#ifndef LIBANGLE_CAPTURE_GLES_3_0_AUTOGEN_H_
#define LIBANGLE_CAPTURE_GLES_3_0_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "libANGLE/capture/FrameCapture.h"
namespace gl
{
angle::CallCapture CaptureBeginQuery(const State &glState,
bool isCallValid,
QueryType targetPacked,
QueryID idPacked);
angle::CallCapture CaptureBeginTransformFeedback(const State &glState,
bool isCallValid,
PrimitiveMode primitiveModePacked);
angle::CallCapture CaptureBindBufferBase(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLuint index,
BufferID bufferPacked);
angle::CallCapture CaptureBindBufferRange(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLuint index,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
angle::CallCapture CaptureBindSampler(const State &glState,
bool isCallValid,
GLuint unit,
SamplerID samplerPacked);
angle::CallCapture CaptureBindTransformFeedback(const State &glState,
bool isCallValid,
GLenum target,
TransformFeedbackID idPacked);
angle::CallCapture CaptureBindVertexArray(const State &glState,
bool isCallValid,
VertexArrayID arrayPacked);
angle::CallCapture CaptureBlitFramebuffer(const State &glState,
bool isCallValid,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
angle::CallCapture CaptureClearBufferfi(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
angle::CallCapture CaptureClearBufferfv(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
angle::CallCapture CaptureClearBufferiv(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
angle::CallCapture CaptureClearBufferuiv(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
angle::CallCapture CaptureClientWaitSync(const State &glState,
bool isCallValid,
SyncID syncPacked,
GLbitfield flags,
GLuint64 timeout,
GLenum returnValue);
angle::CallCapture CaptureCompressedTexImage3D(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
angle::CallCapture CaptureCompressedTexSubImage3D(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
angle::CallCapture CaptureCopyBufferSubData(const State &glState,
bool isCallValid,
BufferBinding readTargetPacked,
BufferBinding writeTargetPacked,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
angle::CallCapture CaptureCopyTexSubImage3D(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureDeleteQueries(const State &glState,
bool isCallValid,
GLsizei n,
const QueryID *idsPacked);
angle::CallCapture CaptureDeleteSamplers(const State &glState,
bool isCallValid,
GLsizei count,
const SamplerID *samplersPacked);
angle::CallCapture CaptureDeleteSync(const State &glState, bool isCallValid, SyncID syncPacked);
angle::CallCapture CaptureDeleteTransformFeedbacks(const State &glState,
bool isCallValid,
GLsizei n,
const TransformFeedbackID *idsPacked);
angle::CallCapture CaptureDeleteVertexArrays(const State &glState,
bool isCallValid,
GLsizei n,
const VertexArrayID *arraysPacked);
angle::CallCapture CaptureDrawArraysInstanced(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLint first,
GLsizei count,
GLsizei instancecount);
angle::CallCapture CaptureDrawBuffers(const State &glState,
bool isCallValid,
GLsizei n,
const GLenum *bufs);
angle::CallCapture CaptureDrawElementsInstanced(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount);
angle::CallCapture CaptureDrawRangeElements(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLuint start,
GLuint end,
GLsizei count,
DrawElementsType typePacked,
const void *indices);
angle::CallCapture CaptureEndQuery(const State &glState, bool isCallValid, QueryType targetPacked);
angle::CallCapture CaptureEndTransformFeedback(const State &glState, bool isCallValid);
angle::CallCapture CaptureFenceSync(const State &glState,
bool isCallValid,
GLenum condition,
GLbitfield flags,
GLsync returnValue);
angle::CallCapture CaptureFlushMappedBufferRange(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr length);
angle::CallCapture CaptureFramebufferTextureLayer(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
TextureID texturePacked,
GLint level,
GLint layer);
angle::CallCapture CaptureGenQueries(const State &glState,
bool isCallValid,
GLsizei n,
QueryID *idsPacked);
angle::CallCapture CaptureGenSamplers(const State &glState,
bool isCallValid,
GLsizei count,
SamplerID *samplersPacked);
angle::CallCapture CaptureGenTransformFeedbacks(const State &glState,
bool isCallValid,
GLsizei n,
TransformFeedbackID *idsPacked);
angle::CallCapture CaptureGenVertexArrays(const State &glState,
bool isCallValid,
GLsizei n,
VertexArrayID *arraysPacked);
angle::CallCapture CaptureGetActiveUniformBlockName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName);
angle::CallCapture CaptureGetActiveUniformBlockiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetActiveUniformsiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetBufferParameteri64v(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum pname,
GLint64 *params);
angle::CallCapture CaptureGetBufferPointerv(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum pname,
