#include "libANGLE/capture/capture_gl_1_autogen.h"
#include "common/gl_enum_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/capture/FrameCapture.h"
#include "libANGLE/validationGL1_autogen.h"
usingnamespaceangle;
namespace gl
{
CallCapture CaptureAccum(const State &glState, bool isCallValid, GLenum op, GLfloat value)
{ … }
CallCapture CaptureBegin(const State &glState, bool isCallValid, GLenum mode)
{ … }
CallCapture CaptureBitmap(const State &glState,
bool isCallValid,
GLsizei width,
GLsizei height,
GLfloat xorig,
GLfloat yorig,
GLfloat xmove,
GLfloat ymove,
const GLubyte *bitmap)
{ … }
CallCapture CaptureCallList(const State &glState, bool isCallValid, GLuint list)
{ … }
CallCapture CaptureCallLists(const State &glState,
bool isCallValid,
GLsizei n,
GLenum type,
const void *lists)
{ … }
CallCapture CaptureClearAccum(const State &glState,
bool isCallValid,
GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha)
{ … }
CallCapture CaptureClearDepth(const State &glState, bool isCallValid, GLdouble depth)
{ … }
CallCapture CaptureClearIndex(const State &glState, bool isCallValid, GLfloat c)
{ … }
CallCapture CaptureClipPlane(const State &glState,
bool isCallValid,
GLenum plane,
const GLdouble *equation)
{ … }
CallCapture CaptureColor3b(const State &glState,
bool isCallValid,
GLbyte red,
GLbyte green,
GLbyte blue)
{ … }
CallCapture CaptureColor3bv(const State &glState, bool isCallValid, const GLbyte *v)
{ … }
CallCapture CaptureColor3d(const State &glState,
bool isCallValid,
GLdouble red,
GLdouble green,
GLdouble blue)
{ … }
CallCapture CaptureColor3dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureColor3f(const State &glState,
bool isCallValid,
GLfloat red,
GLfloat green,
GLfloat blue)
{ … }
CallCapture CaptureColor3fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureColor3i(const State &glState,
bool isCallValid,
GLint red,
GLint green,
GLint blue)
{ … }
CallCapture CaptureColor3iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureColor3s(const State &glState,
bool isCallValid,
GLshort red,
GLshort green,
GLshort blue)
{ … }
CallCapture CaptureColor3sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureColor3ub(const State &glState,
bool isCallValid,
GLubyte red,
GLubyte green,
GLubyte blue)
{ … }
CallCapture CaptureColor3ubv(const State &glState, bool isCallValid, const GLubyte *v)
{ … }
CallCapture CaptureColor3ui(const State &glState,
bool isCallValid,
GLuint red,
GLuint green,
GLuint blue)
{ … }
CallCapture CaptureColor3uiv(const State &glState, bool isCallValid, const GLuint *v)
{ … }
CallCapture CaptureColor3us(const State &glState,
bool isCallValid,
GLushort red,
GLushort green,
GLushort blue)
{ … }
CallCapture CaptureColor3usv(const State &glState, bool isCallValid, const GLushort *v)
{ … }
CallCapture CaptureColor4b(const State &glState,
bool isCallValid,
GLbyte red,
GLbyte green,
GLbyte blue,
GLbyte alpha)
{ … }
CallCapture CaptureColor4bv(const State &glState, bool isCallValid, const GLbyte *v)
{ … }
CallCapture CaptureColor4d(const State &glState,
bool isCallValid,
GLdouble red,
GLdouble green,
GLdouble blue,
GLdouble alpha)
{ … }
CallCapture CaptureColor4dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureColor4fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureColor4i(const State &glState,
bool isCallValid,
GLint red,
GLint green,
GLint blue,
GLint alpha)
{ … }
CallCapture CaptureColor4iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureColor4s(const State &glState,
bool isCallValid,
GLshort red,
GLshort green,
GLshort blue,
GLshort alpha)
{ … }
CallCapture CaptureColor4sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureColor4ubv(const State &glState, bool isCallValid, const GLubyte *v)
{ … }
CallCapture CaptureColor4ui(const State &glState,
bool isCallValid,
GLuint red,
GLuint green,
GLuint blue,
GLuint alpha)
{ … }
CallCapture CaptureColor4uiv(const State &glState, bool isCallValid, const GLuint *v)
{ … }
CallCapture CaptureColor4us(const State &glState,
bool isCallValid,
GLushort red,
GLushort green,
GLushort blue,
GLushort alpha)
{ … }
CallCapture CaptureColor4usv(const State &glState, bool isCallValid, const GLushort *v)
{ … }
CallCapture CaptureColorMaterial(const State &glState, bool isCallValid, GLenum face, GLenum mode)
