// 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_4_autogen.h: // Capture functions for the OpenGL ES Desktop GL 4.x entry points. #ifndef LIBANGLE_CAPTURE_GL_4_AUTOGEN_H_ #define LIBANGLE_CAPTURE_GL_4_AUTOGEN_H_ #include "common/PackedEnums.h" #include "libANGLE/capture/FrameCapture.h" namespace gl { // Method Captures // GL 4.0 angle::CallCapture CaptureBeginQueryIndexed(const State &glState, bool isCallValid, GLenum target, GLuint index, QueryID idPacked); angle::CallCapture CaptureDrawTransformFeedback(const State &glState, bool isCallValid, GLenum mode, TransformFeedbackID idPacked); angle::CallCapture CaptureDrawTransformFeedbackStream(const State &glState, bool isCallValid, GLenum mode, TransformFeedbackID idPacked, GLuint stream); angle::CallCapture CaptureEndQueryIndexed(const State &glState, bool isCallValid, GLenum target, GLuint index); angle::CallCapture CaptureGetActiveSubroutineName(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); angle::CallCapture CaptureGetActiveSubroutineUniformName(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); angle::CallCapture CaptureGetActiveSubroutineUniformiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLenum pname, GLint *values); angle::CallCapture CaptureGetProgramStageiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLenum pname, GLint *values); angle::CallCapture CaptureGetQueryIndexediv(const State &glState, bool isCallValid, GLenum target, GLuint index, GLenum pname, GLint *params); angle::CallCapture CaptureGetSubroutineIndex(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, const GLchar *name, GLuint returnValue); angle::CallCapture CaptureGetSubroutineUniformLocation(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, const GLchar *name, GLint returnValue); angle::CallCapture CaptureGetUniformSubroutineuiv(const State &glState, bool isCallValid, GLenum shadertype, GLint location, GLuint *params); angle::CallCapture CaptureGetUniformdv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble *params); angle::CallCapture CapturePatchParameterfv(const State &glState, bool isCallValid, GLenum pname, const GLfloat *values); angle::CallCapture CaptureUniform1d(const State &glState, bool isCallValid, UniformLocation locationPacked, GLdouble x); angle::CallCapture CaptureUniform1dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLdouble *value); angle::CallCapture CaptureUniform2d(const State &glState, bool isCallValid, UniformLocation locationPacked, GLdouble x, GLdouble y); angle::CallCapture CaptureUniform2dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLdouble *value); angle::CallCapture CaptureUniform3d(const State &glState, bool isCallValid, UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); angle::CallCapture CaptureUniform3dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLdouble *value); angle::CallCapture CaptureUniform4d(const State &glState, bool isCallValid, UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, GLdouble w); angle::CallCapture CaptureUniform4dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLdouble *value); angle::CallCapture CaptureUniformMatrix2dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformMatrix2x3dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformMatrix2x4dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformMatrix3dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformMatrix3x2dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformMatrix3x4dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformMatrix4dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformMatrix4x2dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformMatrix4x3dv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureUniformSubroutinesuiv(const State &glState, bool isCallValid, GLenum shadertype, GLsizei count, const GLuint *indices); // GL 4.1 angle::CallCapture CaptureDepthRangeArrayv(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLdouble *v); angle::CallCapture CaptureDepthRangeIndexed(const State &glState, bool isCallValid, GLuint index, GLdouble n, GLdouble f); angle::CallCapture CaptureGetDoublei_v(const State &glState, bool isCallValid, GLenum target, GLuint index, GLdouble *data); angle::CallCapture CaptureGetFloati_v(const State &glState, bool isCallValid, GLenum target, GLuint index, GLfloat *data); angle::CallCapture CaptureGetVertexAttribLdv(const State &glState, bool isCallValid, GLuint index, GLenum pname, GLdouble *params); angle::CallCapture CaptureProgramUniform1d(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0); angle::CallCapture CaptureProgramUniform1dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); angle::CallCapture CaptureProgramUniform2d(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1); angle::CallCapture CaptureProgramUniform2dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); angle::CallCapture CaptureProgramUniform3d(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1, GLdouble v2); angle::CallCapture CaptureProgramUniform3dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); angle::CallCapture CaptureProgramUniform4d(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); angle::CallCapture CaptureProgramUniform4dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix2dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix2x3dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix2x4dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix3dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix3x2dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix3x4dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix4dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix4x2dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureProgramUniformMatrix4x3dv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); angle::CallCapture CaptureScissorArrayv(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLint *v); angle::CallCapture CaptureScissorIndexed(const State &glState, bool isCallValid, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); angle::CallCapture CaptureScissorIndexedv(const