chromium/third_party/angle/src/libANGLE/capture/capture_gles_2_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_2_0_autogen.cpp:
//   Capture functions for the OpenGL ES 2.0 entry points.

#include "libANGLE/capture/capture_gles_2_0_autogen.h"

#include "common/gl_enum_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/capture/FrameCapture.h"
#include "libANGLE/validationES2.h"

usingnamespaceangle;

namespace gl
{
CallCapture CaptureActiveTexture(const State &glState, bool isCallValid, GLenum texture)
{}

CallCapture CaptureAttachShader(const State &glState,
                                bool isCallValid,
                                ShaderProgramID programPacked,
                                ShaderProgramID shaderPacked)
{}

CallCapture CaptureBindAttribLocation(const State &glState,
                                      bool isCallValid,
                                      ShaderProgramID programPacked,
                                      GLuint index,
                                      const GLchar *name)
{}

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

CallCapture CaptureBindFramebuffer(const State &glState,
                                   bool isCallValid,
                                   GLenum target,
                                   FramebufferID framebufferPacked)
{}

CallCapture CaptureBindRenderbuffer(const State &glState,
                                    bool isCallValid,
                                    GLenum target,
                                    RenderbufferID renderbufferPacked)
{}

CallCapture CaptureBindTexture(const State &glState,
                               bool isCallValid,
                               TextureType targetPacked,
                               TextureID texturePacked)
{}

CallCapture CaptureBlendColor(const State &glState,
                              bool isCallValid,
                              GLfloat red,
                              GLfloat green,
                              GLfloat blue,
                              GLfloat alpha)
{}

CallCapture CaptureBlendEquation(const State &glState, bool isCallValid, GLenum mode)
{}

CallCapture CaptureBlendEquationSeparate(const State &glState,
                                         bool isCallValid,
                                         GLenum modeRGB,
                                         GLenum modeAlpha)
{}

CallCapture CaptureBlendFunc(const State &glState, bool isCallValid, GLenum sfactor, GLenum dfactor)
{}

CallCapture CaptureBlendFuncSeparate(const State &glState,
                                     bool isCallValid,
                                     GLenum sfactorRGB,
                                     GLenum dfactorRGB,
                                     GLenum sfactorAlpha,
                                     GLenum dfactorAlpha)
{}

CallCapture CaptureBufferData(const State &glState,
                              bool isCallValid,
                              BufferBinding targetPacked,
                              GLsizeiptr size,
                              const void *data,
                              BufferUsage usagePacked)
{}

CallCapture CaptureBufferSubData(const State &glState,
                                 bool isCallValid,
                                 BufferBinding targetPacked,
                                 GLintptr offset,
                                 GLsizeiptr size,
                                 const void *data)
{}

CallCapture CaptureCheckFramebufferStatus(const State &glState,
                                          bool isCallValid,
                                          GLenum target,
                                          GLenum returnValue)
{}

CallCapture CaptureClear(const State &glState, bool isCallValid, GLbitfield mask)
{}

CallCapture CaptureClearColor(const State &glState,
                              bool isCallValid,
                              GLfloat red,
                              GLfloat green,
                              GLfloat blue,
                              GLfloat alpha)
{}

CallCapture CaptureClearDepthf(const State &glState, bool isCallValid, GLfloat d)
{}

CallCapture CaptureClearStencil(const State &glState, bool isCallValid, GLint s)
{}

CallCapture CaptureColorMask(const State &glState,
                             bool isCallValid,
                             GLboolean red,
                             GLboolean green,
                             GLboolean blue,
                             GLboolean alpha)
{}

CallCapture CaptureCompileShader(const State &glState,
                                 bool isCallValid,
                                 ShaderProgramID shaderPacked)
{}

CallCapture CaptureCompressedTexImage2D(const State &glState,
                                        bool isCallValid,
                                        TextureTarget targetPacked,
                                        GLint level,
                                        GLenum internalformat,
                                        GLsizei width,
                                        GLsizei height,
                                        GLint border,
                                        GLsizei imageSize,
                                        const void *data)
{}

