#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)
{ … }
}