// 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_1_autogen.h: // Capture functions for the OpenGL ES 3.1 entry points. #ifndef LIBANGLE_CAPTURE_GLES_3_1_AUTOGEN_H_ #define LIBANGLE_CAPTURE_GLES_3_1_AUTOGEN_H_ #include "common/PackedEnums.h" #include "libANGLE/capture/FrameCapture.h" namespace gl { // Method Captures angle::CallCapture CaptureActiveShaderProgram(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked, ShaderProgramID programPacked); angle::CallCapture CaptureBindImageTexture(const State &glState, bool isCallValid, GLuint unit, TextureID texturePacked, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); angle::CallCapture CaptureBindProgramPipeline(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked); angle::CallCapture CaptureBindVertexBuffer(const State &glState, bool isCallValid, GLuint bindingindex, BufferID bufferPacked, GLintptr offset, GLsizei stride); angle::CallCapture CaptureCreateShaderProgramv(const State &glState, bool isCallValid, ShaderType typePacked, GLsizei count, const GLchar *const *strings, GLuint returnValue); angle::CallCapture CaptureDeleteProgramPipelines(const State &glState, bool isCallValid, GLsizei n, const ProgramPipelineID *pipelinesPacked); angle::CallCapture CaptureDispatchCompute(const State &glState, bool isCallValid, GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); angle::CallCapture CaptureDispatchComputeIndirect(const State &glState, bool isCallValid, GLintptr indirect); angle::CallCapture CaptureDrawArraysIndirect(const State &glState, bool isCallValid, PrimitiveMode modePacked, const void *indirect); angle::CallCapture CaptureDrawElementsIndirect(const State &glState, bool isCallValid, PrimitiveMode modePacked, DrawElementsType typePacked, const void *indirect); angle::CallCapture CaptureFramebufferParameteri(const State &glState, bool isCallValid, GLenum target, GLenum pname, GLint param); angle::CallCapture CaptureGenProgramPipelines(const State &glState, bool isCallValid, GLsizei n, ProgramPipelineID *pipelinesPacked); angle::CallCapture CaptureGetBooleani_v(const State &glState, bool isCallValid, GLenum target, GLuint index, GLboolean *data); angle::CallCapture CaptureGetFramebufferParameteriv(const State &glState, bool isCallValid, GLenum target, GLenum pname, GLint *params); angle::CallCapture CaptureGetMultisamplefv(const State &glState, bool isCallValid, GLenum pname, GLuint index, GLfloat *val); angle::CallCapture CaptureGetProgramInterfaceiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLenum pname, GLint *params); angle::CallCapture CaptureGetProgramPipelineInfoLog(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked, GLsizei bufSize, GLsizei *length, GLchar *infoLog); angle::CallCapture CaptureGetProgramPipelineiv(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked, GLenum pname, GLint *params); angle::CallCapture CaptureGetProgramResourceIndex(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name, GLuint returnValue); angle::CallCapture CaptureGetProgramResourceLocation(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name, GLint returnValue); angle::CallCapture CaptureGetProgramResourceName(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); angle::CallCapture CaptureGetProgramResourceiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); angle::CallCapture CaptureGetTexLevelParameterfv(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLenum pname, GLfloat *params); angle::CallCapture CaptureGetTexLevelParameteriv(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLenum pname, GLint *params); angle::CallCapture CaptureIsProgramPipeline(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked, GLboolean returnValue); angle::CallCapture CaptureMemoryBarrier(const State &glState, bool isCallValid, GLbitfield barriers); angle::CallCapture CaptureMemoryBarrierByRegion(const State &glState, bool isCallValid, GLbitfield barriers); angle::CallCapture CaptureProgramUniform1f(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLfloat v0); angle::CallCapture CaptureProgramUniform1fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value); angle::CallCapture CaptureProgramUniform1i(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0); angle::CallCapture CaptureProgramUniform1iv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value); angle::CallCapture CaptureProgramUniform1ui(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint v0); angle::CallCapture CaptureProgramUniform1uiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value); angle::CallCapture CaptureProgramUniform2f(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLfloat v0, GLfloat v1); angle::CallCapture CaptureProgramUniform2fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value); angle::CallCapture CaptureProgramUniform2i(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, GLint v1); angle::CallCapture CaptureProgramUniform2iv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value); angle::CallCapture CaptureProgramUniform2ui(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint v0, GLuint v1); angle::CallCapture CaptureProgramUniform2uiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value); angle::CallCapture CaptureProgramUniform3f(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2); angle::CallCapture CaptureProgramUniform3fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value); angle::CallCapture CaptureProgramUniform3i(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, GLint v1, GLint v2); angle::CallCapture CaptureProgramUniform3iv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value); angle::CallCapture CaptureProgramUniform3ui(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2); angle::CallCapture CaptureProgramUniform3uiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value); angle::CallCapture CaptureProgramUniform4f(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); angle::CallCapture CaptureProgramUniform4fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value); angle::CallCapture CaptureProgramUniform4i(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLint v0, GLint v1, GLint v2, GLint v3); angle::CallCapture CaptureProgramUniform4iv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value); angle::CallCapture CaptureProgramUniform4ui(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLuint v0, GLuint v1, GLuint v2, GLuint v3); angle::CallCapture CaptureProgramUniform4uiv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value); angle::CallCapture