{ … }
CallCapture CaptureCopyPixels(const State &glState,
bool isCallValid,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum type)
{ … }
CallCapture CaptureDeleteLists(const State &glState, bool isCallValid, GLuint list, GLsizei range)
{ … }
CallCapture CaptureDepthRange(const State &glState, bool isCallValid, GLdouble n, GLdouble f)
{ … }
CallCapture CaptureDrawBuffer(const State &glState, bool isCallValid, GLenum buf)
{ … }
CallCapture CaptureDrawPixels(const State &glState,
bool isCallValid,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{ … }
CallCapture CaptureEdgeFlag(const State &glState, bool isCallValid, GLboolean flag)
{ … }
CallCapture CaptureEdgeFlagv(const State &glState, bool isCallValid, const GLboolean *flag)
{ … }
CallCapture CaptureEnd(const State &glState, bool isCallValid)
{ … }
CallCapture CaptureEndList(const State &glState, bool isCallValid)
{ … }
CallCapture CaptureEvalCoord1d(const State &glState, bool isCallValid, GLdouble u)
{ … }
CallCapture CaptureEvalCoord1dv(const State &glState, bool isCallValid, const GLdouble *u)
{ … }
CallCapture CaptureEvalCoord1f(const State &glState, bool isCallValid, GLfloat u)
{ … }
CallCapture CaptureEvalCoord1fv(const State &glState, bool isCallValid, const GLfloat *u)
{ … }
CallCapture CaptureEvalCoord2d(const State &glState, bool isCallValid, GLdouble u, GLdouble v)
{ … }
CallCapture CaptureEvalCoord2dv(const State &glState, bool isCallValid, const GLdouble *u)
{ … }
CallCapture CaptureEvalCoord2f(const State &glState, bool isCallValid, GLfloat u, GLfloat v)
{ … }
CallCapture CaptureEvalCoord2fv(const State &glState, bool isCallValid, const GLfloat *u)
{ … }
CallCapture CaptureEvalMesh1(const State &glState,
bool isCallValid,
GLenum mode,
GLint i1,
GLint i2)
{ … }
CallCapture CaptureEvalMesh2(const State &glState,
bool isCallValid,
GLenum mode,
GLint i1,
GLint i2,
GLint j1,
GLint j2)
{ … }
CallCapture CaptureEvalPoint1(const State &glState, bool isCallValid, GLint i)
{ … }
CallCapture CaptureEvalPoint2(const State &glState, bool isCallValid, GLint i, GLint j)
{ … }
CallCapture CaptureFeedbackBuffer(const State &glState,
bool isCallValid,
GLsizei size,
GLenum type,
GLfloat *buffer)
{ … }
CallCapture CaptureFogi(const State &glState, bool isCallValid, GLenum pname, GLint param)
{ … }
CallCapture CaptureFogiv(const State &glState, bool isCallValid, GLenum pname, const GLint *params)
{ … }
CallCapture CaptureFrustum(const State &glState,
bool isCallValid,
GLdouble left,
GLdouble right,
GLdouble bottom,
GLdouble top,
GLdouble zNear,
GLdouble zFar)
{ … }
CallCapture CaptureGenLists(const State &glState,
bool isCallValid,
GLsizei range,
GLuint returnValue)
{ … }
CallCapture CaptureGetClipPlane(const State &glState,
bool isCallValid,
GLenum plane,
GLdouble *equation)
{ … }
CallCapture CaptureGetDoublev(const State &glState, bool isCallValid, GLenum pname, GLdouble *data)
{ … }
CallCapture CaptureGetLightiv(const State &glState,
bool isCallValid,
GLenum light,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetMapdv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLdouble *v)
{ … }
CallCapture CaptureGetMapfv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLfloat *v)
{ … }
CallCapture CaptureGetMapiv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLint *v)
{ … }
CallCapture CaptureGetMaterialiv(const State &glState,
bool isCallValid,
GLenum face,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetPixelMapfv(const State &glState,
bool isCallValid,
GLenum map,
GLfloat *values)
{ … }
CallCapture CaptureGetPixelMapuiv(const State &glState,
bool isCallValid,
GLenum map,
GLuint *values)
{ … }
CallCapture CaptureGetPixelMapusv(const State &glState,
bool isCallValid,
GLenum map,
GLushort *values)
{ … }
CallCapture CaptureGetPolygonStipple(const State &glState, bool isCallValid, GLubyte *mask)
{ … }
CallCapture CaptureGetTexGendv(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
GLdouble *params)
{ … }
CallCapture CaptureGetTexGenfv(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
GLfloat *params)
{ … }
CallCapture CaptureGetTexGeniv(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetTexImage(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLenum format,
GLenum type,
void *pixels)
{ … }
