Hash :
c0d806b4
Author :
Date :
2025-02-10T23:01:33
CL: OpenCL support for ANGLE Capture/Replay Implementation of OpenCL Capture/Replay tool in ANGLE. Brief notes about the change: - Most meaningful changes for the capture process are made in src/libANGLE/capture/ - Most meaningful changes for replay are made in util/capture/ and src/tests/perf_tests/ - Many autogenerated files are changed/added to allow the capture of OpenCL objects & calls - The following applications were captured/replayed: benchmark_model, GeekBench Compute, GeekBench ML, AI-Benchmark, various OCL CTS tests - End2end test added to capture_tests. CapturedTestCL.MultiFrameCL/ES3_Vulkan Bug: angleproject:383841335 Change-Id: I55fdaa6cd6c7ba740aaa2351e4d29050059d6d1d Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6102105 Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com>
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// 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.h:
// Capture functions for the OpenGL ES 2.0 entry points.
#ifndef LIBANGLE_CAPTURE_GLES_2_0_AUTOGEN_H_
#define LIBANGLE_CAPTURE_GLES_2_0_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "libANGLE/capture/FrameCapture.h"
#ifdef ANGLE_ENABLE_CL
# include "common/PackedCLEnums_autogen.h"
#endif
namespace gl
{
// Method Captures
angle::CallCapture CaptureActiveTexture(const State &glState, bool isCallValid, GLenum texture);
angle::CallCapture CaptureAttachShader(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
ShaderProgramID shaderPacked);
angle::CallCapture CaptureBindAttribLocation(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
const GLchar *name);
angle::CallCapture CaptureBindBuffer(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
BufferID bufferPacked);
angle::CallCapture CaptureBindFramebuffer(const State &glState,
bool isCallValid,
GLenum target,
FramebufferID framebufferPacked);
angle::CallCapture CaptureBindRenderbuffer(const State &glState,
bool isCallValid,
GLenum target,
RenderbufferID renderbufferPacked);
angle::CallCapture CaptureBindTexture(const State &glState,
bool isCallValid,
TextureType targetPacked,
TextureID texturePacked);
angle::CallCapture CaptureBlendColor(const State &glState,
bool isCallValid,
GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
angle::CallCapture CaptureBlendEquation(const State &glState, bool isCallValid, GLenum mode);
angle::CallCapture CaptureBlendEquationSeparate(const State &glState,
bool isCallValid,
GLenum modeRGB,
GLenum modeAlpha);
angle::CallCapture CaptureBlendFunc(const State &glState,
bool isCallValid,
GLenum sfactor,
GLenum dfactor);
angle::CallCapture CaptureBlendFuncSeparate(const State &glState,
bool isCallValid,
GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha);
angle::CallCapture CaptureBufferData(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
BufferUsage usagePacked);
angle::CallCapture CaptureBufferSubData(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr size,
const void *data);
angle::CallCapture CaptureCheckFramebufferStatus(const State &glState,
bool isCallValid,
GLenum target,
GLenum returnValue);
angle::CallCapture CaptureClear(const State &glState, bool isCallValid, GLbitfield mask);
angle::CallCapture CaptureClearColor(const State &glState,
bool isCallValid,
GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
angle::CallCapture CaptureClearDepthf(const State &glState, bool isCallValid, GLfloat d);
angle::CallCapture CaptureClearStencil(const State &glState, bool isCallValid, GLint s);
angle::CallCapture CaptureColorMask(const State &glState,
bool isCallValid,
GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
angle::CallCapture CaptureCompileShader(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked);
angle::CallCapture CaptureCompressedTexImage2D(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data);
angle::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);
angle::CallCapture CaptureCopyTexImage2D(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
angle::CallCapture CaptureCopyTexSubImage2D(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureCreateProgram(const State &glState, bool isCallValid, GLuint returnValue);
angle::CallCapture CaptureCreateShader(const State &glState,
bool isCallValid,
ShaderType typePacked,
GLuint returnValue);
angle::CallCapture CaptureCullFace(const State &glState, bool isCallValid, CullFaceMode modePacked);
angle::CallCapture CaptureDeleteBuffers(const State &glState,
bool isCallValid,
GLsizei n,
const BufferID *buffersPacked);
angle::CallCapture CaptureDeleteFramebuffers(const State &glState,
bool isCallValid,
GLsizei n,
const FramebufferID *framebuffersPacked);
angle::CallCapture CaptureDeleteProgram(const State &glState,
bool isCallValid,
ShaderProgramID programPacked);
angle::CallCapture CaptureDeleteRenderbuffers(const State &glState,
bool isCallValid,
GLsizei n,
const RenderbufferID *renderbuffersPacked);
angle::CallCapture CaptureDeleteShader(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked);
angle::CallCapture CaptureDeleteTextures(const State &glState,
bool isCallValid,
GLsizei n,
const TextureID *texturesPacked);
angle::CallCapture CaptureDepthFunc(const State &glState, bool isCallValid, GLenum func);
angle::CallCapture CaptureDepthMask(const State &glState, bool isCallValid, GLboolean flag);
angle::CallCapture CaptureDepthRangef(const State &glState, bool isCallValid, GLfloat n, GLfloat f);
angle::CallCapture CaptureDetachShader(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
ShaderProgramID shaderPacked);
angle::CallCapture CaptureDisable(const State &glState, bool isCallValid, GLenum cap);
angle::CallCapture CaptureDisableVertexAttribArray(const State &glState,
