// 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_3_0_autogen.h: // Capture functions for the OpenGL ES 3.0 entry points. #ifndef LIBANGLE_CAPTURE_GLES_3_0_AUTOGEN_H_ #define LIBANGLE_CAPTURE_GLES_3_0_AUTOGEN_H_ #include "common/PackedEnums.h" #include "libANGLE/capture/FrameCapture.h" namespace gl { // Method Captures angle::CallCapture CaptureBeginQuery(const State &glState, bool isCallValid, QueryType targetPacked, QueryID idPacked); angle::CallCapture CaptureBeginTransformFeedback(const State &glState, bool isCallValid, PrimitiveMode primitiveModePacked); angle::CallCapture CaptureBindBufferBase(const State &glState, bool isCallValid, BufferBinding targetPacked, GLuint index, BufferID bufferPacked); angle::CallCapture CaptureBindBufferRange(const State &glState, bool isCallValid, BufferBinding targetPacked, GLuint index, BufferID bufferPacked, GLintptr offset, GLsizeiptr size); angle::CallCapture CaptureBindSampler(const State &glState, bool isCallValid, GLuint unit, SamplerID samplerPacked); angle::CallCapture CaptureBindTransformFeedback(const State &glState, bool isCallValid, GLenum target, TransformFeedbackID idPacked); angle::CallCapture CaptureBindVertexArray(const State &glState, bool isCallValid, VertexArrayID arrayPacked); angle::CallCapture CaptureBlitFramebuffer(const State &glState, bool isCallValid, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); angle::CallCapture CaptureClearBufferfi(const State &glState, bool isCallValid, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); angle::CallCapture CaptureClearBufferfv(const State &glState, bool isCallValid, GLenum buffer, GLint drawbuffer, const GLfloat *value); angle::CallCapture CaptureClearBufferiv(const State &glState, bool isCallValid, GLenum buffer, GLint drawbuffer, const GLint *value); angle::CallCapture CaptureClearBufferuiv(const State &glState, bool isCallValid, GLenum buffer, GLint drawbuffer, const GLuint *value); angle::CallCapture CaptureClientWaitSync(const State &glState, bool isCallValid, GLsync sync, GLbitfield flags, GLuint64 timeout, GLenum returnValue); angle::CallCapture CaptureCompressedTexImage3D(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); angle::CallCapture CaptureCompressedTexSubImage3D(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); angle::CallCapture CaptureCopyBufferSubData(const State &glState, bool isCallValid, BufferBinding readTargetPacked, BufferBinding writeTargetPacked, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); angle::CallCapture CaptureCopyTexSubImage3D(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); angle::CallCapture CaptureDeleteQueries(const State &glState, bool isCallValid, GLsizei n, const QueryID *idsPacked); angle::CallCapture CaptureDeleteSamplers(const State &glState, bool isCallValid, GLsizei count, const SamplerID *samplersPacked); angle::CallCapture CaptureDeleteSync(const State &glState, bool isCallValid, GLsync sync); angle::CallCapture CaptureDeleteTransformFeedbacks(const State &glState, bool isCallValid, GLsizei n, const TransformFeedbackID *idsPacked); angle::CallCapture CaptureDeleteVertexArrays(const State &glState, bool isCallValid, GLsizei n, const VertexArrayID *arraysPacked); angle::CallCapture CaptureDrawArraysInstanced(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLint first, GLsizei count, GLsizei instancecount); angle::CallCapture CaptureDrawBuffers(const State &glState, bool isCallValid, GLsizei n, const GLenum *bufs); angle::CallCapture CaptureDrawElementsInstanced(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount); angle::CallCapture CaptureDrawRangeElements(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count, DrawElementsType typePacked, const void *indices); angle::CallCapture CaptureEndQuery(const State &glState, bool isCallValid, QueryType targetPacked); angle::CallCapture CaptureEndTransformFeedback(const State &glState, bool isCallValid); angle::CallCapture CaptureFenceSync(const State &glState, bool isCallValid, GLenum condition, GLbitfield flags, GLsync returnValue); angle::CallCapture CaptureFlushMappedBufferRange(const State &glState, bool isCallValid, BufferBinding targetPacked, GLintptr offset, GLsizeiptr length); angle::CallCapture CaptureFramebufferTextureLayer(const State &glState, bool isCallValid, GLenum target, GLenum attachment, TextureID texturePacked, GLint level, GLint layer); angle::CallCapture CaptureGenQueries(const State &glState, bool isCallValid, GLsizei n, QueryID *idsPacked); angle::CallCapture CaptureGenSamplers(const State &glState, bool isCallValid, GLsizei count, SamplerID *samplersPacked); angle::CallCapture CaptureGenTransformFeedbacks(const State &glState, bool isCallValid, GLsizei n, TransformFeedbackID *idsPacked); angle::CallCapture CaptureGenVertexArrays(const State &glState, bool isCallValid, GLsizei n, VertexArrayID *arraysPacked); angle::CallCapture CaptureGetActiveUniformBlockName(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); angle::CallCapture CaptureGetActiveUniformBlockiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLenum pname, GLint *params); angle::CallCapture CaptureGetActiveUniformsiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); angle::CallCapture CaptureGetBufferParameteri64v(const State &glState, bool isCallValid, BufferBinding targetPacked, GLenum pname, GLint64 *params); angle::CallCapture CaptureGetBufferPointerv(const State &glState, bool isCallValid, BufferBinding targetPacked, GLenum pname, void **params); angle::CallCapture CaptureGetFragDataLocation(const State &glState, bool isCallValid, ShaderProgramID programPacked, const GLchar *name, GLint returnValue); angle::CallCapture CaptureGetInteger64i_v(const State &glState, bool isCallValid, GLenum target, GLuint index, GLint64 *data); angle::CallCapture CaptureGetInteger64v(const State &glState, bool isCallValid, GLenum pname, GLint64 *data); angle::CallCapture CaptureGetIntegeri_v(const State &glState, bool isCallValid, GLenum target, GLuint index, GLint *data); angle::CallCapture CaptureGetInternalformativ(const State &glState, bool isCallValid, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); angle::CallCapture CaptureGetProgramBinary(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); angle::CallCapture CaptureGetQueryObjectuiv(const State &glState, bool isCallValid, QueryID idPacked, GLenum pname, GLuint *params); angle::CallCapture CaptureGetQueryiv(const State &glState, bool isCallValid, QueryType targetPacked, GLenum pname, GLint *params); angle::CallCapture CaptureGetSamplerParameterfv(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, GLfloat *params); angle::CallCapture CaptureGetSamplerParameteriv(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, GLint *params); angle::CallCapture CaptureGetStringi(const State &glState, bool isCallValid, GLenum name, GLuint index, const GLubyte *returnValue); angle::CallCapture CaptureGetSynciv(const State &glState, bool isCallValid, GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); angle::CallCapture CaptureGetTransformFeedbackVarying(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); angle::CallCapture CaptureGetUniformBlockIndex(const State &glState, bool isCallValid, ShaderProgramID programPacked, const GLchar *uniformBlockName, GLuint returnValue); angle::CallCapture CaptureGetUniformIndices(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices); angle::CallCapture CaptureGetUniformuiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint *params); angle::CallCapture CaptureGetVertexAttribIiv(const State &glState, bool isCallValid, GLuint index, GLenum pname, GLint *params); angle::CallCapture CaptureGetVertexAttribIuiv(const State &glState, bool isCallValid, GLuint index, GLenum pname, GLuint *params); angle::CallCapture CaptureInvalidateFramebuffer(const State &glState, bool isCallValid, GLenum target, GLsizei numAttachments, const GLenum *attachments); angle::CallCapture CaptureInvalidateSubFramebuffer(const State &glState, bool isCallValid, GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); angle::CallCapture CaptureIsQuery(const State &glState, bool isCallValid, QueryID idPacked, GLboolean returnValue); angle::CallCapture CaptureIsSampler(const State &glState, bool isCallValid, SamplerID samplerPacked, GLboolean returnValue); angle::CallCapture CaptureIsSync(const State &glState, bool isCallValid, GLsync sync, GLboolean returnValue); angle::CallCapture CaptureIsTransformFeedback(const State &glState, bool isCallValid, TransformFeedbackID idPacked, GLboolean returnValue); angle::CallCapture CaptureIsVertexArray(const State &glState, bool isCallValid, VertexArrayID arrayPacked, GLboolean returnValue); angle::CallCapture CaptureMapBufferRange(const State &glState, bool isCallValid, BufferBinding targetPacked, GLintptr offset, GLsizeiptr length, GLbitfield access, void *returnValue); angle::CallCapture CapturePauseTransformFeedback(const State &glState, bool isCallValid); angle::CallCapture