CaptureProgramUniformMatrix2fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureProgramUniformMatrix2x3fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureProgramUniformMatrix2x4fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureProgramUniformMatrix3fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureProgramUniformMatrix3x2fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureProgramUniformMatrix3x4fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureProgramUniformMatrix4fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureProgramUniformMatrix4x2fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureProgramUniformMatrix4x3fv(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); angle::CallCapture CaptureSampleMaski(const State &glState, bool isCallValid, GLuint maskNumber, GLbitfield mask); angle::CallCapture CaptureTexStorage2DMultisample(const State &glState, bool isCallValid, TextureType targetPacked, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); angle::CallCapture CaptureUseProgramStages(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked, GLbitfield stages, ShaderProgramID programPacked); angle::CallCapture CaptureValidateProgramPipeline(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked); angle::CallCapture CaptureVertexAttribBinding(const State &glState, bool isCallValid, GLuint attribindex, GLuint bindingindex); angle::CallCapture CaptureVertexAttribFormat(const State &glState, bool isCallValid, GLuint attribindex, GLint size, VertexAttribType typePacked, GLboolean normalized, GLuint relativeoffset); angle::CallCapture CaptureVertexAttribIFormat(const State &glState, bool isCallValid, GLuint attribindex, GLint size, VertexAttribType typePacked, GLuint relativeoffset); angle::CallCapture CaptureVertexBindingDivisor(const State &glState, bool isCallValid, GLuint bindingindex, GLuint divisor); // Parameter Captures void CaptureCreateShaderProgramv_strings(const State &glState, bool isCallValid, ShaderType typePacked, GLsizei count, const GLchar *const *strings, angle::ParamCapture *paramCapture); void CaptureDeleteProgramPipelines_pipelinesPacked(const State &glState, bool isCallValid, GLsizei n, const ProgramPipelineID *pipelinesPacked, angle::ParamCapture *paramCapture); void CaptureDrawArraysIndirect_indirect(const State &glState, bool isCallValid, PrimitiveMode modePacked, const void *indirect, angle::ParamCapture *paramCapture); void CaptureDrawElementsIndirect_indirect(const State &glState, bool isCallValid, PrimitiveMode modePacked, DrawElementsType typePacked, const void *indirect, angle::ParamCapture *paramCapture); void CaptureGenProgramPipelines_pipelinesPacked(const State &glState, bool isCallValid, GLsizei n, ProgramPipelineID *pipelinesPacked, angle::ParamCapture *paramCapture); void CaptureGetBooleani_v_data(const State &glState, bool isCallValid, GLenum target, GLuint index, GLboolean *data, angle::ParamCapture *paramCapture); void CaptureGetFramebufferParameteriv_params(const State &glState, bool isCallValid, GLenum target, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetMultisamplefv_val(const State &glState, bool isCallValid, GLenum pname, GLuint index, GLfloat *val, angle::ParamCapture *paramCapture); void CaptureGetProgramInterfaceiv_params(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetProgramPipelineInfoLog_length(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked, GLsizei bufSize, GLsizei *length, GLchar *infoLog, angle::ParamCapture *paramCapture); void CaptureGetProgramPipelineInfoLog_infoLog(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked, GLsizei bufSize, GLsizei *length, GLchar *infoLog, angle::ParamCapture *paramCapture); void CaptureGetProgramPipelineiv_params(const State &glState, bool isCallValid, ProgramPipelineID pipelinePacked, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetProgramResourceIndex_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetProgramResourceLocation_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetProgramResourceName_length(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetProgramResourceName_name(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name, angle::ParamCapture *paramCapture); void CaptureGetProgramResourceiv_props(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetProgramResourceiv_length(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetProgramResourceiv_params(const State &glState, bool isCallValid, ShaderProgramID programPacked, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params, angle::ParamCapture *paramCapture); void CaptureGetTexLevelParameterfv_params(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLenum pname, GLfloat *params, angle::ParamCapture *paramCapture); void CaptureGetTexLevelParameteriv_params(const State &glState, bool isCallValid, TextureTarget targetPacked, GLint level, GLenum pname, GLint *params, angle::ParamCapture *paramCapture); void CaptureProgramUniform1fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform1iv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform1uiv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform2fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform2iv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform2uiv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform3fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform3iv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform3uiv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform4fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform4iv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLint *value, angle::ParamCapture *paramCapture); void CaptureProgramUniform4uiv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLuint *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix2fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix2x3fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix2x4fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix3fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix3x2fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix3x4fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix4fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix4x2fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); void CaptureProgramUniformMatrix4x3fv_value(const State &glState, bool isCallValid, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value, angle::ParamCapture *paramCapture); } // namespace gl #endif // LIBANGLE_CAPTURE_GLES_3_1_AUTOGEN_H_