bool isCallValid,
GLuint index);
angle::CallCapture CaptureDrawArrays(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLint first,
GLsizei count);
angle::CallCapture CaptureDrawElements(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices);
angle::CallCapture CaptureEnable(const State &glState, bool isCallValid, GLenum cap);
angle::CallCapture CaptureEnableVertexAttribArray(const State &glState,
bool isCallValid,
GLuint index);
angle::CallCapture CaptureFinish(const State &glState, bool isCallValid);
angle::CallCapture CaptureFlush(const State &glState, bool isCallValid);
angle::CallCapture CaptureFramebufferRenderbuffer(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbufferPacked);
angle::CallCapture CaptureFramebufferTexture2D(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level);
angle::CallCapture CaptureFrontFace(const State &glState, bool isCallValid, GLenum mode);
angle::CallCapture CaptureGenBuffers(const State &glState,
bool isCallValid,
GLsizei n,
BufferID *buffersPacked);
angle::CallCapture CaptureGenFramebuffers(const State &glState,
bool isCallValid,
GLsizei n,
FramebufferID *framebuffersPacked);
angle::CallCapture CaptureGenRenderbuffers(const State &glState,
bool isCallValid,
GLsizei n,
RenderbufferID *renderbuffersPacked);
angle::CallCapture CaptureGenTextures(const State &glState,
bool isCallValid,
GLsizei n,
TextureID *texturesPacked);
angle::CallCapture CaptureGenerateMipmap(const State &glState,
bool isCallValid,
TextureType targetPacked);
angle::CallCapture CaptureGetActiveAttrib(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
angle::CallCapture CaptureGetActiveUniform(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
angle::CallCapture CaptureGetAttachedShaders(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei maxCount,
GLsizei *count,
ShaderProgramID *shadersPacked);
angle::CallCapture CaptureGetAttribLocation(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
GLint returnValue);
angle::CallCapture CaptureGetBooleanv(const State &glState,
bool isCallValid,
GLenum pname,
GLboolean *data);
angle::CallCapture CaptureGetBufferParameteriv(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetError(const State &glState, bool isCallValid, GLenum returnValue);
angle::CallCapture CaptureGetFloatv(const State &glState,
bool isCallValid,
GLenum pname,
GLfloat *data);
angle::CallCapture CaptureGetFramebufferAttachmentParameteriv(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetIntegerv(const State &glState,
bool isCallValid,
GLenum pname,
GLint *data);
angle::CallCapture CaptureGetProgramInfoLog(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
angle::CallCapture CaptureGetProgramiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetRenderbufferParameteriv(const State &glState,
bool isCallValid,
GLenum target,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetShaderInfoLog(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
angle::CallCapture CaptureGetShaderPrecisionFormat(const State &glState,
bool isCallValid,
GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
angle::CallCapture CaptureGetShaderSource(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *source);
angle::CallCapture CaptureGetShaderiv(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetString(const State &glState,
bool isCallValid,
GLenum name,
const GLubyte *returnValue);
angle::CallCapture CaptureGetTexParameterfv(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
GLfloat *params);
angle::CallCapture CaptureGetTexParameteriv(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetUniformLocation(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
GLint returnValue);
angle::CallCapture CaptureGetUniformfv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLfloat *params);
angle::CallCapture CaptureGetUniformiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLint *params);
angle::CallCapture CaptureGetVertexAttribPointerv(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
void **pointer);
angle::CallCapture CaptureGetVertexAttribfv(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLfloat *params);
angle::CallCapture CaptureGetVertexAttribiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLint *params);
angle::CallCapture CaptureHint(const State &glState, bool isCallValid, GLenum target, GLenum mode);
angle::CallCapture CaptureIsBuffer(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsEnabled(const State &glState,
bool isCallValid,
GLenum cap,
GLboolean returnValue);
angle::CallCapture CaptureIsFramebuffer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsProgram(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsRenderbuffer(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsShader(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLboolean returnValue);
angle::CallCapture CaptureIsTexture(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLboolean returnValue);
angle::CallCapture CaptureLineWidth(const State &glState, bool isCallValid, GLfloat width);
angle::CallCapture CaptureLinkProgram(const State &glState,
bool isCallValid,
ShaderProgramID programPacked);
angle::CallCapture CapturePixelStorei(const State &glState,
bool isCallValid,
GLenum pname,
GLint param);
angle::CallCapture CapturePolygonOffset(const State &glState,
bool isCallValid,
GLfloat factor,
GLfloat units);
angle::CallCapture CaptureReadPixels(const State &glState,
bool isCallValid,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels);
angle::CallCapture CaptureReleaseShaderCompiler(const State &glState, bool isCallValid);
angle::CallCapture CaptureRenderbufferStorage(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureSampleCoverage(const State &glState,
bool isCallValid,