State &glState, bool isCallValid, GLuint index, const GLint *v); angle::CallCapture CaptureVertexAttribL1d(const State &glState, bool isCallValid, GLuint index, GLdouble x); angle::CallCapture CaptureVertexAttribL1dv(const State &glState, bool isCallValid, GLuint index, const GLdouble *v); angle::CallCapture CaptureVertexAttribL2d(const State &glState, bool isCallValid, GLuint index, GLdouble x, GLdouble y); angle::CallCapture CaptureVertexAttribL2dv(const State &glState, bool isCallValid, GLuint index, const GLdouble *v); angle::CallCapture CaptureVertexAttribL3d(const State &glState, bool isCallValid, GLuint index, GLdouble x, GLdouble y, GLdouble z); angle::CallCapture CaptureVertexAttribL3dv(const State &glState, bool isCallValid, GLuint index, const GLdouble *v); angle::CallCapture CaptureVertexAttribL4d(const State &glState, bool isCallValid, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); angle::CallCapture CaptureVertexAttribL4dv(const State &glState, bool isCallValid, GLuint index, const GLdouble *v); angle::CallCapture CaptureVertexAttribLPointer(const State &glState, bool isCallValid, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); angle::CallCapture CaptureViewportArrayv(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLfloat *v); angle::CallCapture CaptureViewportIndexedf(const State &glState, bool isCallValid, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); angle::CallCapture CaptureViewportIndexedfv(const State &glState, bool isCallValid, GLuint index, const GLfloat *v); // GL 4.2 angle::CallCapture CaptureDrawArraysInstancedBaseInstance(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); angle::CallCapture CaptureDrawElementsInstancedBaseInstance(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount, GLuint baseinstance); angle::CallCapture CaptureDrawElementsInstancedBaseVertexBaseInstance(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); angle::CallCapture CaptureDrawTransformFeedbackInstanced(const State &glState, bool isCallValid, GLenum mode, TransformFeedbackID idPacked, GLsizei instancecount); angle::CallCapture CaptureDrawTransformFeedbackStreamInstanced(const State &glState, bool isCallValid, GLenum mode, TransformFeedbackID idPacked, GLuint stream, GLsizei instancecount); angle::CallCapture CaptureGetActiveAtomicCounterBufferiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint bufferIndex, GLenum pname, GLint *params); angle::CallCapture CaptureTexStorage1D(const State &glState, bool isCallValid, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); // GL 4.3 angle::CallCapture CaptureClearBufferData(const State &glState, bool isCallValid, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); angle::CallCapture CaptureClearBufferSubData(const State &glState, bool isCallValid, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); angle::CallCapture CaptureGetInternalformati64v(const State &glState, bool isCallValid, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); angle::CallCapture CaptureGetProgramResourceLocationIndex(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name, GLint returnValue); angle::CallCapture CaptureInvalidateBufferData(const State &glState, bool isCallValid, BufferID bufferPacked); angle::CallCapture CaptureInvalidateBufferSubData(const State &glState, bool isCallValid, BufferID bufferPacked, GLintptr offset, GLsizeiptr length); angle::CallCapture CaptureInvalidateTexImage(const State &glState, bool isCallValid, TextureID texturePacked, GLint level); angle::CallCapture CaptureInvalidateTexSubImage(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); angle::CallCapture CaptureMultiDrawArraysIndirect(const State &glState, bool isCallValid, PrimitiveMode modePacked, const void *indirect, GLsizei drawcount, GLsizei stride); angle::CallCapture CaptureMultiDrawElementsIndirect(const State &glState, bool isCallValid, PrimitiveMode modePacked, DrawElementsType typePacked, const void *indirect, GLsizei drawcount, GLsizei stride); angle::CallCapture CaptureShaderStorageBlockBinding(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint storageBlockIndex, GLuint storageBlockBinding); angle::CallCapture CaptureTextureView(const State &glState, bool isCallValid, TextureID texturePacked, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); angle::CallCapture CaptureVertexAttribLFormat(const State &glState, bool isCallValid, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); // GL 4.4 angle::CallCapture CaptureBindBuffersBase(const State &glState, bool isCallValid, GLenum target, GLuint first, GLsizei count, const BufferID *buffersPacked); angle::CallCapture CaptureBindBuffersRange(const State &glState, bool isCallValid, GLenum target, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizeiptr *sizes); angle::CallCapture CaptureBindImageTextures(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLuint *textures); angle::CallCapture CaptureBindSamplers(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLuint *samplers); angle::CallCapture CaptureBindTextures(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLuint *textures); angle::CallCapture CaptureBindVertexBuffers(const State &glState, bool isCallValid, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides); angle::CallCapture CaptureBufferStorage(const State &glState, bool isCallValid, BufferBinding targetPacked, GLsizeiptr size, const void *data, GLbitfield flags); angle::CallCapture CaptureClearTexImage(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLenum format, GLenum type, const void *data); angle::CallCapture CaptureClearTexSubImage(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); // GL 4.5 angle::CallCapture CaptureBindTextureUnit(const State &glState, bool isCallValid, GLuint unit, TextureID texturePacked); angle::CallCapture CaptureBlitNamedFramebuffer(const State &glState, bool isCallValid, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); angle::CallCapture CaptureCheckNamedFramebufferStatus(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum target, GLenum returnValue); angle::CallCapture