP2ui(const State &glState, bool isCallValid, GLenum type, GLuint value); angle::CallCapture CaptureVertexP2uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *value); angle::CallCapture CaptureVertexP3ui(const State &glState, bool isCallValid, GLenum type, GLuint value); angle::CallCapture CaptureVertexP3uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *value); angle::CallCapture CaptureVertexP4ui(const State &glState, bool isCallValid, GLenum type, GLuint value); angle::CallCapture CaptureVertexP4uiv(const State &glState, bool isCallValid, GLenum type, const GLuint *value); // Parameter Captures // GL 3.0 void CaptureBindFragDataLocation_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint color, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureVertexAttribI1iv_v(const State &glState, bool isCallValid, GLuint index, const GLint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI1uiv_v(const State &glState, bool isCallValid, GLuint index, const GLuint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI2iv_v(const State &glState, bool isCallValid, GLuint index, const GLint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI2uiv_v(const State &glState, bool isCallValid, GLuint index, const GLuint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI3iv_v(const State &glState, bool isCallValid, GLuint index, const GLint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI3uiv_v(const State &glState, bool isCallValid, GLuint index, const GLuint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI4bv_v(const State &glState, bool isCallValid, GLuint index, const GLbyte *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI4sv_v(const State &glState, bool isCallValid, GLuint index, const GLshort *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI4ubv_v(const State &glState, bool isCallValid, GLuint index, const GLubyte *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI4usv_v(const State &glState, bool isCallValid, GLuint index, const GLushort *v, angle::ParamCapture *paramCapture); // GL 3.1 void CaptureGetActiveUniformName_length(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName, angle::ParamCapture *paramCapture); void CaptureGetActiveUniformName_uniformName(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName, angle::ParamCapture *paramCapture); // GL 3.2 void CaptureMultiDrawElementsBaseVertex_count(const State &glState, bool isCallValid, PrimitiveMode modePacked, const GLsizei *count, DrawElementsType typePacked, const void *const *indices, GLsizei drawcount, const GLint *basevertex, angle::ParamCapture *paramCapture); void CaptureMultiDrawElementsBaseVertex_indices(const State &glState, bool isCallValid, PrimitiveMode modePacked, const GLsizei *count, DrawElementsType typePacked, const void *const *indices, GLsizei drawcount, const GLint *basevertex, angle::ParamCapture *paramCapture); void CaptureMultiDrawElementsBaseVertex_basevertex(const State &glState, bool isCallValid, PrimitiveMode modePacked, const GLsizei *count, DrawElementsType typePacked, const void *const *indices, GLsizei drawcount, const GLint *basevertex, angle::ParamCapture *paramCapture); // GL 3.3 void CaptureBindFragDataLocationIndexed_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint colorNumber, GLuint index, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureColorP3uiv_color(const State &glState, bool isCallValid, GLenum type, const GLuint *color, angle::ParamCapture *paramCapture); void CaptureColorP4uiv_color(const State &glState, bool isCallValid, GLenum type, const GLuint *color, angle::ParamCapture *paramCapture); void CaptureGetFragDataIndex_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetQueryObjecti64v_params(const State &glState, bool isCallValid, QueryID idPacked, GLenum pname, GLint64 *params, angle::ParamCapture *paramCapture); void CaptureGetQueryObjectui64v_params(const State &glState, bool isCallValid, QueryID idPacked, GLenum pname, GLuint64 *params, angle::ParamCapture *paramCapture); void CaptureMultiTexCoordP1uiv_coords(const State &glState, bool isCallValid, GLenum texture, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureMultiTexCoordP2uiv_coords(const State &glState, bool isCallValid, GLenum texture, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureMultiTexCoordP3uiv_coords(const State &glState, bool isCallValid, GLenum texture, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureMultiTexCoordP4uiv_coords(const State &glState, bool isCallValid, GLenum texture, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureNormalP3uiv_coords(const State &glState, bool isCallValid, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureSecondaryColorP3uiv_color(const State &glState, bool isCallValid, GLenum type, const GLuint *color, angle::ParamCapture *paramCapture); void CaptureTexCoordP1uiv_coords(const State &glState, bool isCallValid, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureTexCoordP2uiv_coords(const State &glState, bool isCallValid, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureTexCoordP3uiv_coords(const State &glState, bool isCallValid, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureTexCoordP4uiv_coords(const State &glState, bool isCallValid, GLenum type, const GLuint *coords, angle::ParamCapture *paramCapture); void CaptureVertexAttribP1uiv_value(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureVertexAttribP2uiv_value(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureVertexAttribP3uiv_value(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureVertexAttribP4uiv_value(const State &glState, bool isCallValid, GLuint index, GLenum type, GLboolean normalized, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureVertexP2uiv_value(const State &glState, bool isCallValid, GLenum type, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureVertexP3uiv_value(const State &glState, bool isCallValid, GLenum type, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureVertexP4uiv_value(const State &glState, bool isCallValid, GLenum type, const GLuint *value, angle::ParamCapture *paramCapture); } // namespace gl #endif // LIBANGLE_CAPTURE_GL_3_AUTOGEN_H_