chromium/third_party/angle/src/libANGLE/capture/capture_gles_2_0_params.cpp

//
// Copyright 2019 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// capture_gles2_params.cpp:
//   Pointer parameter capture functions for the OpenGL ES 2.0 entry points.

#include "libANGLE/capture/capture_gles_2_0_autogen.h"

#include "libANGLE/Context.h"
#include "libANGLE/Shader.h"
#include "libANGLE/formatutils.h"
#include "libGLESv2/global_state.h"

usingnamespaceangle;

namespace gl
{
// Parameter Captures

void CaptureBindAttribLocation_name(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID program,
                                    GLuint index,
                                    const GLchar *name,
                                    ParamCapture *paramCapture)
{}

void CaptureBufferData_data(const State &glState,
                            bool isCallValid,
                            BufferBinding targetPacked,
                            GLsizeiptr size,
                            const void *data,
                            BufferUsage usagePacked,
                            ParamCapture *paramCapture)
{}

void CaptureBufferSubData_data(const State &glState,
                               bool isCallValid,
                               BufferBinding targetPacked,
                               GLintptr offset,
                               GLsizeiptr size,
                               const void *data,
                               ParamCapture *paramCapture)
{}

void CaptureCompressedTexImage2D_data(const State &glState,
                                      bool isCallValid,
                                      TextureTarget targetPacked,
                                      GLint level,
                                      GLenum internalformat,
                                      GLsizei width,
                                      GLsizei height,
                                      GLint border,
                                      GLsizei imageSize,
                                      const void *data,
                                      ParamCapture *paramCapture)
{}

void CaptureCompressedTexSubImage2D_data(const State &glState,
                                         bool isCallValid,
                                         TextureTarget targetPacked,
                                         GLint level,
                                         GLint xoffset,
                                         GLint yoffset,
                                         GLsizei width,
                                         GLsizei height,
                                         GLenum format,
                                         GLsizei imageSize,
                                         const void *data,
                                         ParamCapture *paramCapture)
{}

void CaptureDeleteBuffers_buffersPacked(const State &glState,
                                        bool isCallValid,
                                        GLsizei n,
                                        const BufferID *buffers,
                                        ParamCapture *paramCapture)
{}

void CaptureDeleteFramebuffers_framebuffersPacked(const State &glState,
                                                  bool isCallValid,
                                                  GLsizei n,
                                                  const FramebufferID *framebuffers,
                                                  ParamCapture *paramCapture)
{}

void CaptureDeleteRenderbuffers_renderbuffersPacked(const State &glState,
                                                    bool isCallValid,
                                                    GLsizei n,
                                                    const RenderbufferID *renderbuffers,
                                                    ParamCapture *paramCapture)
{}

void CaptureDeleteTextures_texturesPacked(const State &glState,
                                          bool isCallValid,
                                          GLsizei n,
                                          const TextureID *textures,
                                          ParamCapture *paramCapture)
{}

void CaptureDrawElements_indices(const State &glState,
                                 bool isCallValid,
                                 PrimitiveMode modePacked,
                                 GLsizei count,
                                 DrawElementsType typePacked,
                                 const void *indices,
                                 ParamCapture *paramCapture)
{}

void CaptureGenBuffers_buffersPacked(const State &glState,
                                     bool isCallValid,
                                     GLsizei n,
                                     BufferID *buffers,
                                     ParamCapture *paramCapture)
{}

void CaptureGenFramebuffers_framebuffersPacked(const State &glState,
                                               bool isCallValid,
                                               GLsizei n,
                                               FramebufferID *framebuffers,
                                               ParamCapture *paramCapture)
{}

void CaptureGenRenderbuffers_renderbuffersPacked(const State &glState,
                                                 bool isCallValid,
                                                 GLsizei n,
                                                 RenderbufferID *renderbuffers,
                                                 ParamCapture *paramCapture)
{}

void CaptureGenTextures_texturesPacked(const State &glState,
                                       bool isCallValid,
                                       GLsizei n,
                                       TextureID *textures,
                                       ParamCapture *paramCapture)
{}

void CaptureGetActiveAttrib_length(const State &glState,
                                   bool isCallValid,
                                   ShaderProgramID program,
                                   GLuint index,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLint *size,
                                   GLenum *type,
                                   GLchar *name,
                                   ParamCapture *paramCapture)
{}

void CaptureGetActiveAttrib_size(const State &glState,
                                 bool isCallValid,
                                 ShaderProgramID program,
                                 GLuint index,
                                 GLsizei bufSize,
                                 GLsizei *length,
                                 GLint *size,
                                 GLenum *type,
                                 GLchar *name,
                                 ParamCapture *paramCapture)
{}