CaptureProgramBinary(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum binaryFormat, const void *binary, GLsizei length); angle::CallCapture CaptureProgramParameteri(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum pname, GLint value); angle::CallCapture CaptureReadBuffer(const State &glState, bool isCallValid, GLenum src); angle::CallCapture CaptureRenderbufferStorageMultisample(const State &glState, bool isCallValid, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); angle::CallCapture CaptureResumeTransformFeedback(const State &glState, bool isCallValid); angle::CallCapture CaptureSamplerParameterf(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, GLfloat param); angle::CallCapture CaptureSamplerParameterfv(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, const GLfloat *param); angle::CallCapture CaptureSamplerParameteri(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, GLint param); angle::CallCapture CaptureSamplerParameteriv(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, const GLint *param); angle::CallCapture CaptureTexImage3D(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); angle::CallCapture CaptureTexStorage2D(const State &glState, bool isCallValid, TextureType targetPacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); angle::CallCapture CaptureTexStorage3D(const State &glState, bool isCallValid, TextureType targetPacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); angle::CallCapture CaptureTexSubImage3D(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); angle::CallCapture CaptureTransformFeedbackVaryings(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei count, const GLchar *const *varyings, GLenum bufferMode); angle::CallCapture CaptureUniform1ui(const State &glState, bool isCallValid, UniformLocation locationPacked, GLuint v0); angle::CallCapture CaptureUniform1uiv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLuint *value); angle::CallCapture CaptureUniform2ui(const State &glState, bool isCallValid, UniformLocation locationPacked, GLuint v0, GLuint v1); angle::CallCapture CaptureUniform2uiv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLuint *value); angle::CallCapture CaptureUniform3ui(const State &glState, bool isCallValid, UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2); angle::CallCapture CaptureUniform3uiv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLuint *value); angle::CallCapture CaptureUniform4ui(const State &glState, bool isCallValid, UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3); angle::CallCapture CaptureUniform4uiv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLuint *value); angle::CallCapture CaptureUniformBlockBinding(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLuint uniformBlockBinding); angle::CallCapture CaptureUniformMatrix2x3fv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureUniformMatrix2x4fv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureUniformMatrix3x2fv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureUniformMatrix3x4fv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureUniformMatrix4x2fv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureUniformMatrix4x3fv(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureUnmapBuffer(const State &glState, bool isCallValid, BufferBinding targetPacked, GLboolean returnValue); angle::CallCapture CaptureVertexAttribDivisor(const State &glState, bool isCallValid, GLuint index, GLuint divisor); angle::CallCapture CaptureVertexAttribI4i(const State &glState, bool isCallValid, GLuint index, GLint x, GLint y, GLint z, GLint w); angle::CallCapture CaptureVertexAttribI4iv(const State &glState, bool isCallValid, GLuint index, const GLint *v); angle::CallCapture CaptureVertexAttribI4ui(const State &glState, bool isCallValid, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); angle::CallCapture CaptureVertexAttribI4uiv(const State &glState, bool isCallValid, GLuint index, const GLuint *v); angle::CallCapture CaptureVertexAttribIPointer(const State &glState, bool isCallValid, GLuint index, GLint size, VertexAttribType typePacked, GLsizei stride, const void *pointer); angle::CallCapture CaptureWaitSync(const State &glState, bool isCallValid, GLsync sync, GLbitfield flags, GLuint64 timeout); // Parameter Captures void CaptureClearBufferfv_value(const State &glState, bool isCallValid, GLenum buffer, GLint drawbuffer, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureClearBufferiv_value(const