CallCapture CaptureIndexMask(const State &glState, bool isCallValid, GLuint mask)
{ … }
CallCapture CaptureIndexd(const State &glState, bool isCallValid, GLdouble c)
{ … }
CallCapture CaptureIndexdv(const State &glState, bool isCallValid, const GLdouble *c)
{ … }
CallCapture CaptureIndexf(const State &glState, bool isCallValid, GLfloat c)
{ … }
CallCapture CaptureIndexfv(const State &glState, bool isCallValid, const GLfloat *c)
{ … }
CallCapture CaptureIndexi(const State &glState, bool isCallValid, GLint c)
{ … }
CallCapture CaptureIndexiv(const State &glState, bool isCallValid, const GLint *c)
{ … }
CallCapture CaptureIndexs(const State &glState, bool isCallValid, GLshort c)
{ … }
CallCapture CaptureIndexsv(const State &glState, bool isCallValid, const GLshort *c)
{ … }
CallCapture CaptureInitNames(const State &glState, bool isCallValid)
{ … }
CallCapture CaptureIsList(const State &glState,
bool isCallValid,
GLuint list,
GLboolean returnValue)
{ … }
CallCapture CaptureLightModeli(const State &glState, bool isCallValid, GLenum pname, GLint param)
{ … }
CallCapture CaptureLightModeliv(const State &glState,
bool isCallValid,
GLenum pname,
const GLint *params)
{ … }
CallCapture CaptureLighti(const State &glState,
bool isCallValid,
GLenum light,
GLenum pname,
GLint param)
{ … }
CallCapture CaptureLightiv(const State &glState,
bool isCallValid,
GLenum light,
GLenum pname,
const GLint *params)
{ … }
CallCapture CaptureLineStipple(const State &glState,
bool isCallValid,
GLint factor,
GLushort pattern)
{ … }
CallCapture CaptureListBase(const State &glState, bool isCallValid, GLuint base)
{ … }
CallCapture CaptureLoadMatrixd(const State &glState, bool isCallValid, const GLdouble *m)
{ … }
CallCapture CaptureLoadName(const State &glState, bool isCallValid, GLuint name)
{ … }
CallCapture CaptureMap1d(const State &glState,
bool isCallValid,
GLenum target,
GLdouble u1,
GLdouble u2,
GLint stride,
GLint order,
const GLdouble *points)
{ … }
CallCapture CaptureMap1f(const State &glState,
bool isCallValid,
GLenum target,
GLfloat u1,
GLfloat u2,
GLint stride,
GLint order,
const GLfloat *points)
{ … }
CallCapture CaptureMap2d(const State &glState,
bool isCallValid,
GLenum target,
GLdouble u1,
GLdouble u2,
GLint ustride,
GLint uorder,
GLdouble v1,
GLdouble v2,
GLint vstride,
GLint vorder,
const GLdouble *points)
{ … }
CallCapture CaptureMap2f(const State &glState,
bool isCallValid,
GLenum target,
GLfloat u1,
GLfloat u2,
GLint ustride,
GLint uorder,
GLfloat v1,
GLfloat v2,
GLint vstride,
GLint vorder,
const GLfloat *points)
{ … }
CallCapture CaptureMapGrid1d(const State &glState,
bool isCallValid,
GLint un,
GLdouble u1,
GLdouble u2)
{ … }
CallCapture CaptureMapGrid1f(const State &glState,
bool isCallValid,
GLint un,
GLfloat u1,
GLfloat u2)
{ … }
CallCapture CaptureMapGrid2d(const State &glState,
bool isCallValid,
GLint un,
GLdouble u1,
GLdouble u2,
GLint vn,
GLdouble v1,
GLdouble v2)
{ … }
CallCapture CaptureMapGrid2f(const State &glState,
bool isCallValid,
GLint un,
GLfloat u1,
GLfloat u2,
GLint vn,
GLfloat v1,
GLfloat v2)
{ … }
CallCapture CaptureMateriali(const State &glState,
bool isCallValid,
GLenum face,
GLenum pname,
GLint param)
{ … }
CallCapture CaptureMaterialiv(const State &glState,
bool isCallValid,
GLenum face,
GLenum pname,
const GLint *params)
{ … }
CallCapture CaptureMultMatrixd(const State &glState, bool isCallValid, const GLdouble *m)
{ … }
CallCapture CaptureNewList(const State &glState, bool isCallValid, GLuint list, GLenum mode)
{ … }
CallCapture CaptureNormal3b(const State &glState, bool isCallValid, GLbyte nx, GLbyte ny, GLbyte nz)
{ … }
CallCapture CaptureNormal3bv(const State &glState, bool isCallValid, const GLbyte *v)
{ … }
CallCapture CaptureNormal3d(const State &glState,
bool isCallValid,
GLdouble nx,
GLdouble ny,
GLdouble nz)
{ … }
CallCapture CaptureNormal3dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureNormal3fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureNormal3i(const State &glState, bool isCallValid, GLint nx, GLint ny, GLint nz)
{ … }
CallCapture CaptureNormal3iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureNormal3s(const State &glState,
bool isCallValid,
GLshort nx,
GLshort ny,
GLshort nz)
{ … }