void CaptureGetActiveAttrib_type(const State &glState,
                                 bool isCallValid,
                                 ShaderProgramID program,
                                 GLuint index,
                                 GLsizei bufSize,
                                 GLsizei *length,
                                 GLint *size,
                                 GLenum *type,
                                 GLchar *name,
                                 ParamCapture *paramCapture)
{}

void CaptureGetActiveAttrib_name(const State &glState,
                                 bool isCallValid,
                                 ShaderProgramID program,
                                 GLuint index,
                                 GLsizei bufSize,
                                 GLsizei *length,
                                 GLint *size,
                                 GLenum *type,
                                 GLchar *name,
                                 ParamCapture *paramCapture)
{}

void CaptureGetActiveUniform_length(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID program,
                                    GLuint index,
                                    GLsizei bufSize,
                                    GLsizei *length,
                                    GLint *size,
                                    GLenum *type,
                                    GLchar *name,
                                    ParamCapture *paramCapture)
{}

void CaptureGetActiveUniform_size(const State &glState,
                                  bool isCallValid,
                                  ShaderProgramID program,
                                  GLuint index,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  GLint *size,
                                  GLenum *type,
                                  GLchar *name,
                                  ParamCapture *paramCapture)
{}

void CaptureGetActiveUniform_type(const State &glState,
                                  bool isCallValid,
                                  ShaderProgramID program,
                                  GLuint index,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  GLint *size,
                                  GLenum *type,
                                  GLchar *name,
                                  ParamCapture *paramCapture)
{}

void CaptureGetActiveUniform_name(const State &glState,
                                  bool isCallValid,
                                  ShaderProgramID program,
                                  GLuint index,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  GLint *size,
                                  GLenum *type,
                                  GLchar *name,
                                  ParamCapture *paramCapture)
{}

void CaptureGetAttachedShaders_count(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID program,
                                     GLsizei maxCount,
                                     GLsizei *count,
                                     ShaderProgramID *shaders,
                                     ParamCapture *paramCapture)
{}

void CaptureGetAttachedShaders_shadersPacked(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID program,
                                             GLsizei maxCount,
                                             GLsizei *count,
                                             ShaderProgramID *shaders,
                                             ParamCapture *paramCapture)
{}

void CaptureGetAttribLocation_name(const State &glState,
                                   bool isCallValid,
                                   ShaderProgramID program,
                                   const GLchar *name,
                                   ParamCapture *paramCapture)
{}

void CaptureGetBooleanv_data(const State &glState,
                             bool isCallValid,
                             GLenum pname,
                             GLboolean *data,
                             ParamCapture *paramCapture)
{}

void CaptureGetBufferParameteriv_params(const State &glState,
                                        bool isCallValid,
                                        BufferBinding targetPacked,
                                        GLenum pname,
                                        GLint *params,
                                        ParamCapture *paramCapture)
{}

void CaptureGetFloatv_data(const State &glState,
                           bool isCallValid,
                           GLenum pname,
                           GLfloat *data,
                           ParamCapture *paramCapture)
{}

void CaptureGetFramebufferAttachmentParameteriv_params(const State &glState,
                                                       bool isCallValid,
                                                       GLenum target,
                                                       GLenum attachment,
                                                       GLenum pname,
                                                       GLint *params,
                                                       ParamCapture *paramCapture)
{}

void CaptureGetIntegerv_data(const State &glState,
                             bool isCallValid,
                             GLenum pname,
                             GLint *data,
                             ParamCapture *paramCapture)
{}

void CaptureGetProgramInfoLog_length(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID program,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLchar *infoLog,
                                     ParamCapture *paramCapture)
{}

void CaptureGetProgramInfoLog_infoLog(const State &glState,
                                      bool isCallValid,
                                      ShaderProgramID program,
                                      GLsizei bufSize,
                                      GLsizei *length,
                                      GLchar *infoLog,
                                      ParamCapture *paramCapture)
{}

void CaptureGetProgramiv_params(const State &glState,
                                bool isCallValid,
                                ShaderProgramID program,
                                GLenum pname,
                                GLint *params,
                                ParamCapture *paramCapture)
{}

void CaptureGetRenderbufferParameteriv_params(const State &glState,
                                              bool isCallValid,
                                              GLenum target,
                                              GLenum pname,
                                              GLint *params,
                                              ParamCapture *paramCapture)
{}