void **params);
angle::CallCapture CaptureGetFragDataLocation(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
GLint returnValue);
angle::CallCapture CaptureGetInteger64i_v(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLint64 *data);
angle::CallCapture CaptureGetInteger64v(const State &glState,
bool isCallValid,
GLenum pname,
GLint64 *data);
angle::CallCapture CaptureGetIntegeri_v(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLint *data);
angle::CallCapture CaptureGetInternalformativ(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
GLint *params);
angle::CallCapture CaptureGetProgramBinary(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
angle::CallCapture CaptureGetQueryObjectuiv(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLuint *params);
angle::CallCapture CaptureGetQueryiv(const State &glState,
bool isCallValid,
QueryType targetPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetSamplerParameterfv(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
GLfloat *params);
angle::CallCapture CaptureGetSamplerParameteriv(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetStringi(const State &glState,
bool isCallValid,
GLenum name,
GLuint index,
const GLubyte *returnValue);
angle::CallCapture CaptureGetSynciv(const State &glState,
bool isCallValid,
SyncID syncPacked,
GLenum pname,
GLsizei count,
GLsizei *length,
GLint *values);
angle::CallCapture CaptureGetTransformFeedbackVarying(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name);
angle::CallCapture CaptureGetUniformBlockIndex(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *uniformBlockName,
GLuint returnValue);
angle::CallCapture CaptureGetUniformIndices(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices);
angle::CallCapture CaptureGetUniformuiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLuint *params);
angle::CallCapture CaptureGetVertexAttribIiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetVertexAttribIuiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLuint *params);
angle::CallCapture CaptureInvalidateFramebuffer(const State &glState,
bool isCallValid,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
angle::CallCapture CaptureInvalidateSubFramebuffer(const State &glState,
bool isCallValid,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureIsQuery(const State &glState,
bool isCallValid,
QueryID idPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsSampler(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsSync(const State &glState,
bool isCallValid,
SyncID syncPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsTransformFeedback(const State &glState,
bool isCallValid,
TransformFeedbackID idPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsVertexArray(const State &glState,
bool isCallValid,
VertexArrayID arrayPacked,
GLboolean returnValue);
angle::CallCapture CaptureMapBufferRange(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr length,
GLbitfield access,
void *returnValue);
angle::CallCapture CapturePauseTransformFeedback(const State &glState, bool isCallValid);
angle::CallCapture CaptureProgramBinary(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum binaryFormat,
const void *binary,
GLsizei length);
angle::CallCapture CaptureProgramParameteri(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum pname,
GLint value);
angle::CallCapture CaptureReadBuffer(const State &glState, bool isCallValid, GLenum src);
angle::CallCapture CaptureRenderbufferStorageMultisample(const State &glState,
bool isCallValid,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureResumeTransformFeedback(const State &glState, bool isCallValid);
angle::CallCapture CaptureSamplerParameterf(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
GLfloat param);
angle::CallCapture CaptureSamplerParameterfv(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
const GLfloat *param);
angle::CallCapture CaptureSamplerParameteri(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
GLint param);
angle::CallCapture CaptureSamplerParameteriv(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
const GLint *param);
angle::CallCapture CaptureTexImage3D(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
angle::CallCapture CaptureTexStorage2D(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureTexStorage3D(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
angle::CallCapture CaptureTexSubImage3D(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
angle::CallCapture CaptureTransformFeedbackVaryings(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode);
angle::CallCapture CaptureUniform1ui(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLuint v0);
angle::CallCapture CaptureUniform1uiv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
angle::CallCapture CaptureUniform2ui(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLuint v0,
GLuint v1);
