#include "libANGLE/capture/capture_gles_2_0_autogen.h"
#include "libANGLE/capture/capture_gles_3_0_autogen.h"
usingnamespaceangle;
namespace gl
{
void CaptureClearBufferfv_value(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureClearBufferiv_value(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLint *value,
ParamCapture *paramCapture)
{ … }
void CaptureClearBufferuiv_value(const State &glState,
bool isCallValid,
GLenum buffer,
GLint drawbuffer,
const GLuint *value,
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,
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,
ParamCapture *paramCapture)
{ … }
void CaptureDeleteQueries_idsPacked(const State &glState,
bool isCallValid,
GLsizei n,
const QueryID *ids,
ParamCapture *paramCapture)
{ … }
void CaptureDeleteSamplers_samplersPacked(const State &glState,
bool isCallValid,
GLsizei count,
const SamplerID *samplers,
ParamCapture *paramCapture)
{ … }
void CaptureDeleteTransformFeedbacks_idsPacked(const State &glState,
bool isCallValid,
GLsizei n,
const TransformFeedbackID *ids,
ParamCapture *paramCapture)
{ … }
void CaptureDeleteVertexArrays_arraysPacked(const State &glState,
bool isCallValid,
GLsizei n,
const VertexArrayID *arrays,
ParamCapture *paramCapture)
{ … }
void CaptureDrawBuffers_bufs(const State &glState,
bool isCallValid,
GLsizei n,
const GLenum *bufs,
ParamCapture *paramCapture)
{ … }
void CaptureDrawElementsInstanced_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
ParamCapture *paramCapture)
{ … }
void CaptureDrawRangeElements_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLuint start,
GLuint end,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
ParamCapture *paramCapture)
{ … }
void CaptureGenQueries_idsPacked(const State &glState,
bool isCallValid,
GLsizei n,
QueryID *ids,
ParamCapture *paramCapture)
{ … }
void CaptureGenSamplers_samplersPacked(const State &glState,
bool isCallValid,
GLsizei count,
SamplerID *samplers,
ParamCapture *paramCapture)
{ … }
void CaptureGenTransformFeedbacks_idsPacked(const State &glState,
bool isCallValid,
GLsizei n,
TransformFeedbackID *ids,
ParamCapture *paramCapture)
{ … }
void CaptureGenVertexArrays_arraysPacked(const State &glState,
bool isCallValid,
GLsizei n,
VertexArrayID *arrays,
ParamCapture *paramCapture)
{ … }
void CaptureGetActiveUniformBlockName_length(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformBlockIndex uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName,
ParamCapture *paramCapture)
{ … }
void CaptureGetActiveUniformBlockName_uniformBlockName(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformBlockIndex uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName,
ParamCapture *paramCapture)
{ … }
void CaptureGetActiveUniformBlockiv_params(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformBlockIndex uniformBlockIndex,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetActiveUniformsiv_uniformIndices(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetActiveUniformsiv_params(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetBufferParameteri64v_params(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum pname,
GLint64 *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetBufferPointerv_params(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum pname,
void **params,
ParamCapture *paramCapture)
{ … }
void CaptureGetFragDataLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID program,
const GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetInteger64i_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLint64 *data,
ParamCapture *paramCapture)
{ … }
void CaptureGetInteger64v_data(const State &glState,
bool isCallValid,
GLenum pname,
GLint64 *data,
ParamCapture *paramCapture)
{ … }
void CaptureGetIntegeri_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLint *data,
ParamCapture *paramCapture)
{ … }
void CaptureGetInternalformativ_params(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramBinary_length(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramBinary_binaryFormat(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary,
ParamCapture *paramCapture)
{ … }
void CaptureGetProgramBinary_binary(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary,
ParamCapture *paramCapture)
{ … }
void CaptureGetQueryObjectuiv_params(const State &glState,
bool isCallValid,
QueryID id,
GLenum pname,
GLuint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetQueryiv_params(const State &glState,
bool isCallValid,
QueryType targetPacked,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetSamplerParameterfv_params(const State &glState,
bool isCallValid,
SamplerID sampler,
GLenum pname,
GLfloat *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetSamplerParameteriv_params(const State &glState,
bool isCallValid,
SamplerID sampler,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetSynciv_length(const State &glState,
bool isCallValid,
SyncID syncPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *values,
ParamCapture *paramCapture)
{ … }
void CaptureGetSynciv_values(const State &glState,
bool isCallValid,
SyncID syncPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *values,
ParamCapture *paramCapture)
{ … }
void CaptureGetTransformFeedbackVarying_length(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetTransformFeedbackVarying_size(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetTransformFeedbackVarying_type(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetTransformFeedbackVarying_name(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name,
ParamCapture *paramCapture)
{ … }
void CaptureGetUniformBlockIndex_uniformBlockName(const State &glState,
bool isCallValid,
ShaderProgramID program,
const GLchar *uniformBlockName,
ParamCapture *paramCapture)
{ … }
void CaptureGetUniformIndices_uniformNames(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices,
ParamCapture *paramCapture)
{ … }
void CaptureGetUniformIndices_uniformIndices(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices,
ParamCapture *paramCapture)
{ … }
void CaptureGetUniformuiv_params(const State &glState,
bool isCallValid,
ShaderProgramID program,
UniformLocation location,
GLuint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetVertexAttribIiv_params(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLint *params,
ParamCapture *paramCapture)
{ … }
void CaptureGetVertexAttribIuiv_params(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLuint *params,
ParamCapture *paramCapture)
{ … }
void CaptureInvalidateFramebuffer_attachments(const State &glState,
bool isCallValid,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
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,
ParamCapture *paramCapture)
{ … }
void CaptureProgramBinary_binary(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLenum binaryFormat,
const void *binary,
GLsizei length,
ParamCapture *paramCapture)
{ … }
void CaptureSamplerParameterfv_param(const State &glState,
bool isCallValid,
SamplerID sampler,
GLenum pname,
const GLfloat *param,
ParamCapture *paramCapture)
{ … }
void CaptureSamplerParameteriv_param(const State &glState,
bool isCallValid,
SamplerID sampler,
GLenum pname,
const GLint *param,
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,
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,
ParamCapture *paramCapture)
{ … }
void CaptureTransformFeedbackVaryings_varyings(const State &glState,
bool isCallValid,
ShaderProgramID program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode,
ParamCapture *paramCapture)
{ … }
void CaptureUniform1uiv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
const GLuint *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniform2uiv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
const GLuint *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniform3uiv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
const GLuint *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniform4uiv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
const GLuint *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix2x3fv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix2x4fv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix3x2fv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix3x4fv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix4x2fv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix4x3fv_value(const State &glState,
bool isCallValid,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI4iv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribI4uiv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v,
ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribIPointer_pointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
VertexAttribType typePacked,
GLsizei stride,
const void *pointer,
ParamCapture *paramCapture)
{ … }
}