void CaptureGetShaderInfoLog_length(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID shader,
                                    GLsizei bufSize,
                                    GLsizei *length,
                                    GLchar *infoLog,
                                    ParamCapture *paramCapture)
{}

void CaptureGetShaderInfoLog_infoLog(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID shader,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLchar *infoLog,
                                     ParamCapture *paramCapture)
{}

void CaptureGetShaderPrecisionFormat_range(const State &glState,
                                           bool isCallValid,
                                           GLenum shadertype,
                                           GLenum precisiontype,
                                           GLint *range,
                                           GLint *precision,
                                           ParamCapture *paramCapture)
{}

void CaptureGetShaderPrecisionFormat_precision(const State &glState,
                                               bool isCallValid,
                                               GLenum shadertype,
                                               GLenum precisiontype,
                                               GLint *range,
                                               GLint *precision,
                                               ParamCapture *paramCapture)
{}

void CaptureGetShaderSource_length(const State &glState,
                                   bool isCallValid,
                                   ShaderProgramID shader,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLchar *source,
                                   ParamCapture *paramCapture)
{}

void CaptureGetShaderSource_source(const State &glState,
                                   bool isCallValid,
                                   ShaderProgramID shader,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLchar *source,
                                   ParamCapture *paramCapture)
{}

void CaptureGetShaderiv_params(const State &glState,
                               bool isCallValid,
                               ShaderProgramID shader,
                               GLenum pname,
                               GLint *params,
                               ParamCapture *paramCapture)
{}

void CaptureGetTexParameterfv_params(const State &glState,
                                     bool isCallValid,
                                     TextureType targetPacked,
                                     GLenum pname,
                                     GLfloat *params,
                                     ParamCapture *paramCapture)
{}

void CaptureGetTexParameteriv_params(const State &glState,
                                     bool isCallValid,
                                     TextureType targetPacked,
                                     GLenum pname,
                                     GLint *params,
                                     ParamCapture *paramCapture)
{}

void CaptureGetUniformLocation_name(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID program,
                                    const GLchar *name,
                                    ParamCapture *paramCapture)
{}

void CaptureGetUniformfv_params(const State &glState,
                                bool isCallValid,
                                ShaderProgramID program,
                                UniformLocation location,
                                GLfloat *params,
                                ParamCapture *paramCapture)
{}

void CaptureGetUniformiv_params(const State &glState,
                                bool isCallValid,
                                ShaderProgramID program,
                                UniformLocation location,
                                GLint *params,
                                ParamCapture *paramCapture)
{}

void CaptureGetVertexAttribPointerv_pointer(const State &glState,
                                            bool isCallValid,
                                            GLuint index,
                                            GLenum pname,
                                            void **pointer,
                                            ParamCapture *paramCapture)
{}

void CaptureGetVertexAttribfv_params(const State &glState,
                                     bool isCallValid,
                                     GLuint index,
                                     GLenum pname,
                                     GLfloat *params,
                                     ParamCapture *paramCapture)
{}

void CaptureGetVertexAttribiv_params(const State &glState,
                                     bool isCallValid,
                                     GLuint index,
                                     GLenum pname,
                                     GLint *params,
                                     ParamCapture *paramCapture)
{}

void CaptureReadPixels_pixels(const State &glState,
                              bool isCallValid,
                              GLint x,
                              GLint y,
                              GLsizei width,
                              GLsizei height,
                              GLenum format,
                              GLenum type,
                              void *pixels,
                              ParamCapture *paramCapture)
{}

void CaptureShaderBinary_shadersPacked(const State &glState,
                                       bool isCallValid,
                                       GLsizei count,
                                       const ShaderProgramID *shaders,
                                       GLenum binaryformat,
                                       const void *binary,
                                       GLsizei length,
                                       ParamCapture *paramCapture)
{}

void CaptureShaderBinary_binary(const State &glState,
                                bool isCallValid,
                                GLsizei count,
                                const ShaderProgramID *shaders,
                                GLenum binaryformat,
                                const void *binary,
                                GLsizei length,
                                ParamCapture *paramCapture)
{}

void CaptureShaderSource_string(const State &glState,
                                bool isCallValid,
                                ShaderProgramID shader,
                                GLsizei count,
                                const GLchar *const *string,
                                const GLint *length,
                                ParamCapture *paramCapture)
{}

void CaptureShaderSource_length(const State &glState,
                                bool isCallValid,
                                ShaderProgramID shader,
                                GLsizei count,
                                const GLchar *const *string,
                                const GLint *length,
                                ParamCapture *paramCapture)
{}