CaptureClearNamedBufferData(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum internalformat, GLenum format, GLenum type, const void *data); angle::CallCapture CaptureClearNamedBufferSubData(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); angle::CallCapture CaptureClearNamedFramebufferfi(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); angle::CallCapture CaptureClearNamedFramebufferfv(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLfloat *value); angle::CallCapture CaptureClearNamedFramebufferiv(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLint *value); angle::CallCapture CaptureClearNamedFramebufferuiv(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLuint *value); angle::CallCapture CaptureClipControl(const State &glState, bool isCallValid, GLenum origin, GLenum depth); angle::CallCapture CaptureCompressedTextureSubImage1D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); angle::CallCapture CaptureCompressedTextureSubImage2D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); angle::CallCapture CaptureCompressedTextureSubImage3D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); angle::CallCapture CaptureCopyNamedBufferSubData(const State &glState, bool isCallValid, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); angle::CallCapture CaptureCopyTextureSubImage1D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); angle::CallCapture CaptureCopyTextureSubImage2D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); angle::CallCapture CaptureCopyTextureSubImage3D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); angle::CallCapture CaptureCreateBuffers(const State &glState, bool isCallValid, GLsizei n, BufferID *buffersPacked); angle::CallCapture CaptureCreateFramebuffers(const State &glState, bool isCallValid, GLsizei n, GLuint *framebuffers); angle::CallCapture CaptureCreateProgramPipelines(const State &glState, bool isCallValid, GLsizei n, GLuint *pipelines); angle::CallCapture CaptureCreateQueries(const State &glState, bool isCallValid, GLenum target, GLsizei n, GLuint *ids); angle::CallCapture CaptureCreateRenderbuffers(const State &glState, bool isCallValid, GLsizei n, RenderbufferID *renderbuffersPacked); angle::CallCapture CaptureCreateSamplers(const State &glState, bool isCallValid, GLsizei n, GLuint *samplers); angle::CallCapture CaptureCreateTextures(const State &glState, bool isCallValid, GLenum target, GLsizei n, GLuint *textures); angle::CallCapture CaptureCreateTransformFeedbacks(const State &glState, bool isCallValid, GLsizei n, GLuint *ids); angle::CallCapture CaptureCreateVertexArrays(const State &glState, bool isCallValid, GLsizei n, VertexArrayID *arraysPacked); angle::CallCapture CaptureDisableVertexArrayAttrib(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint index); angle::CallCapture CaptureEnableVertexArrayAttrib(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint index); angle::CallCapture CaptureFlushMappedNamedBufferRange(const State &glState, bool isCallValid, BufferID bufferPacked, GLintptr offset, GLsizeiptr length); angle::CallCapture CaptureGenerateTextureMipmap(const State &glState, bool isCallValid, TextureID texturePacked); angle::CallCapture CaptureGetCompressedTextureImage(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLsizei bufSize, void *pixels); angle::CallCapture CaptureGetCompressedTextureSubImage(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); angle::CallCapture CaptureGetNamedBufferParameteri64v(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum pname, GLint64 *params); angle::CallCapture CaptureGetNamedBufferParameteriv(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum pname, GLint *params); angle::CallCapture CaptureGetNamedBufferPointerv(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum pname, void **params); angle::CallCapture CaptureGetNamedBufferSubData(const State &glState, bool isCallValid, BufferID bufferPacked, GLintptr offset, GLsizeiptr size, void *data); angle::CallCapture CaptureGetNamedFramebufferAttachmentParameteriv(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum attachment, GLenum pname, GLint *params); angle::CallCapture CaptureGetNamedFramebufferParameteriv(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum pname, GLint *param); angle::CallCapture CaptureGetNamedRenderbufferParameteriv(const State &glState, bool isCallValid, RenderbufferID renderbufferPacked, GLenum pname, GLint *params); angle::CallCapture CaptureGetQueryBufferObjecti64v(const State &glState, bool isCallValid, GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); angle::CallCapture CaptureGetQueryBufferObjectiv(const State &glState, bool isCallValid, GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); angle::CallCapture CaptureGetQueryBufferObjectui64v(const State &glState, bool isCallValid, GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); angle::CallCapture CaptureGetQueryBufferObjectuiv(const State &glState, bool isCallValid, GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); angle::CallCapture CaptureGetTextureImage(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); angle::CallCapture CaptureGetTextureLevelParameterfv(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLenum pname, GLfloat *params); angle::CallCapture CaptureGetTextureLevelParameteriv(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLenum pname, GLint *params); angle::CallCapture CaptureGetTextureParameterIiv(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLint *params); angle::CallCapture CaptureGetTextureParameterIuiv(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLuint *params); angle::CallCapture CaptureGetTextureParameterfv(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLfloat *params); angle::CallCapture CaptureGetTextureParameteriv(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLint *params); angle::CallCapture CaptureGetTextureSubImage(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); angle::CallCapture CaptureGetTransformFeedbacki64_v(const State &glState, bool isCallValid, GLuint xfb, GLenum pname, GLuint index, GLint64 *param); angle::CallCapture CaptureGetTransformFeedbacki_v(const State &glState, bool isCallValid, GLuint xfb, GLenum pname, GLuint index, GLint *param); angle::CallCapture CaptureGetTransformFeedbackiv(const State &glState, bool isCallValid, GLuint xfb, GLenum pname, GLint *param); angle::CallCapture CaptureGetVertexArrayIndexed64iv(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint index, GLenum pname, GLint64 *param); angle::CallCapture CaptureGetVertexArrayIndexediv(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint index, GLenum pname, GLint *param); angle::CallCapture CaptureGetVertexArrayiv(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLenum pname, GLint *param); angle::CallCapture CaptureGetnColorTable(const State &glState, bool isCallValid, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); angle::CallCapture CaptureGetnCompressedTexImage(const State &glState, bool isCallValid, GLenum target, GLint lod, GLsizei bufSize, void *pixels); angle::CallCapture CaptureGetnConvolutionFilter(const State &glState, bool isCallValid, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); angle::CallCapture CaptureGetnHistogram(const State &glState, bool isCallValid, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); angle::CallCapture CaptureGetnMapdv(const State &glState, bool isCallValid, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); angle::CallCapture CaptureGetnMapfv(const State &glState, bool isCallValid, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); angle::CallCapture CaptureGetnMapiv(const State &glState, bool isCallValid, GLenum target, GLenum query, GLsizei bufSize, GLint *v); angle::CallCapture CaptureGetnMinmax(const State &glState, bool isCallValid, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); angle::CallCapture CaptureGetnPixelMapfv(const State &glState, bool isCallValid, GLenum map, GLsizei bufSize, GLfloat *values); angle::CallCapture CaptureGetnPixelMapuiv(const State &glState, bool isCallValid, GLenum map, GLsizei bufSize, GLuint *values); angle::CallCapture CaptureGetnPixelMapusv(const State &glState, bool isCallValid, GLenum map, GLsizei bufSize, GLushort *values); angle::CallCapture CaptureGetnPolygonStipple(const State &glState, bool isCallValid, GLsizei bufSize, GLubyte *pattern); angle::CallCapture CaptureGetnSeparableFilter(const State &glState, bool isCallValid, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); angle::CallCapture CaptureGetnTexImage(const State &glState, bool isCallValid, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); angle::CallCapture CaptureGetnUniformdv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei bufSize, GLdouble *params); angle::CallCapture CaptureInvalidateNamedFramebufferData(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLsizei numAttachments, const GLenum *attachments); angle::CallCapture CaptureInvalidateNamedFramebufferSubData(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); angle::CallCapture CaptureMapNamedBuffer(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum access, void *returnValue); angle::CallCapture CaptureMapNamedBufferRange(const State &glState, bool isCallValid, BufferID bufferPacked, GLintptr offset, GLsizeiptr length, GLbitfield access, void *returnValue); angle::CallCapture CaptureNamedBufferData(const State &glState, bool isCallValid, BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage); angle::CallCapture CaptureNamedBufferStorage(const State &glState, bool isCallValid, BufferID bufferPacked, GLsizeiptr size, const void *data, GLbitfield flags); angle::CallCapture CaptureNamedBufferSubData(const State &glState, bool isCallValid, BufferID bufferPacked, GLintptr offset, GLsizeiptr size, const void *data); angle::CallCapture CaptureNamedFramebufferDrawBuffer(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum buf); angle::CallCapture CaptureNamedFramebufferDrawBuffers(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLsizei n, const GLenum *bufs); angle::CallCapture CaptureNamedFramebufferParameteri(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum pname, GLint param); angle::CallCapture CaptureNamedFramebufferReadBuffer(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum src); angle::CallCapture CaptureNamedFramebufferRenderbuffer(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum attachment, GLenum renderbuffertarget, RenderbufferID renderbufferPacked); angle::CallCapture CaptureNamedFramebufferTexture(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum attachment, TextureID texturePacked, GLint level); angle::CallCapture CaptureNamedFramebufferTextureLayer(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum attachment, TextureID texturePacked, GLint level, GLint layer); angle::CallCapture CaptureNamedRenderbufferStorage(const State &glState, bool isCallValid, RenderbufferID renderbufferPacked, GLenum internalformat, GLsizei width, GLsizei height); angle::CallCapture CaptureNamedRenderbufferStorageMultisample(const State &glState, bool isCallValid, RenderbufferID renderbufferPacked, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); angle::CallCapture CaptureTextureBarrier(const State &glState, bool isCallValid); angle::CallCapture CaptureTextureBuffer(const State &glState, bool isCallValid, TextureID texturePacked, GLenum internalformat, BufferID bufferPacked); angle::CallCapture CaptureTextureBufferRange(const State &glState, bool isCallValid, TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, GLintptr offset, GLsizeiptr size); angle::CallCapture CaptureTextureParameterIiv(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, const GLint *params); angle::CallCapture CaptureTextureParameterIuiv(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, const GLuint *params); angle::CallCapture CaptureTextureParameterf(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLfloat param); angle::CallCapture CaptureTextureParameterfv(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, const GLfloat *param); angle::CallCapture CaptureTextureParameteri(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLint param); angle::CallCapture CaptureTextureParameteriv(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, const GLint *param); angle::CallCapture CaptureTextureStorage1D(const State &glState, bool isCallValid, TextureID texturePacked, GLsizei levels, GLenum internalformat, GLsizei width); angle::CallCapture CaptureTextureStorage2D(const State &glState, bool isCallValid, TextureID texturePacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); angle::CallCapture CaptureTextureStorage2DMultisample(const State &glState, bool isCallValid, TextureID texturePacked, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); angle::CallCapture CaptureTextureStorage3D(const State &glState, bool isCallValid, TextureID texturePacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); angle::CallCapture CaptureTextureStorage3DMultisample(const State &glState, bool isCallValid, TextureID texturePacked, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); angle::CallCapture CaptureTextureSubImage1D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); angle::CallCapture CaptureTextureSubImage2D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); angle::CallCapture CaptureTextureSubImage3D(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); angle::CallCapture CaptureTransformFeedbackBufferBase(const State &glState, bool isCallValid, GLuint xfb, GLuint index, BufferID bufferPacked); angle::CallCapture CaptureTransformFeedbackBufferRange(const State &glState, bool isCallValid, GLuint xfb, GLuint index, BufferID bufferPacked, GLintptr offset, GLsizeiptr size); angle::CallCapture CaptureUnmapNamedBuffer(const State &glState, bool isCallValid, BufferID bufferPacked, GLboolean returnValue); angle::CallCapture CaptureVertexArrayAttribBinding(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint attribindex, GLuint bindingindex); angle::CallCapture CaptureVertexArrayAttribFormat(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); angle::CallCapture CaptureVertexArrayAttribIFormat(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); angle::CallCapture CaptureVertexArrayAttribLFormat(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); angle::CallCapture CaptureVertexArrayBindingDivisor(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint bindingindex, GLuint divisor); angle::CallCapture CaptureVertexArrayElementBuffer(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, BufferID bufferPacked); angle::CallCapture CaptureVertexArrayVertexBuffer(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint bindingindex, BufferID bufferPacked, GLintptr offset, GLsizei stride); angle::CallCapture CaptureVertexArrayVertexBuffers(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides); // GL 4.6 angle::CallCapture CaptureMultiDrawArraysIndirectCount(const State &glState, bool isCallValid, GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); angle::CallCapture CaptureMultiDrawElementsIndirectCount(const State &glState, bool isCallValid, GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); angle::CallCapture CapturePolygonOffsetClamp(const State &glState, bool isCallValid, GLfloat factor, GLfloat units, GLfloat clamp); angle::CallCapture CaptureSpecializeShader(const State &glState, bool isCallValid, GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); // Parameter Captures // GL 4.0 void CaptureGetActiveSubroutineName_length(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetActiveSubroutineName_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetActiveSubroutineUniformName_length(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetActiveSubroutineUniformName_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetActiveSubroutineUniformiv_values(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLenum pname, GLint *values, angle::ParamCapture *paramCapture); void CaptureGetProgramStageiv_values(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, GLenum pname, GLint *values, angle::ParamCapture *paramCapture); void CaptureGetQueryIndexediv_params(const State &glState, bool isCallValid, GLenum target, GLuint index, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetSubroutineIndex_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetSubroutineUniformLocation_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum shadertype, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetUniformSubroutineuiv_params(const State &glState, bool isCallValid, GLenum shadertype, GLint location, GLuint *params, angle::ParamCapture *paramCapture); void CaptureGetUniformdv_params(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble *params, angle::ParamCapture *paramCapture); void CapturePatchParameterfv_values(const State &glState, bool isCallValid, GLenum pname, const GLfloat *values, angle::ParamCapture *paramCapture); void CaptureUniform1dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniform2dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniform3dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniform4dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix2dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix2x3dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix2x4dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix3dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix3x2dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix3x4dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix4dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix4x2dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix4x3dv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureUniformSubroutinesuiv_indices(const State &glState, bool isCallValid, GLenum shadertype, GLsizei count, const GLuint *indices, angle::ParamCapture *paramCapture); // GL 4.1 void CaptureDepthRangeArrayv_v(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLdouble *v, angle::ParamCapture *paramCapture); void CaptureGetDoublei_v_data(const State &glState, bool isCallValid, GLenum target, GLuint index, GLdouble *data, angle::ParamCapture *paramCapture); void CaptureGetFloati_v_data(const