#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)
{ … }
}