chromium/third_party/angle/src/libANGLE/capture/capture_gles_3_0_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_0_autogen.cpp:
//   Capture functions for the OpenGL ES 3.0 entry points.

#include "libANGLE/capture/capture_gles_3_0_autogen.h"

#include "common/gl_enum_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/capture/FrameCapture.h"
#include "libANGLE/validationES3.h"

usingnamespaceangle;

namespace gl
{
CallCapture CaptureBeginQuery(const State &glState,
                              bool isCallValid,
                              QueryType targetPacked,
                              QueryID idPacked)
{}

CallCapture CaptureBeginTransformFeedback(const State &glState,
                                          bool isCallValid,
                                          PrimitiveMode primitiveModePacked)
{}

CallCapture CaptureBindBufferBase(const State &glState,
                                  bool isCallValid,
                                  BufferBinding targetPacked,
                                  GLuint index,
                                  BufferID bufferPacked)
{}

CallCapture CaptureBindBufferRange(const State &glState,
                                   bool isCallValid,
                                   BufferBinding targetPacked,
                                   GLuint index,
                                   BufferID bufferPacked,
                                   GLintptr offset,
                                   GLsizeiptr size)
{}

CallCapture CaptureBindSampler(const State &glState,
                               bool isCallValid,
                               GLuint unit,
                               SamplerID samplerPacked)
{}

CallCapture CaptureBindTransformFeedback(const State &glState,
                                         bool isCallValid,
                                         GLenum target,
                                         TransformFeedbackID idPacked)
{}

CallCapture CaptureBindVertexArray(const State &glState,
                                   bool isCallValid,
                                   VertexArrayID arrayPacked)
{}

CallCapture CaptureBlitFramebuffer(const State &glState,
                                   bool isCallValid,
                                   GLint srcX0,
                                   GLint srcY0,
                                   GLint srcX1,
                                   GLint srcY1,
                                   GLint dstX0,
                                   GLint dstY0,
                                   GLint dstX1,
                                   GLint dstY1,
                                   GLbitfield mask,
                                   GLenum filter)
{}

CallCapture CaptureClearBufferfi(const State &glState,
                                 bool isCallValid,
                                 GLenum buffer,
                                 GLint drawbuffer,
                                 GLfloat depth,
                                 GLint stencil)
{}

CallCapture CaptureClearBufferfv(const State &glState,
                                 bool isCallValid,
                                 GLenum buffer,
                                 GLint drawbuffer,
                                 const GLfloat *value)
{}

CallCapture CaptureClearBufferiv(const State &glState,
                                 bool isCallValid,
                                 GLenum buffer,
                                 GLint drawbuffer,
                                 const GLint *value)
{}

CallCapture CaptureClearBufferuiv(const State &glState,
                                  bool isCallValid,
                                  GLenum buffer,
                                  GLint drawbuffer,
                                  const GLuint *value)
{}

CallCapture CaptureClientWaitSync(const State &glState,
                                  bool isCallValid,
                                  SyncID syncPacked,
                                  GLbitfield flags,
                                  GLuint64 timeout,
                                  GLenum returnValue)
{}

CallCapture CaptureCompressedTexImage3D(const State &glState,
                                        bool isCallValid,
                                        TextureTarget targetPacked,
                                        GLint level,
                                        GLenum internalformat,
                                        GLsizei width,
                                        GLsizei height,
                                        GLsizei depth,
                                        GLint border,
                                        GLsizei imageSize,
                                        const void *data)
{}

CallCapture CaptureCompressedTexSubImage3D(const State &glState,
                                           bool isCallValid,
                                           TextureTarget targetPacked,
                                           GLint level,
                                           GLint xoffset,
                                           GLint yoffset,
                                           GLint zoffset,
                                           GLsizei width,
                                           GLsizei height,
                                           GLsizei depth,
                                           GLenum format,
                                           GLsizei imageSize,
                                           const void *data)
{}

