#include "libANGLE/capture/capture_gl_4_autogen.h"
#include "common/gl_enum_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/capture/FrameCapture.h"
#include "libANGLE/validationGL4_autogen.h"
usingnamespaceangle;
namespace gl
{
CallCapture CaptureBeginQueryIndexed(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
QueryID idPacked)
{ … }
CallCapture CaptureDrawTransformFeedback(const State &glState,
bool isCallValid,
GLenum mode,
TransformFeedbackID idPacked)
{ … }
CallCapture CaptureDrawTransformFeedbackStream(const State &glState,
bool isCallValid,
GLenum mode,
TransformFeedbackID idPacked,
GLuint stream)
{ … }
CallCapture CaptureEndQueryIndexed(const State &glState,
bool isCallValid,
GLenum target,
GLuint index)
{ … }
CallCapture CaptureGetActiveSubroutineName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name)
{ … }
CallCapture CaptureGetActiveSubroutineUniformName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name)
{ … }
CallCapture CaptureGetActiveSubroutineUniformiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values)
{ … }
CallCapture CaptureGetProgramStageiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLenum pname,
GLint *values)
{ … }
CallCapture CaptureGetQueryIndexediv(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetSubroutineIndex(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name,
GLuint returnValue)
{ … }
CallCapture CaptureGetSubroutineUniformLocation(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name,
GLint returnValue)
{ … }
CallCapture CaptureGetUniformSubroutineuiv(const State &glState,
bool isCallValid,
GLenum shadertype,
GLint location,
GLuint *params)
{ … }
CallCapture CaptureGetUniformdv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble *params)
{ … }
CallCapture CapturePatchParameterfv(const State &glState,
bool isCallValid,
GLenum pname,
const GLfloat *values)
{ … }
CallCapture CaptureUniform1d(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLdouble x)
{ … }
CallCapture CaptureUniform1dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value)
{ … }
CallCapture CaptureUniform2d(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLdouble x,
GLdouble y)
{ … }
CallCapture CaptureUniform2dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value)
{ … }
CallCapture CaptureUniform3d(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z)
{ … }
CallCapture CaptureUniform3dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value)
{ … }
CallCapture CaptureUniform4d(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{ … }
CallCapture CaptureUniform4dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix2dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix2x3dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix2x4dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix3dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix3x2dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix3x4dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix4dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix4x2dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformMatrix4x3dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureUniformSubroutinesuiv(const State &glState,
bool isCallValid,
GLenum shadertype,
GLsizei count,
const GLuint *indices)
{ … }
CallCapture CaptureDepthRangeArrayv(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLdouble *v)
{ … }
CallCapture CaptureDepthRangeIndexed(const State &glState,
bool isCallValid,
GLuint index,
GLdouble n,
GLdouble f)
{ … }
CallCapture CaptureGetDoublei_v(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLdouble *data)
{ … }
CallCapture CaptureGetFloati_v(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLfloat *data)
{ … }
CallCapture CaptureGetVertexAttribLdv(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLdouble *params)
{ … }
CallCapture CaptureProgramUniform1d(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0)
{ … }
CallCapture CaptureProgramUniform1dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniform2d(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1)
{ … }
CallCapture CaptureProgramUniform2dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniform3d(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1,
GLdouble v2)
{ … }
CallCapture CaptureProgramUniform3dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniform4d(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3)
{ … }
CallCapture CaptureProgramUniform4dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix2dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix2x3dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix2x4dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix3dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix3x2dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix3x4dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix4dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix4x2dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureProgramUniformMatrix4x3dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{ … }
CallCapture CaptureScissorArrayv(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLint *v)
{ … }
CallCapture CaptureScissorIndexed(const State &glState,
bool isCallValid,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height)
{ … }
CallCapture CaptureScissorIndexedv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v)
{ … }
CallCapture CaptureVertexAttribL1d(const State &glState, bool isCallValid, GLuint index, GLdouble x)
{ … }
CallCapture CaptureVertexAttribL1dv(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v)
{ … }
CallCapture CaptureVertexAttribL2d(const State &glState,
bool isCallValid,
GLuint index,
GLdouble x,
GLdouble y)
{ … }
CallCapture CaptureVertexAttribL2dv(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v)
{ … }
CallCapture CaptureVertexAttribL3d(const State &glState,
bool isCallValid,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z)
{ … }
CallCapture CaptureVertexAttribL3dv(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v)
{ … }