State &glState, bool isCallValid, GLenum buffer, GLint drawbuffer, const GLint *value, angle::ParamCapture *paramCapture); void CaptureClearBufferuiv_value(const State &glState, bool isCallValid, GLenum buffer, GLint drawbuffer, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureCompressedTexImage3D_data(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data, angle::ParamCapture *paramCapture); void CaptureCompressedTexSubImage3D_data(const State &glState, bool isCallValid, TextureTarget targetPacked, 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 CaptureDeleteQueries_idsPacked(const State &glState, bool isCallValid, GLsizei n, const QueryID *idsPacked, angle::ParamCapture *paramCapture); void CaptureDeleteSamplers_samplersPacked(const State &glState, bool isCallValid, GLsizei count, const SamplerID *samplersPacked, angle::ParamCapture *paramCapture); void CaptureDeleteTransformFeedbacks_idsPacked(const State &glState, bool isCallValid, GLsizei n, const TransformFeedbackID *idsPacked, angle::ParamCapture *paramCapture); void CaptureDeleteVertexArrays_arraysPacked(const State &glState, bool isCallValid, GLsizei n, const VertexArrayID *arraysPacked, angle::ParamCapture *paramCapture); void CaptureDrawBuffers_bufs(const State &glState, bool isCallValid, GLsizei n, const GLenum *bufs, angle::ParamCapture *paramCapture); void CaptureDrawElementsInstanced_indices(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount, angle::ParamCapture *paramCapture); void CaptureDrawRangeElements_indices(const State &glState, bool isCallValid, PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count, DrawElementsType typePacked, const void *indices, angle::ParamCapture *paramCapture); void CaptureGenQueries_idsPacked(const State &glState, bool isCallValid, GLsizei n, QueryID *idsPacked, angle::ParamCapture *paramCapture); void CaptureGenSamplers_samplersPacked(const State &glState, bool isCallValid, GLsizei count, SamplerID *samplersPacked, angle::ParamCapture *paramCapture); void CaptureGenTransformFeedbacks_idsPacked(const State &glState, bool isCallValid, GLsizei n, TransformFeedbackID *idsPacked, angle::ParamCapture *paramCapture); void CaptureGenVertexArrays_arraysPacked(const State &glState, bool isCallValid, GLsizei n, VertexArrayID *arraysPacked, angle::ParamCapture *paramCapture); void CaptureGetActiveUniformBlockName_length(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName, angle::ParamCapture *paramCapture); void CaptureGetActiveUniformBlockName_uniformBlockName(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName, angle::ParamCapture *paramCapture); void CaptureGetActiveUniformBlockiv_params(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformBlockIndex uniformBlockIndexPacked, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetActiveUniformsiv_uniformIndices(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetActiveUniformsiv_params(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetBufferParameteri64v_params(const State &glState, bool isCallValid, BufferBinding targetPacked, GLenum pname, GLint64 *params, angle::ParamCapture *paramCapture); void CaptureGetBufferPointerv_params(const State &glState, bool isCallValid, BufferBinding targetPacked, GLenum pname, void **params, angle::ParamCapture *paramCapture); void CaptureGetFragDataLocation_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetInteger64i_v_data(const State &glState, bool isCallValid, GLenum target, GLuint index, GLint64 *data, angle::ParamCapture *paramCapture); void CaptureGetInteger64v_data(const State &glState, bool isCallValid, GLenum pname, GLint64 *data, angle::ParamCapture *paramCapture); void CaptureGetIntegeri_v_data(const State &glState, bool isCallValid, GLenum target, GLuint index, GLint *data, angle::ParamCapture *paramCapture); void CaptureGetInternalformativ_params(const State &glState, bool isCallValid, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetProgramBinary_length(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary, angle::ParamCapture *paramCapture); void CaptureGetProgramBinary_binaryFormat(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary, angle::ParamCapture *paramCapture); void CaptureGetProgramBinary_binary(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary, angle::ParamCapture *paramCapture); void CaptureGetQueryObjectuiv_params(const State &glState, bool isCallValid, QueryID idPacked, GLenum pname, GLuint *params, angle::ParamCapture *paramCapture); void