CallCapture CaptureCopyBufferSubData(const State &glState,
                                     bool isCallValid,
                                     BufferBinding readTargetPacked,
                                     BufferBinding writeTargetPacked,
                                     GLintptr readOffset,
                                     GLintptr writeOffset,
                                     GLsizeiptr size)
{}

CallCapture CaptureCopyTexSubImage3D(const State &glState,
                                     bool isCallValid,
                                     TextureTarget targetPacked,
                                     GLint level,
                                     GLint xoffset,
                                     GLint yoffset,
                                     GLint zoffset,
                                     GLint x,
                                     GLint y,
                                     GLsizei width,
                                     GLsizei height)
{}

CallCapture CaptureDeleteQueries(const State &glState,
                                 bool isCallValid,
                                 GLsizei n,
                                 const QueryID *idsPacked)
{}

CallCapture CaptureDeleteSamplers(const State &glState,
                                  bool isCallValid,
                                  GLsizei count,
                                  const SamplerID *samplersPacked)
{}

CallCapture CaptureDeleteSync(const State &glState, bool isCallValid, SyncID syncPacked)
{}

CallCapture CaptureDeleteTransformFeedbacks(const State &glState,
                                            bool isCallValid,
                                            GLsizei n,
                                            const TransformFeedbackID *idsPacked)
{}

CallCapture CaptureDeleteVertexArrays(const State &glState,
                                      bool isCallValid,
                                      GLsizei n,
                                      const VertexArrayID *arraysPacked)
{}

CallCapture CaptureDrawArraysInstanced(const State &glState,
                                       bool isCallValid,
                                       PrimitiveMode modePacked,
                                       GLint first,
                                       GLsizei count,
                                       GLsizei instancecount)
{}

CallCapture CaptureDrawBuffers(const State &glState,
                               bool isCallValid,
                               GLsizei n,
                               const GLenum *bufs)
{}

CallCapture CaptureDrawElementsInstanced(const State &glState,
                                         bool isCallValid,
                                         PrimitiveMode modePacked,
                                         GLsizei count,
                                         DrawElementsType typePacked,
                                         const void *indices,
                                         GLsizei instancecount)
{}

CallCapture CaptureDrawRangeElements(const State &glState,
                                     bool isCallValid,
                                     PrimitiveMode modePacked,
                                     GLuint start,
                                     GLuint end,
                                     GLsizei count,
                                     DrawElementsType typePacked,
                                     const void *indices)
{}

CallCapture CaptureEndQuery(const State &glState, bool isCallValid, QueryType targetPacked)
{}

CallCapture CaptureEndTransformFeedback(const State &glState, bool isCallValid)
{}

CallCapture CaptureFenceSync(const State &glState,
                             bool isCallValid,
                             GLenum condition,
                             GLbitfield flags,
                             GLsync returnValue)
{}

CallCapture CaptureFlushMappedBufferRange(const State &glState,
                                          bool isCallValid,
                                          BufferBinding targetPacked,
                                          GLintptr offset,
                                          GLsizeiptr length)
{}

CallCapture CaptureFramebufferTextureLayer(const State &glState,
                                           bool isCallValid,
                                           GLenum target,
                                           GLenum attachment,
                                           TextureID texturePacked,
                                           GLint level,
                                           GLint layer)
{}

CallCapture CaptureGenQueries(const State &glState, bool isCallValid, GLsizei n, QueryID *idsPacked)
{}

CallCapture CaptureGenSamplers(const State &glState,
                               bool isCallValid,
                               GLsizei count,
                               SamplerID *samplersPacked)
{}

CallCapture CaptureGenTransformFeedbacks(const State &glState,
                                         bool isCallValid,
                                         GLsizei n,
                                         TransformFeedbackID *idsPacked)
{}

CallCapture CaptureGenVertexArrays(const State &glState,
                                   bool isCallValid,
                                   GLsizei n,
                                   VertexArrayID *arraysPacked)
{}

CallCapture CaptureGetActiveUniformBlockName(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformBlockIndex uniformBlockIndexPacked,
                                             GLsizei bufSize,
                                             GLsizei *length,
                                             GLchar *uniformBlockName)
{}