CallCapture CaptureVertexAttribL4d(const State &glState,
bool isCallValid,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{ … }
CallCapture CaptureVertexAttribL4dv(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v)
{ … }
CallCapture CaptureVertexAttribLPointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{ … }
CallCapture CaptureViewportArrayv(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLfloat *v)
{ … }
CallCapture CaptureViewportIndexedf(const State &glState,
bool isCallValid,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h)
{ … }
CallCapture CaptureViewportIndexedfv(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v)
{ … }
CallCapture CaptureDrawArraysInstancedBaseInstance(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance)
{ … }
CallCapture CaptureDrawElementsInstancedBaseInstance(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLuint baseinstance)
{ … }
CallCapture CaptureDrawElementsInstancedBaseVertexBaseInstance(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance)
{ … }
CallCapture CaptureDrawTransformFeedbackInstanced(const State &glState,
bool isCallValid,
GLenum mode,
TransformFeedbackID idPacked,
GLsizei instancecount)
{ … }
CallCapture CaptureDrawTransformFeedbackStreamInstanced(const State &glState,
bool isCallValid,
GLenum mode,
TransformFeedbackID idPacked,
GLuint stream,
GLsizei instancecount)
{ … }
CallCapture CaptureGetActiveAtomicCounterBufferiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint bufferIndex,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureTexStorage1D(const State &glState,
bool isCallValid,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width)
{ … }
CallCapture CaptureClearBufferData(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{ … }
CallCapture CaptureClearBufferSubData(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{ … }
CallCapture CaptureGetInternalformati64v(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
GLint64 *params)
{ … }
CallCapture CaptureGetProgramResourceLocationIndex(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum programInterface,
const GLchar *name,
GLint returnValue)
{ … }
CallCapture CaptureInvalidateBufferData(const State &glState,
bool isCallValid,
BufferID bufferPacked)
{ … }
CallCapture CaptureInvalidateBufferSubData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length)
{ … }
CallCapture CaptureInvalidateTexImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level)
{ … }
CallCapture CaptureInvalidateTexSubImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth)
{ … }
CallCapture CaptureMultiDrawArraysIndirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{ … }
CallCapture CaptureMultiDrawElementsIndirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
DrawElementsType typePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{ … }
CallCapture CaptureShaderStorageBlockBinding(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint storageBlockIndex,
GLuint storageBlockBinding)
{ … }
CallCapture CaptureTextureView(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers)
{ … }
CallCapture CaptureVertexAttribLFormat(const State &glState,
bool isCallValid,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{ … }
CallCapture CaptureBindBuffersBase(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked)
{ … }
CallCapture CaptureBindBuffersRange(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes)
{ … }
CallCapture CaptureBindImageTextures(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *textures)
{ … }
CallCapture CaptureBindSamplers(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *samplers)
{ … }
CallCapture CaptureBindTextures(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *textures)
{ … }
CallCapture CaptureBindVertexBuffers(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides)
{ … }
CallCapture CaptureBufferStorage(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags)
{ … }
CallCapture CaptureClearTexImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
const void *data)
{ … }
CallCapture CaptureClearTexSubImage(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)
{ … }
CallCapture CaptureBindTextureUnit(const State &glState,
bool isCallValid,
GLuint unit,
TextureID texturePacked)
{ … }
CallCapture CaptureBlitNamedFramebuffer(const State &glState,
bool isCallValid,
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
{ … }
CallCapture CaptureCheckNamedFramebufferStatus(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum target,
GLenum returnValue)
{ … }
CallCapture CaptureClearNamedBufferData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{ … }
CallCapture CaptureClearNamedBufferSubData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{ … }
CallCapture CaptureClearNamedFramebufferfi(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{ … }
CallCapture CaptureClearNamedFramebufferfv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value)
{ … }
CallCapture CaptureClearNamedFramebufferiv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLint *value)
{ … }
CallCapture CaptureClearNamedFramebufferuiv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLuint *value)
{ … }
CallCapture CaptureClipControl(const State &glState,
bool isCallValid,
ClipOrigin originPacked,
ClipDepthMode depthPacked)
{ … }
CallCapture CaptureCompressedTextureSubImage1D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data)
{ … }
CallCapture CaptureCompressedTextureSubImage2D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data)
{ … }
CallCapture CaptureCompressedTextureSubImage3D(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)
{ … }
CallCapture CaptureCopyNamedBufferSubData(const State &glState,
bool isCallValid,
GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size)
{ … }
CallCapture CaptureCopyTextureSubImage1D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width)
{ … }
CallCapture CaptureCopyTextureSubImage2D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{ … }
CallCapture CaptureCopyTextureSubImage3D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{ … }