CaptureGetQueryiv_params(const State &glState, bool isCallValid, QueryType targetPacked, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetSamplerParameterfv_params(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, GLfloat *params, angle::ParamCapture *paramCapture); void CaptureGetSamplerParameteriv_params(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetSynciv_length(const State &glState, bool isCallValid, GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values, angle::ParamCapture *paramCapture); void CaptureGetSynciv_values(const State &glState, bool isCallValid, GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values, angle::ParamCapture *paramCapture); void CaptureGetTransformFeedbackVarying_length(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetTransformFeedbackVarying_size(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetTransformFeedbackVarying_type(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetTransformFeedbackVarying_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetUniformBlockIndex_uniformBlockName(const State &glState, bool isCallValid, ShaderProgramID programPacked, const GLchar *uniformBlockName, angle::ParamCapture *paramCapture); void CaptureGetUniformIndices_uniformNames(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices, angle::ParamCapture *paramCapture); void CaptureGetUniformIndices_uniformIndices(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices, angle::ParamCapture *paramCapture); void CaptureGetUniformuiv_params(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint *params, angle::ParamCapture *paramCapture); void CaptureGetVertexAttribIiv_params(const State &glState, bool isCallValid, GLuint index, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetVertexAttribIuiv_params(const State &glState, bool isCallValid, GLuint index, GLenum pname, GLuint *params, angle::ParamCapture *paramCapture); void CaptureInvalidateFramebuffer_attachments(const State &glState, bool isCallValid, GLenum target, GLsizei numAttachments, const GLenum *attachments, angle::ParamCapture *paramCapture); void CaptureInvalidateSubFramebuffer_attachments(const State &glState, bool isCallValid, GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height, angle::ParamCapture *paramCapture); void CaptureProgramBinary_binary(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum binaryFormat, const void *binary, GLsizei length, angle::ParamCapture *paramCapture); void CaptureSamplerParameterfv_param(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, const GLfloat *param, angle::ParamCapture *paramCapture); void CaptureSamplerParameteriv_param(const State &glState, bool isCallValid, SamplerID samplerPacked, GLenum pname, const GLint *param, angle::ParamCapture *paramCapture); void CaptureTexImage3D_pixels(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels, angle::ParamCapture *paramCapture); void CaptureTexSubImage3D_pixels(const State &glState, bool isCallValid, TextureTarget targetPacked, 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 CaptureTransformFeedbackVaryings_varyings(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLsizei count, const GLchar *const *varyings, GLenum bufferMode, angle::ParamCapture *paramCapture); void CaptureUniform1uiv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureUniform2uiv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureUniform3uiv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureUniform4uiv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix2x3fv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix2x4fv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix3x2fv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix3x4fv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix4x2fv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureUniformMatrix4x3fv_value(const State &glState, bool isCallValid, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureVertexAttribI4iv_v(const State &glState, bool isCallValid, GLuint index, const GLint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribI4uiv_v(const State &glState, bool isCallValid, GLuint index, const GLuint *v, angle::ParamCapture *paramCapture); void CaptureVertexAttribIPointer_pointer(const State &glState, bool isCallValid, GLuint index, GLint size, VertexAttribType typePacked, GLsizei stride, const void *pointer, angle::ParamCapture *paramCapture); } // namespace gl #endif // LIBANGLE_CAPTURE_GLES_3_0_AUTOGEN_H_