CallCapture CaptureGetActiveUniformBlockiv(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformBlockIndex uniformBlockIndexPacked,
                                           GLenum pname,
                                           GLint *params)
{}

CallCapture CaptureGetActiveUniformsiv(const State &glState,
                                       bool isCallValid,
                                       ShaderProgramID programPacked,
                                       GLsizei uniformCount,
                                       const GLuint *uniformIndices,
                                       GLenum pname,
                                       GLint *params)
{}

CallCapture CaptureGetBufferParameteri64v(const State &glState,
                                          bool isCallValid,
                                          BufferBinding targetPacked,
                                          GLenum pname,
                                          GLint64 *params)
{}

CallCapture CaptureGetBufferPointerv(const State &glState,
                                     bool isCallValid,
                                     BufferBinding targetPacked,
                                     GLenum pname,
                                     void **params)
{}

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

CallCapture CaptureGetInteger64i_v(const State &glState,
                                   bool isCallValid,
                                   GLenum target,
                                   GLuint index,
                                   GLint64 *data)
{}

CallCapture CaptureGetInteger64v(const State &glState,
                                 bool isCallValid,
                                 GLenum pname,
                                 GLint64 *data)
{}

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

CallCapture CaptureGetInternalformativ(const State &glState,
                                       bool isCallValid,
                                       GLenum target,
                                       GLenum internalformat,
                                       GLenum pname,
                                       GLsizei count,
                                       GLint *params)
{}

CallCapture CaptureGetProgramBinary(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    GLsizei bufSize,
                                    GLsizei *length,
                                    GLenum *binaryFormat,
                                    void *binary)
{}

CallCapture CaptureGetQueryObjectuiv(const State &glState,
                                     bool isCallValid,
                                     QueryID idPacked,
                                     GLenum pname,
                                     GLuint *params)
{}

CallCapture CaptureGetQueryiv(const State &glState,
                              bool isCallValid,
                              QueryType targetPacked,
                              GLenum pname,
                              GLint *params)
{}

CallCapture CaptureGetSamplerParameterfv(const State &glState,
                                         bool isCallValid,
                                         SamplerID samplerPacked,
                                         GLenum pname,
                                         GLfloat *params)
{}

CallCapture CaptureGetSamplerParameteriv(const State &glState,
                                         bool isCallValid,
                                         SamplerID samplerPacked,
                                         GLenum pname,
                                         GLint *params)
{}

CallCapture CaptureGetStringi(const State &glState,
                              bool isCallValid,
                              GLenum name,
                              GLuint index,
                              const GLubyte *returnValue)
{}

CallCapture CaptureGetSynciv(const State &glState,
                             bool isCallValid,
                             SyncID syncPacked,
                             GLenum pname,
                             GLsizei count,
                             GLsizei *length,
                             GLint *values)
{}

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

CallCapture CaptureGetUniformBlockIndex(const State &glState,
                                        bool isCallValid,
                                        ShaderProgramID programPacked,
                                        const GLchar *uniformBlockName,
                                        GLuint returnValue)
{}

CallCapture CaptureGetUniformIndices(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     GLsizei uniformCount,
                                     const GLchar *const *uniformNames,
                                     GLuint *uniformIndices)
{}

CallCapture CaptureGetUniformuiv(const State &glState,
                                 bool isCallValid,
                                 ShaderProgramID programPacked,
                                 UniformLocation locationPacked,
                                 GLuint *params)
{}

CallCapture CaptureGetVertexAttribIiv(const State &glState,
                                      bool isCallValid,
                                      GLuint index,
                                      GLenum pname,
                                      GLint *params)
{}

CallCapture CaptureGetVertexAttribIuiv(const State &glState,
                                       bool isCallValid,
                                       GLuint index,
                                       GLenum pname,
                                       GLuint *params)
{}

CallCapture CaptureInvalidateFramebuffer(const State &glState,
                                         bool isCallValid,
                                         GLenum target,
                                         GLsizei numAttachments,
                                         const GLenum *attachments)
{}