CallCapture CaptureCreateBuffers(const State &glState,
bool isCallValid,
GLsizei n,
BufferID *buffersPacked)
{ … }
CallCapture CaptureCreateFramebuffers(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *framebuffers)
{ … }
CallCapture CaptureCreateProgramPipelines(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *pipelines)
{ … }
CallCapture CaptureCreateQueries(const State &glState,
bool isCallValid,
GLenum target,
GLsizei n,
GLuint *ids)
{ … }
CallCapture CaptureCreateRenderbuffers(const State &glState,
bool isCallValid,
GLsizei n,
RenderbufferID *renderbuffersPacked)
{ … }
CallCapture CaptureCreateSamplers(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *samplers)
{ … }
CallCapture CaptureCreateTextures(const State &glState,
bool isCallValid,
GLenum target,
GLsizei n,
GLuint *textures)
{ … }
CallCapture CaptureCreateTransformFeedbacks(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *ids)
{ … }
CallCapture CaptureCreateVertexArrays(const State &glState,
bool isCallValid,
GLsizei n,
VertexArrayID *arraysPacked)
{ … }
CallCapture CaptureDisableVertexArrayAttrib(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index)
{ … }
CallCapture CaptureEnableVertexArrayAttrib(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index)
{ … }
CallCapture CaptureFlushMappedNamedBufferRange(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length)
{ … }
CallCapture CaptureGenerateTextureMipmap(const State &glState,
bool isCallValid,
TextureID texturePacked)
{ … }
CallCapture CaptureGetCompressedTextureImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLsizei bufSize,
void *pixels)
{ … }
CallCapture CaptureGetCompressedTextureSubImage(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)
{ … }
CallCapture CaptureGetNamedBufferParameteri64v(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
GLint64 *params)
{ … }
CallCapture CaptureGetNamedBufferParameteriv(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetNamedBufferPointerv(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
void **params)
{ … }
CallCapture CaptureGetNamedBufferSubData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
void *data)
{ … }
CallCapture CaptureGetNamedFramebufferAttachmentParameteriv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetNamedFramebufferParameteriv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum pname,
GLint *param)
{ … }
CallCapture CaptureGetNamedRenderbufferParameteriv(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetQueryBufferObjecti64v(const State &glState,
bool isCallValid,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset)
{ … }
CallCapture CaptureGetQueryBufferObjectiv(const State &glState,
bool isCallValid,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset)
{ … }
CallCapture CaptureGetQueryBufferObjectui64v(const State &glState,
bool isCallValid,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset)
{ … }
CallCapture CaptureGetQueryBufferObjectuiv(const State &glState,
bool isCallValid,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset)
{ … }
CallCapture CaptureGetTextureImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels)
{ … }
CallCapture CaptureGetTextureLevelParameterfv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum pname,
GLfloat *params)
{ … }
CallCapture CaptureGetTextureLevelParameteriv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetTextureParameterIiv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetTextureParameterIuiv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLuint *params)
{ … }
CallCapture CaptureGetTextureParameterfv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLfloat *params)
{ … }
CallCapture CaptureGetTextureParameteriv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint *params)
{ … }
CallCapture CaptureGetTextureSubImage(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)
{ … }
CallCapture CaptureGetTransformFeedbacki64_v(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param)
{ … }
CallCapture CaptureGetTransformFeedbacki_v(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLuint index,
GLint *param)
{ … }
CallCapture CaptureGetTransformFeedbackiv(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLint *param)
{ … }
CallCapture CaptureGetVertexArrayIndexed64iv(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint64 *param)
{ … }
CallCapture CaptureGetVertexArrayIndexediv(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint *param)
{ … }
CallCapture CaptureGetVertexArrayiv(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLenum pname,
GLint *param)
{ … }
CallCapture CaptureGetnColorTable(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *table)
{ … }
CallCapture CaptureGetnCompressedTexImage(const State &glState,
bool isCallValid,
GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels)
{ … }
CallCapture CaptureGetnConvolutionFilter(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *image)
{ … }
CallCapture CaptureGetnHistogram(const State &glState,
bool isCallValid,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values)
{ … }
CallCapture CaptureGetnMapdv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLdouble *v)
{ … }
CallCapture CaptureGetnMapfv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLfloat *v)
{ … }
CallCapture CaptureGetnMapiv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLint *v)
{ … }
CallCapture CaptureGetnMinmax(const State &glState,
bool isCallValid,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values)
{ … }
CallCapture CaptureGetnPixelMapfv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLfloat *values)
{ … }
CallCapture CaptureGetnPixelMapuiv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLuint *values)
{ … }
CallCapture CaptureGetnPixelMapusv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLushort *values)
{ … }
CallCapture CaptureGetnPolygonStipple(const State &glState,
bool isCallValid,
GLsizei bufSize,
GLubyte *pattern)
{ … }
CallCapture CaptureGetnSeparableFilter(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span)