void CaptureTexImage2D_pixels(const State &glState,
                              bool isCallValid,
                              TextureTarget targetPacked,
                              GLint level,
                              GLint internalformat,
                              GLsizei width,
                              GLsizei height,
                              GLint border,
                              GLenum format,
                              GLenum type,
                              const void *pixels,
                              ParamCapture *paramCapture)
{}

void CaptureTexParameterfv_params(const State &glState,
                                  bool isCallValid,
                                  TextureType targetPacked,
                                  GLenum pname,
                                  const GLfloat *params,
                                  ParamCapture *paramCapture)
{}

void CaptureTexParameteriv_params(const State &glState,
                                  bool isCallValid,
                                  TextureType targetPacked,
                                  GLenum pname,
                                  const GLint *params,
                                  ParamCapture *paramCapture)
{}

void CaptureTexSubImage2D_pixels(const State &glState,
                                 bool isCallValid,
                                 TextureTarget targetPacked,
                                 GLint level,
                                 GLint xoffset,
                                 GLint yoffset,
                                 GLsizei width,
                                 GLsizei height,
                                 GLenum format,
                                 GLenum type,
                                 const void *pixels,
                                 ParamCapture *paramCapture)
{}

void CaptureUniform1fv_value(const State &glState,
                             bool isCallValid,
                             UniformLocation location,
                             GLsizei count,
                             const GLfloat *value,
                             ParamCapture *paramCapture)
{}

void CaptureUniform1iv_value(const State &glState,
                             bool isCallValid,
                             UniformLocation location,
                             GLsizei count,
                             const GLint *value,
                             ParamCapture *paramCapture)
{}

void CaptureUniform2fv_value(const State &glState,
                             bool isCallValid,
                             UniformLocation location,
                             GLsizei count,
                             const GLfloat *value,
                             ParamCapture *paramCapture)
{}

void CaptureUniform2iv_value(const State &glState,
                             bool isCallValid,
                             UniformLocation location,
                             GLsizei count,
                             const GLint *value,
                             ParamCapture *paramCapture)
{}

void CaptureUniform3fv_value(const State &glState,
                             bool isCallValid,
                             UniformLocation location,
                             GLsizei count,
                             const GLfloat *value,
                             ParamCapture *paramCapture)
{}

void CaptureUniform3iv_value(const State &glState,
                             bool isCallValid,
                             UniformLocation location,
                             GLsizei count,
                             const GLint *value,
                             ParamCapture *paramCapture)
{}

void CaptureUniform4fv_value(const State &glState,
                             bool isCallValid,
                             UniformLocation location,
                             GLsizei count,
                             const GLfloat *value,
                             ParamCapture *paramCapture)
{}

void CaptureUniform4iv_value(const State &glState,
                             bool isCallValid,
                             UniformLocation location,
                             GLsizei count,
                             const GLint *value,
                             ParamCapture *paramCapture)
{}

void CaptureUniformMatrix2fv_value(const State &glState,
                                   bool isCallValid,
                                   UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value,
                                   ParamCapture *paramCapture)
{}

void CaptureUniformMatrix3fv_value(const State &glState,
                                   bool isCallValid,
                                   UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value,
                                   ParamCapture *paramCapture)
{}

void CaptureUniformMatrix4fv_value(const State &glState,
                                   bool isCallValid,
                                   UniformLocation location,
                                   GLsizei count,
                                   GLboolean transpose,
                                   const GLfloat *value,
                                   ParamCapture *paramCapture)
{}

void CaptureVertexAttrib1fv_v(const State &glState,
                              bool isCallValid,
                              GLuint index,
                              const GLfloat *v,
                              ParamCapture *paramCapture)
{}

void CaptureVertexAttrib2fv_v(const State &glState,
                              bool isCallValid,
                              GLuint index,
                              const GLfloat *v,
                              ParamCapture *paramCapture)
{}

void CaptureVertexAttrib3fv_v(const State &glState,
                              bool isCallValid,
                              GLuint index,
                              const GLfloat *v,
                              ParamCapture *paramCapture)
{}

void CaptureVertexAttrib4fv_v(const State &glState,
                              bool isCallValid,
                              GLuint index,
                              const GLfloat *v,
                              ParamCapture *paramCapture)
{}

void CaptureVertexAttribPointer_pointer(const State &glState,
                                        bool isCallValid,
                                        GLuint index,
                                        GLint size,
                                        VertexAttribType typePacked,
                                        GLboolean normalized,
                                        GLsizei stride,
                                        const void *pointer,
                                        ParamCapture *paramCapture)
{}
}  // namespace gl