State &glState, bool isCallValid, GLenum target, GLuint index, GLfloat *data, angle::ParamCapture *paramCapture); void CaptureGetVertexAttribLdv_params(const State &glState, bool isCallValid, GLuint index, GLenum pname, GLdouble *params, angle::ParamCapture *paramCapture); void CaptureProgramUniform1dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform2dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform3dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform4dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix2dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix2x3dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix2x4dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix3dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix3x2dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix3x4dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix4dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix4x2dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix4x3dv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value, angle::ParamCapture *paramCapture); void CaptureScissorArrayv_v(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLint *v, angle::ParamCapture *paramCapture); void CaptureScissorIndexedv_v(const State &glState, bool isCallValid, GLuint index, const GLint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribL1dv_v(const State &glState, bool isCallValid, GLuint index, const GLdouble *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribL2dv_v(const State &glState, bool isCallValid, GLuint index, const GLdouble *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribL3dv_v(const State &glState, bool isCallValid, GLuint index, const GLdouble *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribL4dv_v(const State &glState, bool isCallValid, GLuint index, const GLdouble *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribLPointer_pointer(const State &glState, bool isCallValid, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer, angle::ParamCapture *paramCapture); void CaptureViewportArrayv_v(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLfloat *v, angle::ParamCapture *paramCapture); void CaptureViewportIndexedfv_v(const State &glState, bool isCallValid, GLuint index, const GLfloat *v, angle::ParamCapture *paramCapture); // GL 4.2 void CaptureDrawElementsInstancedBaseInstance_indices(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount, GLuint baseinstance, angle::ParamCapture *paramCapture); void CaptureDrawElementsInstancedBaseVertexBaseInstance_indices(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance, angle::ParamCapture *paramCapture); void CaptureGetActiveAtomicCounterBufferiv_params(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint bufferIndex, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); // GL 4.3 void CaptureClearBufferData_data(const State &glState, bool isCallValid, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data, angle::ParamCapture *paramCapture); void CaptureClearBufferSubData_data(const State &glState, bool isCallValid, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data, angle::ParamCapture *paramCapture); void CaptureGetInternalformati64v_params(const State &glState, bool isCallValid, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params, angle::ParamCapture *paramCapture); void CaptureGetProgramResourceLocationIndex_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureMultiDrawArraysIndirect_indirect(const State &glState, bool isCallValid, PrimitiveMode modePacked, const void *indirect, GLsizei drawcount, GLsizei stride, angle::ParamCapture *paramCapture); void CaptureMultiDrawElementsIndirect_indirect(const State &glState, bool isCallValid, PrimitiveMode modePacked, DrawElementsType typePacked, const void *indirect, GLsizei drawcount, GLsizei stride, angle::ParamCapture *paramCapture); // GL 4.4 void CaptureBindBuffersBase_buffersPacked(const State &glState, bool isCallValid, GLenum target, GLuint first, GLsizei count, const BufferID *buffersPacked, angle::ParamCapture *paramCapture); void CaptureBindBuffersRange_buffersPacked(const State &glState, bool isCallValid, GLenum target, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizeiptr *sizes, angle::ParamCapture *paramCapture); void CaptureBindBuffersRange_offsets(const State &glState, bool isCallValid, GLenum target, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizeiptr *sizes, angle::ParamCapture *paramCapture); void CaptureBindBuffersRange_sizes(const State &glState, bool isCallValid, GLenum target, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizeiptr *sizes, angle::ParamCapture *paramCapture); void CaptureBindImageTextures_textures(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLuint *textures, angle::ParamCapture *paramCapture); void CaptureBindSamplers_samplers(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLuint *samplers, angle::ParamCapture *paramCapture); void CaptureBindTextures_textures(const State &glState, bool isCallValid, GLuint first, GLsizei count, const GLuint *textures, angle::ParamCapture *paramCapture); void CaptureBindVertexBuffers_buffersPacked(const State &glState, bool isCallValid, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides, angle::ParamCapture *paramCapture); void CaptureBindVertexBuffers_offsets(const State &glState, bool isCallValid, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides, angle::ParamCapture *paramCapture); void CaptureBindVertexBuffers_strides(const State &glState, bool isCallValid, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides, angle::ParamCapture *paramCapture); void CaptureBufferStorage_data(const State &glState, bool isCallValid, BufferBinding targetPacked, GLsizeiptr size, const void *data, GLbitfield flags, angle::ParamCapture *paramCapture); void CaptureClearTexImage_data(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLenum format, GLenum type, const void *data, angle::ParamCapture *paramCapture); void CaptureClearTexSubImage_data(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data, angle::ParamCapture *paramCapture); // GL 4.5 void CaptureClearNamedBufferData_data(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum internalformat, GLenum format, GLenum type, const void *data, angle::ParamCapture *paramCapture); void CaptureClearNamedBufferSubData_data(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data, angle::ParamCapture *paramCapture); void CaptureClearNamedFramebufferfv_value(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureClearNamedFramebufferiv_value(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLint *value, angle::ParamCapture *paramCapture); void CaptureClearNamedFramebufferuiv_value(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureCompressedTextureSubImage1D_data(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data, angle::ParamCapture *paramCapture); void CaptureCompressedTextureSubImage2D_data(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data, angle::ParamCapture *paramCapture); void CaptureCompressedTextureSubImage3D_data(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data, angle::ParamCapture *paramCapture); void CaptureCreateBuffers_buffersPacked(const State &glState, bool isCallValid, GLsizei n, BufferID *buffersPacked, angle::ParamCapture *paramCapture); void CaptureCreateFramebuffers_framebuffers(const State &glState, bool isCallValid, GLsizei n, GLuint *framebuffers, angle::ParamCapture *paramCapture); void CaptureCreateProgramPipelines_pipelines(const State &glState, bool isCallValid, GLsizei n, GLuint *pipelines, angle::ParamCapture *paramCapture); void CaptureCreateQueries_ids(const State &glState, bool isCallValid, GLenum target, GLsizei n, GLuint *ids, angle::ParamCapture *paramCapture); void CaptureCreateRenderbuffers_renderbuffersPacked(const State &glState, bool isCallValid, GLsizei n, RenderbufferID *renderbuffersPacked, angle::ParamCapture *paramCapture); void CaptureCreateSamplers_samplers(const State &glState, bool isCallValid, GLsizei n, GLuint *samplers, angle::ParamCapture *paramCapture); void CaptureCreateTextures_textures(const State &glState, bool isCallValid, GLenum target, GLsizei n, GLuint *textures, angle::ParamCapture *paramCapture); void CaptureCreateTransformFeedbacks_ids(const State &glState, bool isCallValid, GLsizei n, GLuint *ids, angle::ParamCapture *paramCapture); void CaptureCreateVertexArrays_arraysPacked(const State &glState, bool isCallValid, GLsizei n, VertexArrayID *arraysPacked, angle::ParamCapture *paramCapture); void CaptureGetCompressedTextureImage_pixels(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLsizei bufSize, void *pixels, angle::ParamCapture *paramCapture); void CaptureGetCompressedTextureSubImage_pixels(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels, angle::ParamCapture *paramCapture); void CaptureGetNamedBufferParameteri64v_params(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum pname, GLint64 *params, angle::ParamCapture *paramCapture); void CaptureGetNamedBufferParameteriv_params(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetNamedBufferPointerv_params(const State &glState, bool isCallValid, BufferID bufferPacked, GLenum pname, void **params, angle::ParamCapture *paramCapture); void CaptureGetNamedBufferSubData_data(const State &glState, bool isCallValid, BufferID bufferPacked, GLintptr offset, GLsizeiptr size, void *data, angle::ParamCapture *paramCapture); void CaptureGetNamedFramebufferAttachmentParameteriv_params(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum attachment, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetNamedFramebufferParameteriv_param(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLenum pname, GLint *param, angle::ParamCapture *paramCapture); void CaptureGetNamedRenderbufferParameteriv_params(const State &glState, bool isCallValid, RenderbufferID renderbufferPacked, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetTextureImage_pixels(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels, angle::ParamCapture *paramCapture); void CaptureGetTextureLevelParameterfv_params(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLenum pname, GLfloat *params, angle::ParamCapture *paramCapture); void CaptureGetTextureLevelParameteriv_params(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetTextureParameterIiv_params(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetTextureParameterIuiv_params(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLuint *params, angle::ParamCapture *paramCapture); void CaptureGetTextureParameterfv_params(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLfloat *params, angle::ParamCapture *paramCapture); void CaptureGetTextureParameteriv_params(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetTextureSubImage_pixels(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels, angle::ParamCapture *paramCapture); void CaptureGetTransformFeedbacki64_v_param(const State &glState, bool isCallValid, GLuint xfb, GLenum pname, GLuint index, GLint64 *param, angle::ParamCapture *paramCapture); void CaptureGetTransformFeedbacki_v_param(const State &glState, bool isCallValid, GLuint xfb, GLenum pname, GLuint index, GLint *param, angle::ParamCapture *paramCapture); void CaptureGetTransformFeedbackiv_param(const State &glState, bool isCallValid, GLuint xfb, GLenum pname, GLint *param, angle::ParamCapture *paramCapture); void CaptureGetVertexArrayIndexed64iv_param(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint index, GLenum pname, GLint64 *param, angle::ParamCapture *paramCapture); void CaptureGetVertexArrayIndexediv_param(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint index, GLenum pname, GLint *param, angle::ParamCapture *paramCapture); void CaptureGetVertexArrayiv_param(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLenum pname, GLint *param, angle::ParamCapture *paramCapture); void CaptureGetnColorTable_table(const State &glState, bool isCallValid, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table, angle::ParamCapture *paramCapture); void CaptureGetnCompressedTexImage_pixels(const State &glState, bool isCallValid, GLenum