GLfloat value,
GLboolean invert);
angle::CallCapture CaptureScissor(const State &glState,
bool isCallValid,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureShaderBinary(const State &glState,
bool isCallValid,
GLsizei count,
const ShaderProgramID *shadersPacked,
GLenum binaryFormat,
const void *binary,
GLsizei length);
angle::CallCapture CaptureShaderSource(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei count,
const GLchar *const *string,
const GLint *length);
angle::CallCapture CaptureStencilFunc(const State &glState,
bool isCallValid,
GLenum func,
GLint ref,
GLuint mask);
angle::CallCapture CaptureStencilFuncSeparate(const State &glState,
bool isCallValid,
GLenum face,
GLenum func,
GLint ref,
GLuint mask);
angle::CallCapture CaptureStencilMask(const State &glState, bool isCallValid, GLuint mask);
angle::CallCapture CaptureStencilMaskSeparate(const State &glState,
bool isCallValid,
GLenum face,
GLuint mask);
angle::CallCapture CaptureStencilOp(const State &glState,
bool isCallValid,
GLenum fail,
GLenum zfail,
GLenum zpass);
angle::CallCapture CaptureStencilOpSeparate(const State &glState,
bool isCallValid,
GLenum face,
GLenum sfail,
GLenum dpfail,
GLenum dppass);
angle::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);
angle::CallCapture CaptureTexParameterf(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
GLfloat param);
angle::CallCapture CaptureTexParameterfv(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
const GLfloat *params);
angle::CallCapture CaptureTexParameteri(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
GLint param);
angle::CallCapture CaptureTexParameteriv(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
const GLint *params);
angle::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);
angle::CallCapture CaptureUniform1f(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLfloat v0);
angle::CallCapture CaptureUniform1fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value);
angle::CallCapture CaptureUniform1i(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLint v0);
angle::CallCapture CaptureUniform1iv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLint *value);
angle::CallCapture CaptureUniform2f(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLfloat v0,
GLfloat v1);
angle::CallCapture CaptureUniform2fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value);
angle::CallCapture CaptureUniform2i(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLint v0,
GLint v1);
angle::CallCapture CaptureUniform2iv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLint *value);
angle::CallCapture CaptureUniform3f(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLfloat v0,
GLfloat v1,
GLfloat v2);
angle::CallCapture CaptureUniform3fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value);
angle::CallCapture CaptureUniform3i(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLint v0,
GLint v1,
GLint v2);
angle::CallCapture CaptureUniform3iv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLint *value);
angle::CallCapture CaptureUniform4f(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
angle::CallCapture CaptureUniform4fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value);
angle::CallCapture CaptureUniform4i(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLint v0,
GLint v1,
GLint v2,
GLint v3);
angle::CallCapture CaptureUniform4iv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLint *value);
angle::CallCapture CaptureUniformMatrix2fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUniformMatrix3fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUniformMatrix4fv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
angle::CallCapture CaptureUseProgram(const State &glState,
bool isCallValid,
ShaderProgramID programPacked);
angle::CallCapture CaptureValidateProgram(const State &glState,
bool isCallValid,
ShaderProgramID programPacked);
angle::CallCapture CaptureVertexAttrib1f(const State &glState,
bool isCallValid,
GLuint index,
GLfloat x);
angle::CallCapture CaptureVertexAttrib1fv(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v);
angle::CallCapture CaptureVertexAttrib2f(const State &glState,
bool isCallValid,
GLuint index,
GLfloat x,
GLfloat y);
angle::CallCapture CaptureVertexAttrib2fv(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v);
angle::CallCapture CaptureVertexAttrib3f(const State &glState,
bool isCallValid,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat z);
angle::CallCapture CaptureVertexAttrib3fv(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v);
angle::CallCapture CaptureVertexAttrib4f(const State &glState,
bool isCallValid,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w);
angle::CallCapture CaptureVertexAttrib4fv(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v);
angle::CallCapture CaptureVertexAttribPointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
VertexAttribType typePacked,
GLboolean normalized,
GLsizei stride,
const void *pointer);
angle::CallCapture CaptureViewport(const State &glState,
bool isCallValid,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
// Parameter Captures
void CaptureBindAttribLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureBufferData_data(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
BufferUsage usagePacked,
angle::ParamCapture *paramCapture);
void CaptureBufferSubData_data(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr size,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureCompressedTexImage2D_data(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureCompressedTexSubImage2D_data(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureDeleteBuffers_buffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
