// 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_