CallCapture CaptureCompressedTexSubImage2D(const State &glState,
                                           bool isCallValid,
                                           TextureTarget targetPacked,
                                           GLint level,
                                           GLint xoffset,
                                           GLint yoffset,
                                           GLsizei width,
                                           GLsizei height,
                                           GLenum format,
                                           GLsizei imageSize,
                                           const void *data)
{}

CallCapture CaptureCopyTexImage2D(const State &glState,
                                  bool isCallValid,
                                  TextureTarget targetPacked,
                                  GLint level,
                                  GLenum internalformat,
                                  GLint x,
                                  GLint y,
                                  GLsizei width,
                                  GLsizei height,
                                  GLint border)
{}

CallCapture CaptureCopyTexSubImage2D(const State &glState,
                                     bool isCallValid,
                                     TextureTarget targetPacked,
                                     GLint level,
                                     GLint xoffset,
                                     GLint yoffset,
                                     GLint x,
                                     GLint y,
                                     GLsizei width,
                                     GLsizei height)
{}

CallCapture CaptureCreateProgram(const State &glState, bool isCallValid, GLuint returnValue)
{}

CallCapture CaptureCreateShader(const State &glState,
                                bool isCallValid,
                                ShaderType typePacked,
                                GLuint returnValue)
{}

CallCapture CaptureCullFace(const State &glState, bool isCallValid, CullFaceMode modePacked)
{}

CallCapture CaptureDeleteBuffers(const State &glState,
                                 bool isCallValid,
                                 GLsizei n,
                                 const BufferID *buffersPacked)
{}

CallCapture CaptureDeleteFramebuffers(const State &glState,
                                      bool isCallValid,
                                      GLsizei n,
                                      const FramebufferID *framebuffersPacked)
{}

CallCapture CaptureDeleteProgram(const State &glState,
                                 bool isCallValid,
                                 ShaderProgramID programPacked)
{}

CallCapture CaptureDeleteRenderbuffers(const State &glState,
                                       bool isCallValid,
                                       GLsizei n,
                                       const RenderbufferID *renderbuffersPacked)
{}

CallCapture CaptureDeleteShader(const State &glState,
                                bool isCallValid,
                                ShaderProgramID shaderPacked)
{}

CallCapture CaptureDeleteTextures(const State &glState,
                                  bool isCallValid,
                                  GLsizei n,
                                  const TextureID *texturesPacked)
{}

CallCapture CaptureDepthFunc(const State &glState, bool isCallValid, GLenum func)
{}

CallCapture CaptureDepthMask(const State &glState, bool isCallValid, GLboolean flag)
{}

CallCapture CaptureDepthRangef(const State &glState, bool isCallValid, GLfloat n, GLfloat f)
{}

CallCapture CaptureDetachShader(const State &glState,
                                bool isCallValid,
                                ShaderProgramID programPacked,
                                ShaderProgramID shaderPacked)
{}

CallCapture CaptureDisable(const State &glState, bool isCallValid, GLenum cap)
{}

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

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

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

CallCapture CaptureEnable(const State &glState, bool isCallValid, GLenum cap)
{}

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

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

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

CallCapture CaptureFramebufferRenderbuffer(const State &glState,
                                           bool isCallValid,
                                           GLenum target,
                                           GLenum attachment,
                                           GLenum renderbuffertarget,
                                           RenderbufferID renderbufferPacked)
{}

CallCapture CaptureFramebufferTexture2D(const State &glState,
                                        bool isCallValid,
                                        GLenum target,
                                        GLenum attachment,
                                        TextureTarget textargetPacked,
                                        TextureID texturePacked,
                                        GLint level)
{}

CallCapture CaptureFrontFace(const State &glState, bool isCallValid, GLenum mode)
{}

