chromium/third_party/angle/src/libANGLE/capture/capture_gles_3_1_autogen.cpp

// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml.
//
// Copyright 2020 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_gles_3_1_autogen.cpp:
//   Capture functions for the OpenGL ES 3.1 entry points.

#include "libANGLE/capture/capture_gles_3_1_autogen.h"

#include "common/gl_enum_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/capture/FrameCapture.h"
#include "libANGLE/validationES31.h"

usingnamespaceangle;

namespace gl
{
CallCapture CaptureActiveShaderProgram(const State &glState,
                                       bool isCallValid,
                                       ProgramPipelineID pipelinePacked,
                                       ShaderProgramID programPacked)
{}

CallCapture CaptureBindImageTexture(const State &glState,
                                    bool isCallValid,
                                    GLuint unit,
                                    TextureID texturePacked,
                                    GLint level,
                                    GLboolean layered,
                                    GLint layer,
                                    GLenum access,
                                    GLenum format)
{}

CallCapture CaptureBindProgramPipeline(const State &glState,
                                       bool isCallValid,
                                       ProgramPipelineID pipelinePacked)
{}

CallCapture CaptureBindVertexBuffer(const State &glState,
                                    bool isCallValid,
                                    GLuint bindingindex,
                                    BufferID bufferPacked,
                                    GLintptr offset,
                                    GLsizei stride)
{}

CallCapture CaptureCreateShaderProgramv(const State &glState,
                                        bool isCallValid,
                                        ShaderType typePacked,
                                        GLsizei count,
                                        const GLchar *const *strings,
                                        GLuint returnValue)
{}

CallCapture CaptureDeleteProgramPipelines(const State &glState,
                                          bool isCallValid,
                                          GLsizei n,
                                          const ProgramPipelineID *pipelinesPacked)
{}

CallCapture CaptureDispatchCompute(const State &glState,
                                   bool isCallValid,
                                   GLuint num_groups_x,
                                   GLuint num_groups_y,
                                   GLuint num_groups_z)
{}

CallCapture CaptureDispatchComputeIndirect(const State &glState,
                                           bool isCallValid,
                                           GLintptr indirect)
{}

CallCapture CaptureDrawArraysIndirect(const State &glState,
                                      bool isCallValid,
                                      PrimitiveMode modePacked,
                                      const void *indirect)
{}

CallCapture CaptureDrawElementsIndirect(const State &glState,
                                        bool isCallValid,
                                        PrimitiveMode modePacked,
                                        DrawElementsType typePacked,
                                        const void *indirect)
{}

CallCapture CaptureFramebufferParameteri(const State &glState,
                                         bool isCallValid,
                                         GLenum target,
                                         GLenum pname,
                                         GLint param)
{}

CallCapture CaptureGenProgramPipelines(const State &glState,
                                       bool isCallValid,
                                       GLsizei n,
                                       ProgramPipelineID *pipelinesPacked)
{}

CallCapture CaptureGetBooleani_v(const State &glState,
                                 bool isCallValid,
                                 GLenum target,
                                 GLuint index,
                                 GLboolean *data)
{}

CallCapture CaptureGetFramebufferParameteriv(const State &glState,
                                             bool isCallValid,
                                             GLenum target,
                                             GLenum pname,
                                             GLint *params)
{}

CallCapture CaptureGetMultisamplefv(const State &glState,
                                    bool isCallValid,
                                    GLenum pname,
                                    GLuint index,
                                    GLfloat *val)
{}

CallCapture CaptureGetProgramInterfaceiv(const State &glState,
                                         bool isCallValid,
                                         ShaderProgramID programPacked,
                                         GLenum programInterface,
                                         GLenum pname,
                                         GLint *params)
{}

CallCapture CaptureGetProgramPipelineInfoLog(const State &glState,
                                             bool isCallValid,
                                             ProgramPipelineID pipelinePacked,
                                             GLsizei bufSize,
                                             GLsizei *length,
                                             GLchar *infoLog)
{}

CallCapture CaptureGetProgramPipelineiv(const State &glState,
                                        bool isCallValid,
                                        ProgramPipelineID pipelinePacked,
                                        GLenum pname,
                                        GLint *params)
{}

CallCapture CaptureGetProgramResourceIndex(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           GLenum programInterface,
                                           const GLchar *name,
                                           GLuint returnValue)
{}

CallCapture CaptureGetProgramResourceLocation(const State &glState,
                                              bool isCallValid,
                                              ShaderProgramID programPacked,
                                              GLenum programInterface,
                                              const GLchar *name,
                                              GLint returnValue)
{}

CallCapture CaptureGetProgramResourceName(const State &glState,
                                          bool isCallValid,
                                          ShaderProgramID programPacked,
                                          GLenum programInterface,
                                          GLuint index,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          GLchar *name)
{}

CallCapture CaptureGetProgramResourceiv(const State &glState,
                                        bool isCallValid,
                                        ShaderProgramID programPacked,
                                        GLenum programInterface,
                                        GLuint index,
                                        GLsizei propCount,
                                        const GLenum *props,
                                        GLsizei count,
                                        GLsizei *length,
                                        GLint *params)
{}

CallCapture CaptureGetTexLevelParameterfv(const State &glState,
                                          bool isCallValid,
                                          TextureTarget targetPacked,
                                          GLint level,
                                          GLenum pname,
                                          GLfloat *params)
{}

CallCapture CaptureGetTexLevelParameteriv(const State &glState,
                                          bool isCallValid,
                                          TextureTarget targetPacked,
                                          GLint level,
                                          GLenum pname,
                                          GLint *params)
{}