target, GLint lod, GLsizei bufSize, void *pixels, angle::ParamCapture *paramCapture); void CaptureGetnConvolutionFilter_image(const State &glState, bool isCallValid, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image, angle::ParamCapture *paramCapture); void CaptureGetnHistogram_values(const State &glState, bool isCallValid, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values, angle::ParamCapture *paramCapture); void CaptureGetnMapdv_v(const State &glState, bool isCallValid, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v, angle::ParamCapture *paramCapture); void CaptureGetnMapfv_v(const State &glState, bool isCallValid, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v, angle::ParamCapture *paramCapture); void CaptureGetnMapiv_v(const State &glState, bool isCallValid, GLenum target, GLenum query, GLsizei bufSize, GLint *v, angle::ParamCapture *paramCapture); void CaptureGetnMinmax_values(const State &glState, bool isCallValid, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values, angle::ParamCapture *paramCapture); void CaptureGetnPixelMapfv_values(const State &glState, bool isCallValid, GLenum map, GLsizei bufSize, GLfloat *values, angle::ParamCapture *paramCapture); void CaptureGetnPixelMapuiv_values(const State &glState, bool isCallValid, GLenum map, GLsizei bufSize, GLuint *values, angle::ParamCapture *paramCapture); void CaptureGetnPixelMapusv_values(const State &glState, bool isCallValid, GLenum map, GLsizei bufSize, GLushort *values, angle::ParamCapture *paramCapture); void CaptureGetnPolygonStipple_pattern(const State &glState, bool isCallValid, GLsizei bufSize, GLubyte *pattern, angle::ParamCapture *paramCapture); void CaptureGetnSeparableFilter_row(const State &glState, bool isCallValid, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span, angle::ParamCapture *paramCapture); void CaptureGetnSeparableFilter_column(const State &glState, bool isCallValid, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span, angle::ParamCapture *paramCapture); void CaptureGetnSeparableFilter_span(const State &glState, bool isCallValid, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span, angle::ParamCapture *paramCapture); void CaptureGetnTexImage_pixels(const State &glState, bool isCallValid, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels, angle::ParamCapture *paramCapture); void CaptureGetnUniformdv_params(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei bufSize, GLdouble *params, angle::ParamCapture *paramCapture); void CaptureInvalidateNamedFramebufferData_attachments(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLsizei numAttachments, const GLenum *attachments, angle::ParamCapture *paramCapture); void CaptureInvalidateNamedFramebufferSubData_attachments(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height, angle::ParamCapture *paramCapture); void CaptureNamedBufferData_data(const State &glState, bool isCallValid, BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage, angle::ParamCapture *paramCapture); void CaptureNamedBufferStorage_data(const State &glState, bool isCallValid, BufferID bufferPacked, GLsizeiptr size, const void *data, GLbitfield flags, angle::ParamCapture *paramCapture); void CaptureNamedBufferSubData_data(const State &glState, bool isCallValid, BufferID bufferPacked, GLintptr offset, GLsizeiptr size, const void *data, angle::ParamCapture *paramCapture); void CaptureNamedFramebufferDrawBuffers_bufs(const State &glState, bool isCallValid, FramebufferID framebufferPacked, GLsizei n, const GLenum *bufs, angle::ParamCapture *paramCapture); void CaptureTextureParameterIiv_params(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, const GLint *params, angle::ParamCapture *paramCapture); void CaptureTextureParameterIuiv_params(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, const GLuint *params, angle::ParamCapture *paramCapture); void CaptureTextureParameterfv_param(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, const GLfloat *param, angle::ParamCapture *paramCapture); void CaptureTextureParameteriv_param(const State &glState, bool isCallValid, TextureID texturePacked, GLenum pname, const GLint *param, angle::ParamCapture *paramCapture); void CaptureTextureSubImage1D_pixels(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels, angle::ParamCapture *paramCapture); void CaptureTextureSubImage2D_pixels(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels, angle::ParamCapture *paramCapture); void CaptureTextureSubImage3D_pixels(const State &glState, bool isCallValid, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels, angle::ParamCapture *paramCapture); void CaptureVertexArrayVertexBuffers_buffersPacked(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides, angle::ParamCapture *paramCapture); void CaptureVertexArrayVertexBuffers_offsets(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides, angle::ParamCapture *paramCapture); void CaptureVertexArrayVertexBuffers_strides(const State &glState, bool isCallValid, VertexArrayID vaobjPacked, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides, angle::ParamCapture *paramCapture); // GL 4.6 void CaptureMultiDrawArraysIndirectCount_indirect(const State &glState, bool isCallValid, GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride, angle::ParamCapture *paramCapture); void CaptureMultiDrawElementsIndirectCount_indirect(const State &glState, bool isCallValid, GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride, angle::ParamCapture *paramCapture); void CaptureSpecializeShader_pEntryPoint(const State &glState, bool isCallValid, GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue, angle::ParamCapture *paramCapture); void CaptureSpecializeShader_pConstantIndex(const State &glState, bool isCallValid, GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue, angle::ParamCapture *paramCapture); void CaptureSpecializeShader_pConstantValue(const State &glState, bool isCallValid, GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue, angle::ParamCapture *paramCapture); } // namespace gl #endif // LIBANGLE_CAPTURE_GL_4_AUTOGEN_H_