CallCapture CaptureNormal3sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureOrtho(const State &glState,
bool isCallValid,
GLdouble left,
GLdouble right,
GLdouble bottom,
GLdouble top,
GLdouble zNear,
GLdouble zFar)
{ … }
CallCapture CapturePassThrough(const State &glState, bool isCallValid, GLfloat token)
{ … }
CallCapture CapturePixelMapfv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei mapsize,
const GLfloat *values)
{ … }
CallCapture CapturePixelMapuiv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei mapsize,
const GLuint *values)
{ … }
CallCapture CapturePixelMapusv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei mapsize,
const GLushort *values)
{ … }
CallCapture CapturePixelStoref(const State &glState, bool isCallValid, GLenum pname, GLfloat param)
{ … }
CallCapture CapturePixelTransferf(const State &glState,
bool isCallValid,
GLenum pname,
GLfloat param)
{ … }
CallCapture CapturePixelTransferi(const State &glState, bool isCallValid, GLenum pname, GLint param)
{ … }
CallCapture CapturePixelZoom(const State &glState,
bool isCallValid,
GLfloat xfactor,
GLfloat yfactor)
{ … }
CallCapture CapturePolygonMode(const State &glState,
bool isCallValid,
GLenum face,
PolygonMode modePacked)
{ … }
CallCapture CapturePolygonStipple(const State &glState, bool isCallValid, const GLubyte *mask)
{ … }
CallCapture CapturePopAttrib(const State &glState, bool isCallValid)
{ … }
CallCapture CapturePopName(const State &glState, bool isCallValid)
{ … }
CallCapture CapturePushAttrib(const State &glState, bool isCallValid, GLbitfield mask)
{ … }
CallCapture CapturePushName(const State &glState, bool isCallValid, GLuint name)
{ … }
CallCapture CaptureRasterPos2d(const State &glState, bool isCallValid, GLdouble x, GLdouble y)
{ … }
CallCapture CaptureRasterPos2dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureRasterPos2f(const State &glState, bool isCallValid, GLfloat x, GLfloat y)
{ … }
CallCapture CaptureRasterPos2fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureRasterPos2i(const State &glState, bool isCallValid, GLint x, GLint y)
{ … }
CallCapture CaptureRasterPos2iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureRasterPos2s(const State &glState, bool isCallValid, GLshort x, GLshort y)
{ … }
CallCapture CaptureRasterPos2sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureRasterPos3d(const State &glState,
bool isCallValid,
GLdouble x,
GLdouble y,
GLdouble z)
{ … }
CallCapture CaptureRasterPos3dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureRasterPos3f(const State &glState,
bool isCallValid,
GLfloat x,
GLfloat y,
GLfloat z)
{ … }
CallCapture CaptureRasterPos3fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureRasterPos3i(const State &glState, bool isCallValid, GLint x, GLint y, GLint z)
{ … }
CallCapture CaptureRasterPos3iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureRasterPos3s(const State &glState,
bool isCallValid,
GLshort x,
GLshort y,
GLshort z)
{ … }
CallCapture CaptureRasterPos3sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureRasterPos4d(const State &glState,
bool isCallValid,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{ … }
CallCapture CaptureRasterPos4dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureRasterPos4f(const State &glState,
bool isCallValid,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w)
{ … }
CallCapture CaptureRasterPos4fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureRasterPos4i(const State &glState,
bool isCallValid,
GLint x,
GLint y,
GLint z,
GLint w)
{ … }
CallCapture CaptureRasterPos4iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureRasterPos4s(const State &glState,
bool isCallValid,
GLshort x,
GLshort y,
GLshort z,
GLshort w)
{ … }
CallCapture CaptureRasterPos4sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureRectd(const State &glState,
bool isCallValid,
GLdouble x1,
GLdouble y1,
GLdouble x2,
GLdouble y2)
{ … }
CallCapture CaptureRectdv(const State &glState,
bool isCallValid,
const GLdouble *v1,
const GLdouble *v2)
{ … }
CallCapture CaptureRectf(const State &glState,
bool isCallValid,
GLfloat x1,
GLfloat y1,
GLfloat x2,
GLfloat y2)
{ … }
CallCapture CaptureRectfv(const State &glState,
bool isCallValid,
const GLfloat *v1,
const GLfloat *v2)
{ … }
CallCapture CaptureRecti(const State &glState,