CallCapture CaptureIsProgramPipeline(const State &glState,
                                     bool isCallValid,
                                     ProgramPipelineID pipelinePacked,
                                     GLboolean returnValue)
{}

CallCapture CaptureMemoryBarrier(const State &glState, bool isCallValid, GLbitfield barriers)
{}

CallCapture CaptureMemoryBarrierByRegion(const State &glState,
                                         bool isCallValid,
                                         GLbitfield barriers)
{}

CallCapture CaptureProgramUniform1f(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLfloat v0)
{}

CallCapture CaptureProgramUniform1fv(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLfloat *value)
{}

CallCapture CaptureProgramUniform1i(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLint v0)
{}

CallCapture CaptureProgramUniform1iv(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLint *value)
{}

CallCapture CaptureProgramUniform1ui(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLuint v0)
{}

CallCapture CaptureProgramUniform1uiv(const State &glState,
                                      bool isCallValid,
                                      ShaderProgramID programPacked,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      const GLuint *value)
{}

CallCapture CaptureProgramUniform2f(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLfloat v0,
                                    GLfloat v1)
{}

CallCapture CaptureProgramUniform2fv(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLfloat *value)
{}

CallCapture CaptureProgramUniform2i(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLint v0,
                                    GLint v1)
{}

CallCapture CaptureProgramUniform2iv(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLint *value)
{}

CallCapture CaptureProgramUniform2ui(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLuint v0,
                                     GLuint v1)
{}

CallCapture CaptureProgramUniform2uiv(const State &glState,
                                      bool isCallValid,
                                      ShaderProgramID programPacked,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      const GLuint *value)
{}

CallCapture CaptureProgramUniform3f(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLfloat v0,
                                    GLfloat v1,
                                    GLfloat v2)
{}

CallCapture CaptureProgramUniform3fv(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLfloat *value)
{}

CallCapture CaptureProgramUniform3i(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLint v0,
                                    GLint v1,
                                    GLint v2)
{}

CallCapture CaptureProgramUniform3iv(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLint *value)
{}

CallCapture CaptureProgramUniform3ui(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLuint v0,
                                     GLuint v1,
                                     GLuint v2)
{}

CallCapture CaptureProgramUniform3uiv(const State &glState,
                                      bool isCallValid,
                                      ShaderProgramID programPacked,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      const GLuint *value)
{}

CallCapture CaptureProgramUniform4f(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLfloat v0,
                                    GLfloat v1,
                                    GLfloat v2,
                                    GLfloat v3)
{}

CallCapture CaptureProgramUniform4fv(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLfloat *value)
{}

CallCapture CaptureProgramUniform4i(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLint v0,
                                    GLint v1,
                                    GLint v2,
                                    GLint v3)
{}

CallCapture CaptureProgramUniform4iv(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLint *value)
{}

CallCapture CaptureProgramUniform4ui(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLuint v0,
                                     GLuint v1,
                                     GLuint v2,
                                     GLuint v3)
{}

CallCapture CaptureProgramUniform4uiv(const State &glState,
                                      bool isCallValid,
                                      ShaderProgramID programPacked,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      const GLuint *value)
{}

CallCapture CaptureProgramUniformMatrix2fv(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
{}

CallCapture CaptureProgramUniformMatrix2x3fv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const GLfloat *value)
{}

CallCapture CaptureProgramUniformMatrix2x4fv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const GLfloat *value)
{}

CallCapture CaptureProgramUniformMatrix3fv(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
{}

CallCapture CaptureProgramUniformMatrix3x2fv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const GLfloat *value)
{}

CallCapture CaptureProgramUniformMatrix3x4fv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const GLfloat *value)
{}

CallCapture CaptureProgramUniformMatrix4fv(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLfloat *value)
{}

CallCapture CaptureProgramUniformMatrix4x2fv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const GLfloat *value)
{}

CallCapture CaptureProgramUniformMatrix4x3fv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             GLboolean transpose,
                                             const GLfloat *value)
{}

CallCapture CaptureSampleMaski(const State &glState,
                               bool isCallValid,
                               GLuint maskNumber,
                               GLbitfield mask)
{}

CallCapture CaptureTexStorage2DMultisample(const State &glState,
                                           bool isCallValid,
                                           TextureType targetPacked,
                                           GLsizei samples,
                                           GLenum internalformat,
                                           GLsizei width,
                                           GLsizei height,
                                           GLboolean fixedsamplelocations)
{}

CallCapture CaptureUseProgramStages(const State &glState,
                                    bool isCallValid,
                                    ProgramPipelineID pipelinePacked,
                                    GLbitfield stages,
                                    ShaderProgramID programPacked)
{}

CallCapture CaptureValidateProgramPipeline(const State &glState,
                                           bool isCallValid,
                                           ProgramPipelineID pipelinePacked)
{}

CallCapture CaptureVertexAttribBinding(const State &glState,
                                       bool isCallValid,
                                       GLuint attribindex,
                                       GLuint bindingindex)
{}

CallCapture CaptureVertexAttribFormat(const State &glState,
                                      bool isCallValid,
                                      GLuint attribindex,
                                      GLint size,
                                      VertexAttribType typePacked,
                                      GLboolean normalized,
                                      GLuint relativeoffset)
{}

CallCapture CaptureVertexAttribIFormat(const State &glState,
                                       bool isCallValid,
                                       GLuint attribindex,
                                       GLint size,
                                       VertexAttribType typePacked,
                                       GLuint relativeoffset)
{}

CallCapture CaptureVertexBindingDivisor(const State &glState,
                                        bool isCallValid,
                                        GLuint bindingindex,
                                        GLuint divisor)
{}

}  // namespace gl