CallCapture CaptureInvalidateSubFramebuffer(const State &glState,
                                            bool isCallValid,
                                            GLenum target,
                                            GLsizei numAttachments,
                                            const GLenum *attachments,
                                            GLint x,
                                            GLint y,
                                            GLsizei width,
                                            GLsizei height)
{}

CallCapture CaptureIsQuery(const State &glState,
                           bool isCallValid,
                           QueryID idPacked,
                           GLboolean returnValue)
{}

CallCapture CaptureIsSampler(const State &glState,
                             bool isCallValid,
                             SamplerID samplerPacked,
                             GLboolean returnValue)
{}

CallCapture CaptureIsSync(const State &glState,
                          bool isCallValid,
                          SyncID syncPacked,
                          GLboolean returnValue)
{}

CallCapture CaptureIsTransformFeedback(const State &glState,
                                       bool isCallValid,
                                       TransformFeedbackID idPacked,
                                       GLboolean returnValue)
{}

CallCapture CaptureIsVertexArray(const State &glState,
                                 bool isCallValid,
                                 VertexArrayID arrayPacked,
                                 GLboolean returnValue)
{}

CallCapture CaptureMapBufferRange(const State &glState,
                                  bool isCallValid,
                                  BufferBinding targetPacked,
                                  GLintptr offset,
                                  GLsizeiptr length,
                                  GLbitfield access,
                                  void *returnValue)
{}

CallCapture CapturePauseTransformFeedback(const State &glState, bool isCallValid)
{}

CallCapture CaptureProgramBinary(const State &glState,
                                 bool isCallValid,
                                 ShaderProgramID programPacked,
                                 GLenum binaryFormat,
                                 const void *binary,
                                 GLsizei length)
{}

CallCapture CaptureProgramParameteri(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     GLenum pname,
                                     GLint value)
{}

CallCapture CaptureReadBuffer(const State &glState, bool isCallValid, GLenum src)
{}

CallCapture CaptureRenderbufferStorageMultisample(const State &glState,
                                                  bool isCallValid,
                                                  GLenum target,
                                                  GLsizei samples,
                                                  GLenum internalformat,
                                                  GLsizei width,
                                                  GLsizei height)
{}

CallCapture CaptureResumeTransformFeedback(const State &glState, bool isCallValid)
{}

CallCapture CaptureSamplerParameterf(const State &glState,
                                     bool isCallValid,
                                     SamplerID samplerPacked,
                                     GLenum pname,
                                     GLfloat param)
{}

CallCapture CaptureSamplerParameterfv(const State &glState,
                                      bool isCallValid,
                                      SamplerID samplerPacked,
                                      GLenum pname,
                                      const GLfloat *param)
{}

CallCapture CaptureSamplerParameteri(const State &glState,
                                     bool isCallValid,
                                     SamplerID samplerPacked,
                                     GLenum pname,
                                     GLint param)
{}

CallCapture CaptureSamplerParameteriv(const State &glState,
                                      bool isCallValid,
                                      SamplerID samplerPacked,
                                      GLenum pname,
                                      const GLint *param)
{}

CallCapture CaptureTexImage3D(const State &glState,
                              bool isCallValid,
                              TextureTarget targetPacked,
                              GLint level,
                              GLint internalformat,
                              GLsizei width,
                              GLsizei height,
                              GLsizei depth,
                              GLint border,
                              GLenum format,
                              GLenum type,
                              const void *pixels)
{}

CallCapture CaptureTexStorage2D(const State &glState,
                                bool isCallValid,
                                TextureType targetPacked,
                                GLsizei levels,
                                GLenum internalformat,
                                GLsizei width,
                                GLsizei height)
{}

CallCapture CaptureTexStorage3D(const State &glState,
                                bool isCallValid,
                                TextureType targetPacked,
                                GLsizei levels,
                                GLenum internalformat,
                                GLsizei width,
                                GLsizei height,
                                GLsizei depth)
{}

CallCapture CaptureTexSubImage3D(const State &glState,
                                 bool isCallValid,
                                 TextureTarget targetPacked,
                                 GLint level,
                                 GLint xoffset,
                                 GLint yoffset,
                                 GLint zoffset,
                                 GLsizei width,
                                 GLsizei height,
                                 GLsizei depth,
                                 GLenum format,
                                 GLenum type,
                                 const void *pixels)
{}

