#include "libANGLE/capture/capture_gles_3_1_autogen.h"
usingnamespaceangle;
namespace gl
{
void CaptureCreateShaderProgramv_strings(const State &glState,
bool isCallValid,
ShaderType typePacked,
GLsizei count,
const GLchar *const *strings,
ParamCapture *paramCapture)
{ … }
void CaptureDeleteProgramPipelines_pipelinesPacked(const State &glState,
bool isCallValid,
GLsizei n,
const ProgramPipelineID *pipelines,
ParamCapture *paramCapture)
{ … }
void CaptureDrawArraysIndirect_indirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const void *indirect,
ParamCapture *paramCapture)
{ … }
void CaptureDrawElementsIndirect_indirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
DrawElementsType typePacked,
const void *indirect,
ParamCapture *paramCapture)
{ … }
void CaptureGenProgramPipelines_pipelinesPacked(const State &glState,
bool isCallValid,
GLsizei n,
ProgramPipelineID *pipelines,
ParamCapture *paramCapture)
{ … }
void CaptureGetBooleani_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLboolean *data,
ParamCapture *paramCapture)
{ … }
void CaptureGetFramebufferParameteriv_params(const State &glState,
bool isCallValid,
GLenum target,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetMultisamplefv_val(const State &glState,
bool isCallValid,
GLenum pname,
GLuint index,
GLfloat *val,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramInterfaceiv_params(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum programInterface,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramPipelineInfoLog_length(const State &glState,
bool isCallValid,
ProgramPipelineID pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramPipelineInfoLog_infoLog(const State &glState,
bool isCallValid,
ProgramPipelineID pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramPipelineiv_params(const State &glState,
bool isCallValid,
ProgramPipelineID pipeline,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramResourceIndex_name(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramResourceLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramResourceName_length(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramResourceName_name(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramResourceiv_props(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramResourceiv_length(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramResourceiv_params(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetTexLevelParameterfv_params(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLenum pname,
GLfloat *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetTexLevelParameteriv_params(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform1fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform1iv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLint *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform1uiv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLuint *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform2fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform2iv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLint *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform2uiv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLuint *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform3fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform3iv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLint *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform3uiv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLuint *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform4fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform4iv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLint *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform4uiv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLuint *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix2fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix2x3fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix2x4fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix3fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix3x2fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix3x4fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix4fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix4x2fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix4x3fv_value(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
}