#include "libANGLE/capture/capture_gl_3_autogen.h"
#include "common/gl_enum_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/capture/FrameCapture.h"
#include "libANGLE/validationGL3_autogen.h"
usingnamespaceangle;
namespace gl
{
CallCapture CaptureBeginConditionalRender(const State &glState,
bool isCallValid,
GLuint id,
GLenum mode)
{ … }
CallCapture CaptureBindFragDataLocation(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint color,
const GLchar *name)
{ … }
CallCapture CaptureClampColor(const State &glState, bool isCallValid, GLenum target, GLenum clamp)
{ … }
CallCapture CaptureEndConditionalRender(const State &glState, bool isCallValid)
{ … }
CallCapture CaptureFramebufferTexture1D(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level)
{ … }
CallCapture CaptureFramebufferTexture3D(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level,
GLint zoffset)
{ … }
CallCapture CaptureVertexAttribI1i(const State &glState, bool isCallValid, GLuint index, GLint x)
{ … }
CallCapture CaptureVertexAttribI1iv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v)
{ … }
CallCapture CaptureVertexAttribI1ui(const State &glState, bool isCallValid, GLuint index, GLuint x)
{ … }
CallCapture CaptureVertexAttribI1uiv(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v)
{ … }
CallCapture CaptureVertexAttribI2i(const State &glState,
bool isCallValid,
GLuint index,
GLint x,
GLint y)
{ … }
CallCapture CaptureVertexAttribI2iv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v)
{ … }
CallCapture CaptureVertexAttribI2ui(const State &glState,
bool isCallValid,
GLuint index,
GLuint x,
GLuint y)
{ … }
CallCapture CaptureVertexAttribI2uiv(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v)
{ … }
CallCapture CaptureVertexAttribI3i(const State &glState,
bool isCallValid,
GLuint index,
GLint x,
GLint y,
GLint z)
{ … }
CallCapture CaptureVertexAttribI3iv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v)
{ … }
CallCapture CaptureVertexAttribI3ui(const State &glState,
bool isCallValid,
GLuint index,
GLuint x,
GLuint y,
GLuint z)
{ … }
CallCapture CaptureVertexAttribI3uiv(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v)
{ … }
CallCapture CaptureVertexAttribI4bv(const State &glState,
bool isCallValid,
GLuint index,
const GLbyte *v)
{ … }
CallCapture CaptureVertexAttribI4sv(const State &glState,
bool isCallValid,
GLuint index,
const GLshort *v)
{ … }
CallCapture CaptureVertexAttribI4ubv(const State &glState,
bool isCallValid,
GLuint index,
const GLubyte *v)
{ … }
CallCapture CaptureVertexAttribI4usv(const State &glState,
bool isCallValid,
GLuint index,
const GLushort *v)
{ … }
CallCapture CaptureGetActiveUniformName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName)
{ … }
CallCapture CapturePrimitiveRestartIndex(const State &glState, bool isCallValid, GLuint index)
{ … }
CallCapture CaptureMultiDrawElementsBaseVertex(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex)
{ … }
CallCapture CaptureProvokingVertex(const State &glState,
bool isCallValid,
ProvokingVertexConvention modePacked)
{ … }
CallCapture CaptureTexImage2DMultisample(const State &glState,
bool isCallValid,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{ … }
CallCapture CaptureTexImage3DMultisample(const State &glState,
bool isCallValid,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{ … }
CallCapture CaptureBindFragDataLocationIndexed(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name)
{ … }
CallCapture CaptureColorP3ui(const State &glState, bool isCallValid, GLenum type, GLuint color)
{ … }
CallCapture CaptureColorP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color)
{ … }
CallCapture CaptureColorP4ui(const State &glState, bool isCallValid, GLenum type, GLuint color)
{ … }
CallCapture CaptureColorP4uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color)
{ … }
CallCapture CaptureGetFragDataIndex(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
GLint returnValue)
{ … }
CallCapture CaptureGetQueryObjecti64v(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLint64 *params)
{ … }
CallCapture CaptureGetQueryObjectui64v(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLuint64 *params)
{ … }
CallCapture CaptureMultiTexCoordP1ui(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
GLuint coords)
{ … }
CallCapture CaptureMultiTexCoordP1uiv(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureMultiTexCoordP2ui(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
GLuint coords)
{ … }
CallCapture CaptureMultiTexCoordP2uiv(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureMultiTexCoordP3ui(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
GLuint coords)
{ … }
CallCapture CaptureMultiTexCoordP3uiv(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureMultiTexCoordP4ui(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
GLuint coords)
{ … }
CallCapture CaptureMultiTexCoordP4uiv(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureNormalP3ui(const State &glState, bool isCallValid, GLenum type, GLuint coords)
{ … }
CallCapture CaptureNormalP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureQueryCounter(const State &glState,
bool isCallValid,
QueryID idPacked,
QueryType targetPacked)
{ … }
CallCapture CaptureSecondaryColorP3ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint color)
{ … }
CallCapture CaptureSecondaryColorP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color)
{ … }
CallCapture CaptureTexCoordP1ui(const State &glState, bool isCallValid, GLenum type, GLuint coords)
{ … }
CallCapture CaptureTexCoordP1uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureTexCoordP2ui(const State &glState, bool isCallValid, GLenum type, GLuint coords)
{ … }
CallCapture CaptureTexCoordP2uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureTexCoordP3ui(const State &glState, bool isCallValid, GLenum type, GLuint coords)
{ … }
CallCapture CaptureTexCoordP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureTexCoordP4ui(const State &glState, bool isCallValid, GLenum type, GLuint coords)
{ … }
CallCapture CaptureTexCoordP4uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords)
{ … }
CallCapture CaptureVertexAttribP1ui(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{ … }
CallCapture CaptureVertexAttribP1uiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{ … }
CallCapture CaptureVertexAttribP2ui(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{ … }
CallCapture CaptureVertexAttribP2uiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{ … }
CallCapture CaptureVertexAttribP3ui(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{ … }
CallCapture CaptureVertexAttribP3uiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{ … }
CallCapture CaptureVertexAttribP4ui(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{ … }
CallCapture CaptureVertexAttribP4uiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{ … }
CallCapture CaptureVertexP2ui(const State &glState, bool isCallValid, GLenum type, GLuint value)
{ … }
CallCapture CaptureVertexP2uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value)
{ … }
CallCapture CaptureVertexP3ui(const State &glState, bool isCallValid, GLenum type, GLuint value)
{ … }
CallCapture CaptureVertexP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value)
{ … }
CallCapture CaptureVertexP4ui(const State &glState, bool isCallValid, GLenum type, GLuint value)
{ … }
CallCapture CaptureVertexP4uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value)
{ … }
}