CallCapture CaptureGenBuffers(const State &glState,
                              bool isCallValid,
                              GLsizei n,
                              BufferID *buffersPacked)
{}

CallCapture CaptureGenFramebuffers(const State &glState,
                                   bool isCallValid,
                                   GLsizei n,
                                   FramebufferID *framebuffersPacked)
{}

CallCapture CaptureGenRenderbuffers(const State &glState,
                                    bool isCallValid,
                                    GLsizei n,
                                    RenderbufferID *renderbuffersPacked)
{}

CallCapture CaptureGenTextures(const State &glState,
                               bool isCallValid,
                               GLsizei n,
                               TextureID *texturesPacked)
{}

CallCapture CaptureGenerateMipmap(const State &glState, bool isCallValid, TextureType targetPacked)
{}

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

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

CallCapture CaptureGetAttachedShaders(const State &glState,
                                      bool isCallValid,
                                      ShaderProgramID programPacked,
                                      GLsizei maxCount,
                                      GLsizei *count,
                                      ShaderProgramID *shadersPacked)
{}

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

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

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

CallCapture CaptureGetError(const State &glState, bool isCallValid, GLenum returnValue)
{}

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

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

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

CallCapture CaptureGetProgramInfoLog(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     GLsizei bufSize,
                                     GLsizei *length,
                                     GLchar *infoLog)
{}

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

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

CallCapture CaptureGetShaderInfoLog(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID shaderPacked,
                                    GLsizei bufSize,
                                    GLsizei *length,
                                    GLchar *infoLog)
{}

CallCapture CaptureGetShaderPrecisionFormat(const State &glState,
                                            bool isCallValid,
                                            GLenum shadertype,
                                            GLenum precisiontype,
                                            GLint *range,
                                            GLint *precision)
{}

CallCapture CaptureGetShaderSource(const State &glState,
                                   bool isCallValid,
                                   ShaderProgramID shaderPacked,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLchar *source)
{}

CallCapture CaptureGetShaderiv(const State &glState,
                               bool isCallValid,
                               ShaderProgramID shaderPacked,
                               GLenum pname,
                               GLint *params)
{}

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

CallCapture CaptureGetTexParameterfv(const State &glState,
                                     bool isCallValid,
                                     TextureType targetPacked,
                                     GLenum pname,
                                     GLfloat *params)
{}

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

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

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

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

CallCapture CaptureGetVertexAttribPointerv(const State &glState,
                                           bool isCallValid,
                                           GLuint index,
                                           GLenum pname,
                                           void **pointer)
{}

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

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

CallCapture CaptureHint(const State &glState, bool isCallValid, GLenum target, GLenum mode)
{}

CallCapture CaptureIsBuffer(const State &glState,
                            bool isCallValid,
                            BufferID bufferPacked,
                            GLboolean returnValue)
{}

CallCapture CaptureIsEnabled(const State &glState,
                             bool isCallValid,
                             GLenum cap,
                             GLboolean returnValue)
{}

CallCapture CaptureIsFramebuffer(const State &glState,
                                 bool isCallValid,
                                 FramebufferID framebufferPacked,
                                 GLboolean returnValue)
{}

CallCapture CaptureIsProgram(const State &glState,
                             bool isCallValid,
                             ShaderProgramID programPacked,
                             GLboolean returnValue)
{}

CallCapture CaptureIsRenderbuffer(const State &glState,
                                  bool isCallValid,
                                  RenderbufferID renderbufferPacked,
                                  GLboolean returnValue)
{}

CallCapture CaptureIsShader(const State &glState,
                            bool isCallValid,
                            ShaderProgramID shaderPacked,
                            GLboolean returnValue)
{}

CallCapture CaptureIsTexture(const State &glState,
                             bool isCallValid,
                             TextureID texturePacked,
                             GLboolean returnValue)
{}

CallCapture CaptureLineWidth(const State &glState, bool isCallValid, GLfloat width)
{}