bool isCallValid,
GLint x1,
GLint y1,
GLint x2,
GLint y2)
{ … }
CallCapture CaptureRectiv(const State &glState, bool isCallValid, const GLint *v1, const GLint *v2)
{ … }
CallCapture CaptureRects(const State &glState,
bool isCallValid,
GLshort x1,
GLshort y1,
GLshort x2,
GLshort y2)
{ … }
CallCapture CaptureRectsv(const State &glState,
bool isCallValid,
const GLshort *v1,
const GLshort *v2)
{ … }
CallCapture CaptureRenderMode(const State &glState,
bool isCallValid,
GLenum mode,
GLint returnValue)
{ … }
CallCapture CaptureRotated(const State &glState,
bool isCallValid,
GLdouble angle,
GLdouble x,
GLdouble y,
GLdouble z)
{ … }
CallCapture CaptureScaled(const State &glState,
bool isCallValid,
GLdouble x,
GLdouble y,
GLdouble z)
{ … }
CallCapture CaptureSelectBuffer(const State &glState,
bool isCallValid,
GLsizei size,
GLuint *buffer)
{ … }
CallCapture CaptureTexCoord1d(const State &glState, bool isCallValid, GLdouble s)
{ … }
CallCapture CaptureTexCoord1dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureTexCoord1f(const State &glState, bool isCallValid, GLfloat s)
{ … }
CallCapture CaptureTexCoord1fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureTexCoord1i(const State &glState, bool isCallValid, GLint s)
{ … }
CallCapture CaptureTexCoord1iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureTexCoord1s(const State &glState, bool isCallValid, GLshort s)
{ … }
CallCapture CaptureTexCoord1sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureTexCoord2d(const State &glState, bool isCallValid, GLdouble s, GLdouble t)
{ … }
CallCapture CaptureTexCoord2dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureTexCoord2f(const State &glState, bool isCallValid, GLfloat s, GLfloat t)
{ … }
CallCapture CaptureTexCoord2fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureTexCoord2i(const State &glState, bool isCallValid, GLint s, GLint t)
{ … }
CallCapture CaptureTexCoord2iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureTexCoord2s(const State &glState, bool isCallValid, GLshort s, GLshort t)
{ … }
CallCapture CaptureTexCoord2sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureTexCoord3d(const State &glState,
bool isCallValid,
GLdouble s,
GLdouble t,
GLdouble r)
{ … }
CallCapture CaptureTexCoord3dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureTexCoord3f(const State &glState,
bool isCallValid,
GLfloat s,
GLfloat t,
GLfloat r)
{ … }
CallCapture CaptureTexCoord3fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureTexCoord3i(const State &glState, bool isCallValid, GLint s, GLint t, GLint r)
{ … }
CallCapture CaptureTexCoord3iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureTexCoord3s(const State &glState,
bool isCallValid,
GLshort s,
GLshort t,
GLshort r)
{ … }
CallCapture CaptureTexCoord3sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureTexCoord4d(const State &glState,
bool isCallValid,
GLdouble s,
GLdouble t,
GLdouble r,
GLdouble q)
{ … }
CallCapture CaptureTexCoord4dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureTexCoord4f(const State &glState,
bool isCallValid,
GLfloat s,
GLfloat t,
GLfloat r,
GLfloat q)
{ … }
CallCapture CaptureTexCoord4fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureTexCoord4i(const State &glState,
bool isCallValid,
GLint s,
GLint t,
GLint r,
GLint q)
{ … }
CallCapture CaptureTexCoord4iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureTexCoord4s(const State &glState,
bool isCallValid,
GLshort s,
GLshort t,
GLshort r,
GLshort q)
{ … }
CallCapture CaptureTexCoord4sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureTexGend(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
GLdouble param)
{ … }
CallCapture CaptureTexGendv(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
const GLdouble *params)
{ … }
CallCapture CaptureTexGenf(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
GLfloat param)
{ … }
CallCapture CaptureTexGenfv(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
const GLfloat *params)
{ … }
CallCapture CaptureTexGeni(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
GLint param)
{ … }
CallCapture CaptureTexGeniv(const State &glState,
bool isCallValid,
GLenum coord,
GLenum pname,
const GLint *params)
{ … }
CallCapture CaptureTexImage1D(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLint border,
