#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
{
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)
{ … }
}