CallCapture CaptureLinkProgram(const State &glState,
                               bool isCallValid,
                               ShaderProgramID programPacked)
{}

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

CallCapture CapturePolygonOffset(const State &glState,
                                 bool isCallValid,
                                 GLfloat factor,
                                 GLfloat units)
{}

CallCapture CaptureReadPixels(const State &glState,
                              bool isCallValid,
                              GLint x,
                              GLint y,
                              GLsizei width,
                              GLsizei height,
                              GLenum format,
                              GLenum type,
                              void *pixels)
{}

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

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

CallCapture CaptureSampleCoverage(const State &glState,
                                  bool isCallValid,
                                  GLfloat value,
                                  GLboolean invert)
{}

CallCapture CaptureScissor(const State &glState,
                           bool isCallValid,
                           GLint x,
                           GLint y,
                           GLsizei width,
                           GLsizei height)
{}

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

CallCapture CaptureShaderSource(const State &glState,
                                bool isCallValid,
                                ShaderProgramID shaderPacked,
                                GLsizei count,
                                const GLchar *const *string,
                                const GLint *length)
{}

CallCapture CaptureStencilFunc(const State &glState,
                               bool isCallValid,
                               GLenum func,
                               GLint ref,
                               GLuint mask)
{}

CallCapture CaptureStencilFuncSeparate(const State &glState,
                                       bool isCallValid,
                                       GLenum face,
                                       GLenum func,
                                       GLint ref,
                                       GLuint mask)
{}

CallCapture CaptureStencilMask(const State &glState, bool isCallValid, GLuint mask)
{}

CallCapture CaptureStencilMaskSeparate(const State &glState,
                                       bool isCallValid,
                                       GLenum face,
                                       GLuint mask)
{}

CallCapture CaptureStencilOp(const State &glState,
                             bool isCallValid,
                             GLenum fail,
                             GLenum zfail,
                             GLenum zpass)
{}

CallCapture CaptureStencilOpSeparate(const State &glState,
                                     bool isCallValid,
                                     GLenum face,
                                     GLenum sfail,
                                     GLenum dpfail,
                                     GLenum dppass)
{}

CallCapture CaptureTexImage2D(const State &glState,
                              bool isCallValid,
                              TextureTarget targetPacked,
                              GLint level,
                              GLint internalformat,
                              GLsizei width,
                              GLsizei height,
                              GLint border,
                              GLenum format,
                              GLenum type,
                              const void *pixels)
{}

CallCapture CaptureTexParameterf(const State &glState,
                                 bool isCallValid,
                                 TextureType targetPacked,
                                 GLenum pname,
                                 GLfloat param)
{}

CallCapture CaptureTexParameterfv(const State &glState,
                                  bool isCallValid,
                                  TextureType targetPacked,
                                  GLenum pname,
                                  const GLfloat *params)
{}

CallCapture CaptureTexParameteri(const State &glState,
                                 bool isCallValid,
                                 TextureType targetPacked,
                                 GLenum pname,
                                 GLint param)
{}

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

CallCapture CaptureTexSubImage2D(const State &glState,
                                 bool isCallValid,
                                 TextureTarget targetPacked,
                                 GLint level,
                                 GLint xoffset,
                                 GLint yoffset,
                                 GLsizei width,
                                 GLsizei height,
                                 GLenum format,
                                 GLenum type,
                                 const void *pixels)
{}

CallCapture CaptureUniform1f(const State &glState,
                             bool isCallValid,
                             UniformLocation locationPacked,
                             GLfloat v0)
{}

CallCapture CaptureUniform1fv(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLsizei count,
                              const GLfloat *value)
{}

CallCapture CaptureUniform1i(const State &glState,
                             bool isCallValid,
                             UniformLocation locationPacked,
                             GLint v0)
{}

CallCapture CaptureUniform1iv(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLsizei count,
                              const GLint *value)
{}

CallCapture CaptureUniform2f(const State &glState,
                             bool isCallValid,
                             UniformLocation locationPacked,
                             GLfloat v0,
                             GLfloat v1)
{}

