#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
{
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);
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);
}
#endif