{ … }
CallCapture CaptureGetnTexImage(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels)
{ … }
CallCapture CaptureGetnUniformdv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei bufSize,
GLdouble *params)
{ … }
CallCapture CaptureInvalidateNamedFramebufferData(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments)
{ … }
CallCapture CaptureInvalidateNamedFramebufferSubData(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{ … }
CallCapture CaptureMapNamedBuffer(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum access,
void *returnValue)
{ … }
CallCapture CaptureMapNamedBufferRange(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length,
GLbitfield access,
void *returnValue)
{ … }
CallCapture CaptureNamedBufferData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLenum usage)
{ … }
CallCapture CaptureNamedBufferStorage(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags)
{ … }
CallCapture CaptureNamedBufferSubData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
const void *data)
{ … }
CallCapture CaptureNamedFramebufferDrawBuffer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buf)
{ … }
CallCapture CaptureNamedFramebufferDrawBuffers(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei n,
const GLenum *bufs)
{ … }
CallCapture CaptureNamedFramebufferParameteri(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum pname,
GLint param)
{ … }
CallCapture CaptureNamedFramebufferReadBuffer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum src)
{ … }
CallCapture CaptureNamedFramebufferRenderbuffer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbufferPacked)
{ … }
CallCapture CaptureNamedFramebufferTexture(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
TextureID texturePacked,
GLint level)
{ … }
CallCapture CaptureNamedFramebufferTextureLayer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
TextureID texturePacked,
GLint level,
GLint layer)
{ … }
CallCapture CaptureNamedRenderbufferStorage(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLenum internalformat,
GLsizei width,
GLsizei height)
{ … }
CallCapture CaptureNamedRenderbufferStorageMultisample(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{ … }
CallCapture CaptureTextureBarrier(const State &glState, bool isCallValid)
{ … }
CallCapture CaptureTextureBuffer(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum internalformat,
BufferID bufferPacked)
{ … }
CallCapture CaptureTextureBufferRange(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum internalformat,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size)
{ … }
CallCapture CaptureTextureParameterIiv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLint *params)
{ … }
CallCapture CaptureTextureParameterIuiv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLuint *params)
{ … }
CallCapture CaptureTextureParameterf(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLfloat param)
{ … }
CallCapture CaptureTextureParameterfv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLfloat *param)
{ … }
CallCapture CaptureTextureParameteri(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint param)
{ … }
CallCapture CaptureTextureParameteriv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLint *param)
{ … }
CallCapture CaptureTextureStorage1D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width)
{ … }
CallCapture CaptureTextureStorage2D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height)
{ … }
CallCapture CaptureTextureStorage2DMultisample(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{ … }
CallCapture CaptureTextureStorage3D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth)
{ … }
CallCapture CaptureTextureStorage3DMultisample(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{ … }
CallCapture CaptureTextureSubImage1D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels)
{ … }
CallCapture CaptureTextureSubImage2D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{ … }
CallCapture CaptureTextureSubImage3D(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)
{ … }
CallCapture CaptureTransformFeedbackBufferBase(const State &glState,
bool isCallValid,
GLuint xfb,
GLuint index,
BufferID bufferPacked)
{ … }
CallCapture CaptureTransformFeedbackBufferRange(const State &glState,
bool isCallValid,
GLuint xfb,
GLuint index,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size)
{ … }
CallCapture CaptureUnmapNamedBuffer(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLboolean returnValue)
{ … }
CallCapture CaptureVertexArrayAttribBinding(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLuint bindingindex)
{ … }
CallCapture CaptureVertexArrayAttribFormat(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset)
{ … }
CallCapture CaptureVertexArrayAttribIFormat(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{ … }
CallCapture CaptureVertexArrayAttribLFormat(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{ … }
CallCapture CaptureVertexArrayBindingDivisor(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint bindingindex,
GLuint divisor)
{ … }
CallCapture CaptureVertexArrayElementBuffer(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
BufferID bufferPacked)
{ … }
CallCapture CaptureVertexArrayVertexBuffer(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint bindingindex,
BufferID bufferPacked,
GLintptr offset,
GLsizei stride)
{ … }
CallCapture CaptureVertexArrayVertexBuffers(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides)
{ … }
CallCapture CaptureMultiDrawArraysIndirectCount(const State &glState,
bool isCallValid,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{ … }
CallCapture CaptureMultiDrawElementsIndirectCount(const State &glState,
bool isCallValid,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{ … }
CallCapture CapturePolygonOffsetClamp(const State &glState,
bool isCallValid,
GLfloat factor,
GLfloat units,
GLfloat clamp)
{ … }
CallCapture CaptureSpecializeShader(const State &glState,
bool isCallValid,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue)
{ … }
}