GLenum format,
GLenum type,
const void *pixels)
{ … }
CallCapture CaptureTranslated(const State &glState,
bool isCallValid,
GLdouble x,
GLdouble y,
GLdouble z)
{ … }
CallCapture CaptureVertex2d(const State &glState, bool isCallValid, GLdouble x, GLdouble y)
{ … }
CallCapture CaptureVertex2dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureVertex2f(const State &glState, bool isCallValid, GLfloat x, GLfloat y)
{ … }
CallCapture CaptureVertex2fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureVertex2i(const State &glState, bool isCallValid, GLint x, GLint y)
{ … }
CallCapture CaptureVertex2iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureVertex2s(const State &glState, bool isCallValid, GLshort x, GLshort y)
{ … }
CallCapture CaptureVertex2sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureVertex3d(const State &glState,
bool isCallValid,
GLdouble x,
GLdouble y,
GLdouble z)
{ … }
CallCapture CaptureVertex3dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureVertex3f(const State &glState, bool isCallValid, GLfloat x, GLfloat y, GLfloat z)
{ … }
CallCapture CaptureVertex3fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureVertex3i(const State &glState, bool isCallValid, GLint x, GLint y, GLint z)
{ … }
CallCapture CaptureVertex3iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureVertex3s(const State &glState, bool isCallValid, GLshort x, GLshort y, GLshort z)
{ … }
CallCapture CaptureVertex3sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureVertex4d(const State &glState,
bool isCallValid,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{ … }
CallCapture CaptureVertex4dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureVertex4f(const State &glState,
bool isCallValid,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w)
{ … }
CallCapture CaptureVertex4fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureVertex4i(const State &glState,
bool isCallValid,
GLint x,
GLint y,
GLint z,
GLint w)
{ … }
CallCapture CaptureVertex4iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureVertex4s(const State &glState,
bool isCallValid,
GLshort x,
GLshort y,
GLshort z,
GLshort w)
{ … }
CallCapture CaptureVertex4sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureAreTexturesResident(const State &glState,
bool isCallValid,
GLsizei n,
const GLuint *textures,
GLboolean *residences,
GLboolean returnValue)
{ … }
CallCapture CaptureArrayElement(const State &glState, bool isCallValid, GLint i)
{ … }
CallCapture CaptureCopyTexImage1D(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLint border)
{ … }
CallCapture CaptureCopyTexSubImage1D(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width)
{ … }
CallCapture CaptureEdgeFlagPointer(const State &glState,
bool isCallValid,
GLsizei stride,
const void *pointer)
{ … }
CallCapture CaptureIndexPointer(const State &glState,
bool isCallValid,
GLenum type,
GLsizei stride,
const void *pointer)
{ … }
CallCapture CaptureIndexub(const State &glState, bool isCallValid, GLubyte c)
{ … }
CallCapture CaptureIndexubv(const State &glState, bool isCallValid, const GLubyte *c)
{ … }
CallCapture CaptureInterleavedArrays(const State &glState,
bool isCallValid,
GLenum format,
GLsizei stride,
const void *pointer)
{ … }
CallCapture CapturePopClientAttrib(const State &glState, bool isCallValid)
{ … }
CallCapture CapturePrioritizeTextures(const State &glState,
bool isCallValid,
GLsizei n,
const GLuint *textures,
const GLfloat *priorities)
{ … }
CallCapture CapturePushClientAttrib(const State &glState, bool isCallValid, GLbitfield mask)
{ … }
CallCapture CaptureTexSubImage1D(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels)
{ … }
CallCapture CaptureCompressedTexImage1D(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLint border,
GLsizei imageSize,
const void *data)
{ … }
CallCapture CaptureCompressedTexSubImage1D(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data)
{ … }
CallCapture CaptureGetCompressedTexImage(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
void *img)
{ … }
CallCapture CaptureLoadTransposeMatrixd(const State &glState, bool isCallValid, const GLdouble *m)
{ … }
CallCapture CaptureLoadTransposeMatrixf(const State &glState, bool isCallValid, const GLfloat *m)
