#include "libANGLE/capture/capture_gl_3_autogen.h"
namespace gl
{
void CaptureBindFragDataLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint color,
const GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI1iv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI1uiv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI2iv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI2uiv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI3iv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI3uiv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI4bv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLbyte *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI4sv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLshort *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI4ubv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLubyte *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI4usv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLushort *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetActiveUniformName_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetActiveUniformName_uniformName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiDrawElementsBaseVertex_count(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiDrawElementsBaseVertex_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiDrawElementsBaseVertex_basevertex(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindFragDataLocationIndexed_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureColorP3uiv_color(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color,
angle::ParamCapture *paramCapture)
{ … }
void CaptureColorP4uiv_color(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetFragDataIndex_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetQueryObjecti64v_params(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLint64 *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetQueryObjectui64v_params(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLuint64 *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiTexCoordP1uiv_coords(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiTexCoordP2uiv_coords(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiTexCoordP3uiv_coords(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiTexCoordP4uiv_coords(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureNormalP3uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureSecondaryColorP3uiv_color(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTexCoordP1uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTexCoordP2uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTexCoordP3uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTexCoordP4uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribP1uiv_value(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribP2uiv_value(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribP3uiv_value(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribP4uiv_value(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexP2uiv_value(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexP3uiv_value(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexP4uiv_value(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value,
angle::ParamCapture *paramCapture)
{ … }
}