angle::CallCapture CaptureUniform2uiv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
angle::CallCapture CaptureUniform3ui(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLuint v0,
GLuint v1,
GLuint v2);
angle::CallCapture CaptureUniform3uiv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
angle::CallCapture CaptureUniform4ui(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
angle::CallCapture CaptureUniform4uiv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
angle::CallCapture CaptureUniformBlockBinding(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLuint uniformBlockBinding);
angle::CallCapture CaptureUniformMatrix2x3fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUniformMatrix2x4fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUniformMatrix3x2fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUniformMatrix3x4fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUniformMatrix4x2fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUniformMatrix4x3fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUnmapBuffer(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLboolean returnValue);
angle::CallCapture CaptureVertexAttribDivisor(const State &glState,
bool isCallValid,
GLuint index,
GLuint divisor);
angle::CallCapture CaptureVertexAttribI4i(const State &glState,
bool isCallValid,
GLuint index,
GLint x,
GLint y,
GLint z,
GLint w);
angle::CallCapture CaptureVertexAttribI4iv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v);
angle::CallCapture CaptureVertexAttribI4ui(const State &glState,
bool isCallValid,
GLuint index,
GLuint x,
GLuint y,
GLuint z,
GLuint w);
angle::CallCapture CaptureVertexAttribI4uiv(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v);
angle::CallCapture CaptureVertexAttribIPointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
VertexAttribType typePacked,
GLsizei stride,
const void *pointer);
angle::CallCapture CaptureWaitSync(const State &glState,
bool isCallValid,
SyncID syncPacked,
GLbitfield flags,
GLuint64 timeout);
void CaptureClearBufferfv_value(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureClearBufferiv_value(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLint *value,
angle::ParamCapture *paramCapture);
void CaptureClearBufferuiv_value(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureCompressedTexImage3D_data(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureCompressedTexSubImage3D_data(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureDeleteQueries_idsPacked(const State &glState,
bool isCallValid,
GLsizei n,
const QueryID *idsPacked,
angle::ParamCapture *paramCapture);
void CaptureDeleteSamplers_samplersPacked(const State &glState,
bool isCallValid,
GLsizei count,
const SamplerID *samplersPacked,
angle::ParamCapture *paramCapture);
void CaptureDeleteTransformFeedbacks_idsPacked(const State &glState,
bool isCallValid,
GLsizei n,
const TransformFeedbackID *idsPacked,
angle::ParamCapture *paramCapture);
void CaptureDeleteVertexArrays_arraysPacked(const State &glState,
bool isCallValid,
GLsizei n,
const VertexArrayID *arraysPacked,
angle::ParamCapture *paramCapture);
void CaptureDrawBuffers_bufs(const State &glState,
bool isCallValid,
GLsizei n,
const GLenum *bufs,
angle::ParamCapture *paramCapture);
void CaptureDrawElementsInstanced_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
angle::ParamCapture *paramCapture);
void CaptureDrawRangeElements_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLuint start,
GLuint end,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
angle::ParamCapture *paramCapture);
void CaptureGenQueries_idsPacked(const State &glState,
bool isCallValid,
GLsizei n,
QueryID *idsPacked,
angle::ParamCapture *paramCapture);
void CaptureGenSamplers_samplersPacked(const State &glState,
bool isCallValid,
GLsizei count,
SamplerID *samplersPacked,
angle::ParamCapture *paramCapture);
void CaptureGenTransformFeedbacks_idsPacked(const State &glState,
bool isCallValid,
GLsizei n,
TransformFeedbackID *idsPacked,
angle::ParamCapture *paramCapture);
void CaptureGenVertexArrays_arraysPacked(const State &glState,
bool isCallValid,
GLsizei n,
VertexArrayID *arraysPacked,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniformBlockName_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniformBlockName_uniformBlockName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniformBlockiv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniformsiv_uniformIndices(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniformsiv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetBufferParameteri64v_params(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum pname,
GLint64 *params,
angle::ParamCapture *paramCapture);
void CaptureGetBufferPointerv_params(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum pname,
void **params,
angle::ParamCapture *paramCapture);
void CaptureGetFragDataLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetInteger64i_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLint64 *data,
angle::ParamCapture *paramCapture);
void CaptureGetInteger64v_data(const State &glState,
bool isCallValid,
GLenum pname,
GLint64 *data,
angle::ParamCapture *paramCapture);
void CaptureGetIntegeri_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLint *data,
angle::ParamCapture *paramCapture);
void CaptureGetInternalformativ_params(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetProgramBinary_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary,
angle::ParamCapture *paramCapture);
void CaptureGetProgramBinary_binaryFormat(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary,
angle::ParamCapture *paramCapture);
void CaptureGetProgramBinary_binary(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary,
angle::ParamCapture *paramCapture);
void CaptureGetQueryObjectuiv_params(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLuint *params,
angle::ParamCapture *paramCapture);
void CaptureGetQueryiv_params(const State &glState,
bool isCallValid,
QueryType targetPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetSamplerParameterfv_params(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
GLfloat *params,
angle::ParamCapture *paramCapture);
void CaptureGetSamplerParameteriv_params(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetSynciv_length(const State &glState,
bool isCallValid,
SyncID syncPacked,
GLenum pname,
GLsizei count,
GLsizei *length,
GLint *values,
angle::ParamCapture *paramCapture);
void CaptureGetSynciv_values(const State &glState,
bool isCallValid,
SyncID syncPacked,
GLenum pname,
GLsizei count,
GLsizei *length,
GLint *values,
angle::ParamCapture *paramCapture);
void CaptureGetTransformFeedbackVarying_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetTransformFeedbackVarying_size(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetTransformFeedbackVarying_type(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetTransformFeedbackVarying_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetUniformBlockIndex_uniformBlockName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *uniformBlockName,
angle::ParamCapture *paramCapture);
void CaptureGetUniformIndices_uniformNames(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices,
angle::ParamCapture *paramCapture);
void CaptureGetUniformIndices_uniformIndices(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices,
angle::ParamCapture *paramCapture);
void CaptureGetUniformuiv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLuint *params,
angle::ParamCapture *paramCapture);
void CaptureGetVertexAttribIiv_params(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetVertexAttribIuiv_params(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLuint *params,
angle::ParamCapture *paramCapture);
void CaptureInvalidateFramebuffer_attachments(const State &glState,
bool isCallValid,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
angle::ParamCapture *paramCapture);
void CaptureInvalidateSubFramebuffer_attachments(const State &glState,
bool isCallValid,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
angle::ParamCapture *paramCapture);
void CaptureProgramBinary_binary(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum binaryFormat,
const void *binary,
GLsizei length,
angle::ParamCapture *paramCapture);
void CaptureSamplerParameterfv_param(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
const GLfloat *param,
angle::ParamCapture *paramCapture);
void CaptureSamplerParameteriv_param(const State &glState,
bool isCallValid,
SamplerID samplerPacked,
GLenum pname,
const GLint *param,
angle::ParamCapture *paramCapture);
void CaptureTexImage3D_pixels(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture);
void CaptureTexSubImage3D_pixels(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture);
void CaptureTransformFeedbackVaryings_varyings(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode,
angle::ParamCapture *paramCapture);
void CaptureUniform1uiv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureUniform2uiv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureUniform3uiv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureUniform4uiv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix2x3fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix2x4fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix3x2fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix3x4fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix4x2fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix4x3fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI4iv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI4uiv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribIPointer_pointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
VertexAttribType typePacked,
GLsizei stride,
const void *pointer,
angle::ParamCapture *paramCapture);
}
#endif