#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)
{ … }
}