#include "libANGLE/capture/capture_gl_4_autogen.h"
namespace gl
{
void CaptureGetActiveSubroutineName_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetActiveSubroutineName_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetActiveSubroutineUniformName_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetActiveSubroutineUniformName_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetActiveSubroutineUniformiv_values(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetProgramStageiv_values(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLenum pname,
GLint *values,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetQueryIndexediv_params(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetSubroutineIndex_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetSubroutineUniformLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetUniformSubroutineuiv_params(const State &glState,
bool isCallValid,
GLenum shadertype,
GLint location,
GLuint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetUniformdv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble *params,
angle::ParamCapture *paramCapture)
{ … }
void CapturePatchParameterfv_values(const State &glState,
bool isCallValid,
GLenum pname,
const GLfloat *values,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniform1dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniform2dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniform3dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniform4dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix2dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix2x3dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix2x4dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix3dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix3x2dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix3x4dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix4dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix4x2dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformMatrix4x3dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureUniformSubroutinesuiv_indices(const State &glState,
bool isCallValid,
GLenum shadertype,
GLsizei count,
const GLuint *indices,
angle::ParamCapture *paramCapture)
{ … }
void CaptureDepthRangeArrayv_v(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLdouble *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetDoublei_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLdouble *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetFloati_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLfloat *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetVertexAttribLdv_params(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLdouble *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform1dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform2dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform3dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniform4dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix2dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix2x3dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix2x4dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix3dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix3x2dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix3x4dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix4dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix4x2dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureProgramUniformMatrix4x3dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureScissorArrayv_v(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureScissorIndexedv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribL1dv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribL2dv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribL3dv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribL4dv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexAttribLPointer_pointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer,
angle::ParamCapture *paramCapture)
{ … }
void CaptureViewportArrayv_v(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLfloat *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureViewportIndexedfv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureDrawElementsInstancedBaseInstance_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLuint baseinstance,
angle::ParamCapture *paramCapture)
{ … }
void CaptureDrawElementsInstancedBaseVertexBaseInstance_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetActiveAtomicCounterBufferiv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint bufferIndex,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearBufferData_data(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearBufferSubData_data(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetInternalformati64v_params(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint64 *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetProgramResourceLocationIndex_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum programInterface,
const GLchar *name,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiDrawArraysIndirect_indirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiDrawElementsIndirect_indirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
DrawElementsType typePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindBuffersBase_buffersPacked(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindBuffersRange_buffersPacked(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindBuffersRange_offsets(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindBuffersRange_sizes(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindImageTextures_textures(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *textures,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindSamplers_samplers(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *samplers,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindTextures_textures(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *textures,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindVertexBuffers_buffersPacked(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindVertexBuffers_offsets(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBindVertexBuffers_strides(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture)
{ … }
void CaptureBufferStorage_data(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearTexImage_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearTexSubImage_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearNamedBufferData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearNamedBufferSubData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearNamedFramebufferfv_value(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearNamedFramebufferiv_value(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLint *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureClearNamedFramebufferuiv_value(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLuint *value,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCompressedTextureSubImage1D_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCompressedTextureSubImage2D_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCompressedTextureSubImage3D_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
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 CaptureCreateBuffers_buffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
BufferID *buffersPacked,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCreateFramebuffers_framebuffers(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *framebuffers,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCreateProgramPipelines_pipelines(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *pipelines,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCreateQueries_ids(const State &glState,
bool isCallValid,
GLenum target,
GLsizei n,
GLuint *ids,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCreateRenderbuffers_renderbuffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