CallCapture CaptureUniform2fv(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLsizei count,
                              const GLfloat *value)
{}

CallCapture CaptureUniform2i(const State &glState,
                             bool isCallValid,
                             UniformLocation locationPacked,
                             GLint v0,
                             GLint v1)
{}

CallCapture CaptureUniform2iv(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLsizei count,
                              const GLint *value)
{}

CallCapture CaptureUniform3f(const State &glState,
                             bool isCallValid,
                             UniformLocation locationPacked,
                             GLfloat v0,
                             GLfloat v1,
                             GLfloat v2)
{}

CallCapture CaptureUniform3fv(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLsizei count,
                              const GLfloat *value)
{}

CallCapture CaptureUniform3i(const State &glState,
                             bool isCallValid,
                             UniformLocation locationPacked,
                             GLint v0,
                             GLint v1,
                             GLint v2)
{}

CallCapture CaptureUniform3iv(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLsizei count,
                              const GLint *value)
{}

CallCapture CaptureUniform4f(const State &glState,
                             bool isCallValid,
                             UniformLocation locationPacked,
                             GLfloat v0,
                             GLfloat v1,
                             GLfloat v2,
                             GLfloat v3)
{}

CallCapture CaptureUniform4fv(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLsizei count,
                              const GLfloat *value)
{}

CallCapture CaptureUniform4i(const State &glState,
                             bool isCallValid,
                             UniformLocation locationPacked,
                             GLint v0,
                             GLint v1,
                             GLint v2,
                             GLint v3)
{}

CallCapture CaptureUniform4iv(const State &glState,
                              bool isCallValid,
                              UniformLocation locationPacked,
                              GLsizei count,
                              const GLint *value)
{}

CallCapture CaptureUniformMatrix2fv(const State &glState,
                                    bool isCallValid,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value)
{}

CallCapture CaptureUniformMatrix3fv(const State &glState,
                                    bool isCallValid,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value)
{}

CallCapture CaptureUniformMatrix4fv(const State &glState,
                                    bool isCallValid,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLfloat *value)
{}

CallCapture CaptureUseProgram(const State &glState, bool isCallValid, ShaderProgramID programPacked)
{}

CallCapture CaptureValidateProgram(const State &glState,
                                   bool isCallValid,
                                   ShaderProgramID programPacked)
{}

CallCapture CaptureVertexAttrib1f(const State &glState, bool isCallValid, GLuint index, GLfloat x)
{}

CallCapture CaptureVertexAttrib1fv(const State &glState,
                                   bool isCallValid,
                                   GLuint index,
                                   const GLfloat *v)
{}

CallCapture CaptureVertexAttrib2f(const State &glState,
                                  bool isCallValid,
                                  GLuint index,
                                  GLfloat x,
                                  GLfloat y)
{}

CallCapture CaptureVertexAttrib2fv(const State &glState,
                                   bool isCallValid,
                                   GLuint index,
                                   const GLfloat *v)
{}

CallCapture CaptureVertexAttrib3f(const State &glState,
                                  bool isCallValid,
                                  GLuint index,
                                  GLfloat x,
                                  GLfloat y,
                                  GLfloat z)
{}

CallCapture CaptureVertexAttrib3fv(const State &glState,
                                   bool isCallValid,
                                   GLuint index,
                                   const GLfloat *v)
{}

CallCapture CaptureVertexAttrib4f(const State &glState,
                                  bool isCallValid,
                                  GLuint index,
                                  GLfloat x,
                                  GLfloat y,
                                  GLfloat z,
                                  GLfloat w)
{}

CallCapture CaptureVertexAttrib4fv(const State &glState,
                                   bool isCallValid,
                                   GLuint index,
                                   const GLfloat *v)
{}

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

CallCapture CaptureViewport(const State &glState,
                            bool isCallValid,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height)
{}

}  // namespace gl