CallCapture CaptureTransformFeedbackVaryings(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             GLsizei count,
                                             const GLchar *const *varyings,
                                             GLenum bufferMode)
{}

CallCapture CaptureUniform1ui(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLuint v0)
{}

CallCapture CaptureUniform1uiv(const State &glState,
                               bool isCallValid,
                               UniformLocation locationPacked,
                               GLsizei count,
                               const GLuint *value)
{}

CallCapture CaptureUniform2ui(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLuint v0,
                              GLuint v1)
{}

CallCapture CaptureUniform2uiv(const State &glState,
                               bool isCallValid,
                               UniformLocation locationPacked,
                               GLsizei count,
                               const GLuint *value)
{}

CallCapture CaptureUniform3ui(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLuint v0,
                              GLuint v1,
                              GLuint v2)
{}

CallCapture CaptureUniform3uiv(const State &glState,
                               bool isCallValid,
                               UniformLocation locationPacked,
                               GLsizei count,
                               const GLuint *value)
{}

CallCapture CaptureUniform4ui(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLuint v0,
                              GLuint v1,
                              GLuint v2,
                              GLuint v3)
{}

CallCapture CaptureUniform4uiv(const State &glState,
                               bool isCallValid,
                               UniformLocation locationPacked,
                               GLsizei count,
                               const GLuint *value)
{}

CallCapture CaptureUniformBlockBinding(const State &glState,
                                       bool isCallValid,
                                       ShaderProgramID programPacked,
                                       UniformBlockIndex uniformBlockIndexPacked,
                                       GLuint uniformBlockBinding)
{}

CallCapture CaptureUniformMatrix2x3fv(const State &glState,
                                      bool isCallValid,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{}

CallCapture CaptureUniformMatrix2x4fv(const State &glState,
                                      bool isCallValid,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{}

CallCapture CaptureUniformMatrix3x2fv(const State &glState,
                                      bool isCallValid,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{}

CallCapture CaptureUniformMatrix3x4fv(const State &glState,
                                      bool isCallValid,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{}

CallCapture CaptureUniformMatrix4x2fv(const State &glState,
                                      bool isCallValid,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{}

CallCapture CaptureUniformMatrix4x3fv(const State &glState,
                                      bool isCallValid,
                                      UniformLocation locationPacked,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{}

CallCapture CaptureUnmapBuffer(const State &glState,
                               bool isCallValid,
                               BufferBinding targetPacked,
                               GLboolean returnValue)
{}

CallCapture CaptureVertexAttribDivisor(const State &glState,
                                       bool isCallValid,
                                       GLuint index,
                                       GLuint divisor)
{}

CallCapture CaptureVertexAttribI4i(const State &glState,
                                   bool isCallValid,
                                   GLuint index,
                                   GLint x,
                                   GLint y,
                                   GLint z,
                                   GLint w)
{}

CallCapture CaptureVertexAttribI4iv(const State &glState,
                                    bool isCallValid,
                                    GLuint index,
                                    const GLint *v)
{}

CallCapture CaptureVertexAttribI4ui(const State &glState,
                                    bool isCallValid,
                                    GLuint index,
                                    GLuint x,
                                    GLuint y,
                                    GLuint z,
                                    GLuint w)
{}

CallCapture CaptureVertexAttribI4uiv(const State &glState,
                                     bool isCallValid,
                                     GLuint index,
                                     const GLuint *v)
{}

CallCapture CaptureVertexAttribIPointer(const State &glState,
                                        bool isCallValid,
                                        GLuint index,
                                        GLint size,
                                        VertexAttribType typePacked,
                                        GLsizei stride,
                                        const void *pointer)
{}

CallCapture CaptureWaitSync(const State &glState,
                            bool isCallValid,
                            SyncID syncPacked,
                            GLbitfield flags,
                            GLuint64 timeout)
{}

}  // namespace gl