{ … }
CallCapture CaptureMultTransposeMatrixd(const State &glState, bool isCallValid, const GLdouble *m)
{ … }
CallCapture CaptureMultTransposeMatrixf(const State &glState, bool isCallValid, const GLfloat *m)
{ … }
CallCapture CaptureMultiTexCoord1d(const State &glState,
bool isCallValid,
GLenum target,
GLdouble s)
{ … }
CallCapture CaptureMultiTexCoord1dv(const State &glState,
bool isCallValid,
GLenum target,
const GLdouble *v)
{ … }
CallCapture CaptureMultiTexCoord1f(const State &glState, bool isCallValid, GLenum target, GLfloat s)
{ … }
CallCapture CaptureMultiTexCoord1fv(const State &glState,
bool isCallValid,
GLenum target,
const GLfloat *v)
{ … }
CallCapture CaptureMultiTexCoord1i(const State &glState, bool isCallValid, GLenum target, GLint s)
{ … }
CallCapture CaptureMultiTexCoord1iv(const State &glState,
bool isCallValid,
GLenum target,
const GLint *v)
{ … }
CallCapture CaptureMultiTexCoord1s(const State &glState, bool isCallValid, GLenum target, GLshort s)
{ … }
CallCapture CaptureMultiTexCoord1sv(const State &glState,
bool isCallValid,
GLenum target,
const GLshort *v)
{ … }
CallCapture CaptureMultiTexCoord2d(const State &glState,
bool isCallValid,
GLenum target,
GLdouble s,
GLdouble t)
{ … }
CallCapture CaptureMultiTexCoord2dv(const State &glState,
bool isCallValid,
GLenum target,
const GLdouble *v)
{ … }
CallCapture CaptureMultiTexCoord2f(const State &glState,
bool isCallValid,
GLenum target,
GLfloat s,
GLfloat t)
{ … }
CallCapture CaptureMultiTexCoord2fv(const State &glState,
bool isCallValid,
GLenum target,
const GLfloat *v)
{ … }
CallCapture CaptureMultiTexCoord2i(const State &glState,
bool isCallValid,
GLenum target,
GLint s,
GLint t)
{ … }
CallCapture CaptureMultiTexCoord2iv(const State &glState,
bool isCallValid,
GLenum target,
const GLint *v)
{ … }
CallCapture CaptureMultiTexCoord2s(const State &glState,
bool isCallValid,
GLenum target,
GLshort s,
GLshort t)
{ … }
CallCapture CaptureMultiTexCoord2sv(const State &glState,
bool isCallValid,
GLenum target,
const GLshort *v)
{ … }
CallCapture CaptureMultiTexCoord3d(const State &glState,
bool isCallValid,
GLenum target,
GLdouble s,
GLdouble t,
GLdouble r)
{ … }
CallCapture CaptureMultiTexCoord3dv(const State &glState,
bool isCallValid,
GLenum target,
const GLdouble *v)
{ … }
CallCapture CaptureMultiTexCoord3f(const State &glState,
bool isCallValid,
GLenum target,
GLfloat s,
GLfloat t,
GLfloat r)
{ … }
CallCapture CaptureMultiTexCoord3fv(const State &glState,
bool isCallValid,
GLenum target,
const GLfloat *v)
{ … }
CallCapture CaptureMultiTexCoord3i(const State &glState,
bool isCallValid,
GLenum target,
GLint s,
GLint t,
GLint r)
{ … }
CallCapture CaptureMultiTexCoord3iv(const State &glState,
bool isCallValid,
GLenum target,
const GLint *v)
{ … }
CallCapture CaptureMultiTexCoord3s(const State &glState,
bool isCallValid,
GLenum target,
GLshort s,
GLshort t,
GLshort r)
{ … }
CallCapture CaptureMultiTexCoord3sv(const State &glState,
bool isCallValid,
GLenum target,
const GLshort *v)
{ … }
CallCapture CaptureMultiTexCoord4d(const State &glState,
bool isCallValid,
GLenum target,
GLdouble s,
GLdouble t,
GLdouble r,
GLdouble q)
{ … }
CallCapture CaptureMultiTexCoord4dv(const State &glState,
bool isCallValid,
GLenum target,
const GLdouble *v)
{ … }
CallCapture CaptureMultiTexCoord4fv(const State &glState,
bool isCallValid,
GLenum target,
const GLfloat *v)
{ … }
CallCapture CaptureMultiTexCoord4i(const State &glState,
bool isCallValid,
GLenum target,
GLint s,
GLint t,
GLint r,
GLint q)
{ … }
CallCapture CaptureMultiTexCoord4iv(const State &glState,
bool isCallValid,
GLenum target,
const GLint *v)
{ … }
CallCapture CaptureMultiTexCoord4s(const State &glState,
bool isCallValid,
GLenum target,
GLshort s,
GLshort t,
GLshort r,
GLshort q)
{ … }
CallCapture CaptureMultiTexCoord4sv(const State &glState,
bool isCallValid,
GLenum target,
const GLshort *v)
{ … }
CallCapture CaptureFogCoordPointer(const State &glState,
bool isCallValid,
GLenum type,
GLsizei stride,
const void *pointer)
{ … }
CallCapture CaptureFogCoordd(const State &glState, bool isCallValid, GLdouble coord)
{ … }
CallCapture CaptureFogCoorddv(const State &glState, bool isCallValid, const GLdouble *coord)
{ … }
CallCapture CaptureFogCoordf(const State &glState, bool isCallValid, GLfloat coord)