RenderbufferID *renderbuffersPacked,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCreateSamplers_samplers(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *samplers,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCreateTextures_textures(const State &glState,
bool isCallValid,
GLenum target,
GLsizei n,
GLuint *textures,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCreateTransformFeedbacks_ids(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *ids,
angle::ParamCapture *paramCapture)
{ … }
void CaptureCreateVertexArrays_arraysPacked(const State &glState,
bool isCallValid,
GLsizei n,
VertexArrayID *arraysPacked,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetCompressedTextureImage_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetCompressedTextureSubImage_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetNamedBufferParameteri64v_params(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
GLint64 *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetNamedBufferParameteriv_params(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetNamedBufferPointerv_params(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
void **params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetNamedBufferSubData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetNamedFramebufferAttachmentParameteriv_params(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetNamedFramebufferParameteriv_param(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum pname,
GLint *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetNamedRenderbufferParameteriv_params(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTextureImage_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTextureLevelParameterfv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum pname,
GLfloat *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTextureLevelParameteriv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTextureParameterIiv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTextureParameterIuiv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLuint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTextureParameterfv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLfloat *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTextureParameteriv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTextureSubImage_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTransformFeedbacki64_v_param(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTransformFeedbacki_v_param(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLuint index,
GLint *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetTransformFeedbackiv_param(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLint *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetVertexArrayIndexed64iv_param(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint64 *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetVertexArrayIndexediv_param(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetVertexArrayiv_param(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLenum pname,
GLint *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnColorTable_table(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *table,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnCompressedTexImage_pixels(const State &glState,
bool isCallValid,
GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnConvolutionFilter_image(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *image,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnHistogram_values(const State &glState,
bool isCallValid,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnMapdv_v(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLdouble *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnMapfv_v(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLfloat *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnMapiv_v(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLint *v,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnMinmax_values(const State &glState,
bool isCallValid,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnPixelMapfv_values(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLfloat *values,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnPixelMapuiv_values(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLuint *values,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnPixelMapusv_values(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLushort *values,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnPolygonStipple_pattern(const State &glState,
bool isCallValid,
GLsizei bufSize,
GLubyte *pattern,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnSeparableFilter_row(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnSeparableFilter_column(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnSeparableFilter_span(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnTexImage_pixels(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture)
{ … }
void CaptureGetnUniformdv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei bufSize,
GLdouble *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureInvalidateNamedFramebufferData_attachments(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments,
angle::ParamCapture *paramCapture)
{ … }
void CaptureInvalidateNamedFramebufferSubData_attachments(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
angle::ParamCapture *paramCapture)
{ … }
void CaptureNamedBufferData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLenum usage,
angle::ParamCapture *paramCapture)
{ … }
void CaptureNamedBufferStorage_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags,
angle::ParamCapture *paramCapture)
{ … }
void CaptureNamedBufferSubData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
const void *data,
angle::ParamCapture *paramCapture)
{ … }
void CaptureNamedFramebufferDrawBuffers_bufs(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei n,
const GLenum *bufs,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTextureParameterIiv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTextureParameterIuiv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLuint *params,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTextureParameterfv_param(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLfloat *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTextureParameteriv_param(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLint *param,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTextureSubImage1D_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTextureSubImage2D_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture)
{ … }
void CaptureTextureSubImage3D_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
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 CaptureVertexArrayVertexBuffers_buffersPacked(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexArrayVertexBuffers_offsets(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture)
{ … }
void CaptureVertexArrayVertexBuffers_strides(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiDrawArraysIndirectCount_indirect(const State &glState,
bool isCallValid,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride,
angle::ParamCapture *paramCapture)
{ … }
void CaptureMultiDrawElementsIndirectCount_indirect(const State &glState,
bool isCallValid,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride,
angle::ParamCapture *paramCapture)
{ … }
void CaptureSpecializeShader_pEntryPoint(const State &glState,
bool isCallValid,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue,
angle::ParamCapture *paramCapture)
{ … }
void CaptureSpecializeShader_pConstantIndex(const State &glState,
bool isCallValid,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue,
angle::ParamCapture *paramCapture)
{ … }
void CaptureSpecializeShader_pConstantValue(const State &glState,
bool isCallValid,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue,
angle::ParamCapture *paramCapture)
{ … }
}