{ … }
CallCapture CaptureFogCoordfv(const State &glState, bool isCallValid, const GLfloat *coord)
{ … }
CallCapture CaptureMultiDrawArrays(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLint *first,
const GLsizei *count,
GLsizei drawcount)
{ … }
CallCapture CaptureMultiDrawElements(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount)
{ … }
CallCapture CapturePointParameteri(const State &glState,
bool isCallValid,
GLenum pname,
GLint param)
{ … }
CallCapture CapturePointParameteriv(const State &glState,
bool isCallValid,
GLenum pname,
const GLint *params)
{ … }
CallCapture CaptureSecondaryColor3b(const State &glState,
bool isCallValid,
GLbyte red,
GLbyte green,
GLbyte blue)
{ … }
CallCapture CaptureSecondaryColor3bv(const State &glState, bool isCallValid, const GLbyte *v)
{ … }
CallCapture CaptureSecondaryColor3d(const State &glState,
bool isCallValid,
GLdouble red,
GLdouble green,
GLdouble blue)
{ … }
CallCapture CaptureSecondaryColor3dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureSecondaryColor3f(const State &glState,
bool isCallValid,
GLfloat red,
GLfloat green,
GLfloat blue)
{ … }
CallCapture CaptureSecondaryColor3fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureSecondaryColor3i(const State &glState,
bool isCallValid,
GLint red,
GLint green,
GLint blue)
{ … }
CallCapture CaptureSecondaryColor3iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureSecondaryColor3s(const State &glState,
bool isCallValid,
GLshort red,
GLshort green,
GLshort blue)
{ … }
CallCapture CaptureSecondaryColor3sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureSecondaryColor3ub(const State &glState,
bool isCallValid,
GLubyte red,
GLubyte green,
GLubyte blue)
{ … }
CallCapture CaptureSecondaryColor3ubv(const State &glState, bool isCallValid, const GLubyte *v)
{ … }
CallCapture CaptureSecondaryColor3ui(const State &glState,
bool isCallValid,
GLuint red,
GLuint green,
GLuint blue)
{ … }
CallCapture CaptureSecondaryColor3uiv(const State &glState, bool isCallValid, const GLuint *v)
{ … }
CallCapture CaptureSecondaryColor3us(const State &glState,
bool isCallValid,
GLushort red,
GLushort green,
GLushort blue)
{ … }
CallCapture CaptureSecondaryColor3usv(const State &glState, bool isCallValid, const GLushort *v)
{ … }
CallCapture CaptureSecondaryColorPointer(const State &glState,
bool isCallValid,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{ … }
CallCapture CaptureWindowPos2d(const State &glState, bool isCallValid, GLdouble x, GLdouble y)
{ … }
CallCapture CaptureWindowPos2dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureWindowPos2f(const State &glState, bool isCallValid, GLfloat x, GLfloat y)
{ … }
CallCapture CaptureWindowPos2fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureWindowPos2i(const State &glState, bool isCallValid, GLint x, GLint y)
{ … }
CallCapture CaptureWindowPos2iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureWindowPos2s(const State &glState, bool isCallValid, GLshort x, GLshort y)
{ … }
CallCapture CaptureWindowPos2sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureWindowPos3d(const State &glState,
bool isCallValid,
GLdouble x,
GLdouble y,
GLdouble z)
{ … }
CallCapture CaptureWindowPos3dv(const State &glState, bool isCallValid, const GLdouble *v)
{ … }
CallCapture CaptureWindowPos3f(const State &glState,
bool isCallValid,
GLfloat x,
GLfloat y,
GLfloat z)
{ … }
CallCapture CaptureWindowPos3fv(const State &glState, bool isCallValid, const GLfloat *v)
{ … }
CallCapture CaptureWindowPos3i(const State &glState, bool isCallValid, GLint x, GLint y, GLint z)
{ … }
CallCapture CaptureWindowPos3iv(const State &glState, bool isCallValid, const GLint *v)
{ … }
CallCapture CaptureWindowPos3s(const State &glState,
bool isCallValid,
GLshort x,
GLshort y,
GLshort z)
{ … }
CallCapture CaptureWindowPos3sv(const State &glState, bool isCallValid, const GLshort *v)
{ … }
CallCapture CaptureGetBufferSubData(const State &glState,
bool isCallValid,
GLenum target,
GLintptr offset,
GLsizeiptr size,
void *data)
{ … }
CallCapture CaptureGetQueryObjectiv(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureMapBuffer(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum access,
void *returnValue)
{ … }
}