const BufferID *buffersPacked,
angle::ParamCapture *paramCapture);
void CaptureDeleteFramebuffers_framebuffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
const FramebufferID *framebuffersPacked,
angle::ParamCapture *paramCapture);
void CaptureDeleteRenderbuffers_renderbuffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
const RenderbufferID *renderbuffersPacked,
angle::ParamCapture *paramCapture);
void CaptureDeleteTextures_texturesPacked(const State &glState,
bool isCallValid,
GLsizei n,
const TextureID *texturesPacked,
angle::ParamCapture *paramCapture);
void CaptureDrawElements_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
angle::ParamCapture *paramCapture);
void CaptureGenBuffers_buffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
BufferID *buffersPacked,
angle::ParamCapture *paramCapture);
void CaptureGenFramebuffers_framebuffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
FramebufferID *framebuffersPacked,
angle::ParamCapture *paramCapture);
void CaptureGenRenderbuffers_renderbuffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
RenderbufferID *renderbuffersPacked,
angle::ParamCapture *paramCapture);
void CaptureGenTextures_texturesPacked(const State &glState,
bool isCallValid,
GLsizei n,
TextureID *texturesPacked,
angle::ParamCapture *paramCapture);
void CaptureGetActiveAttrib_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveAttrib_size(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveAttrib_type(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveAttrib_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniform_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniform_size(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniform_type(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniform_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetAttachedShaders_count(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei maxCount,
GLsizei *count,
ShaderProgramID *shadersPacked,
angle::ParamCapture *paramCapture);
void CaptureGetAttachedShaders_shadersPacked(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei maxCount,
GLsizei *count,
ShaderProgramID *shadersPacked,
angle::ParamCapture *paramCapture);
void CaptureGetAttribLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetBooleanv_data(const State &glState,
bool isCallValid,
GLenum pname,
GLboolean *data,
angle::ParamCapture *paramCapture);
void CaptureGetBufferParameteriv_params(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetFloatv_data(const State &glState,
bool isCallValid,
GLenum pname,
GLfloat *data,
angle::ParamCapture *paramCapture);
void CaptureGetFramebufferAttachmentParameteriv_params(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetIntegerv_data(const State &glState,
bool isCallValid,
GLenum pname,
GLint *data,
angle::ParamCapture *paramCapture);
void CaptureGetProgramInfoLog_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog,
angle::ParamCapture *paramCapture);
void CaptureGetProgramInfoLog_infoLog(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog,
angle::ParamCapture *paramCapture);
void CaptureGetProgramiv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetRenderbufferParameteriv_params(const State &glState,
bool isCallValid,
GLenum target,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetShaderInfoLog_length(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog,
angle::ParamCapture *paramCapture);
void CaptureGetShaderInfoLog_infoLog(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog,
angle::ParamCapture *paramCapture);
void CaptureGetShaderPrecisionFormat_range(const State &glState,
bool isCallValid,
GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision,
angle::ParamCapture *paramCapture);
void CaptureGetShaderPrecisionFormat_precision(const State &glState,
bool isCallValid,
GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision,
angle::ParamCapture *paramCapture);
void CaptureGetShaderSource_length(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *source,
angle::ParamCapture *paramCapture);
void CaptureGetShaderSource_source(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *source,
angle::ParamCapture *paramCapture);
void CaptureGetShaderiv_params(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetTexParameterfv_params(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
GLfloat *params,
angle::ParamCapture *paramCapture);
void CaptureGetTexParameteriv_params(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetUniformLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetUniformfv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLfloat *params,
angle::ParamCapture *paramCapture);
void CaptureGetUniformiv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetVertexAttribPointerv_pointer(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
void **pointer,
angle::ParamCapture *paramCapture);
void CaptureGetVertexAttribfv_params(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLfloat *params,
angle::ParamCapture *paramCapture);
void CaptureGetVertexAttribiv_params(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureReadPixels_pixels(const State &glState,
bool isCallValid,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels,
angle::ParamCapture *paramCapture);
void CaptureShaderBinary_shadersPacked(const State &glState,
bool isCallValid,
GLsizei count,
const ShaderProgramID *shadersPacked,
GLenum binaryFormat,
const void *binary,
GLsizei length,
angle::ParamCapture *paramCapture);
void CaptureShaderBinary_binary(const State &glState,
bool isCallValid,
GLsizei count,
const ShaderProgramID *shadersPacked,
GLenum binaryFormat,
const void *binary,
GLsizei length,
angle::ParamCapture *paramCapture);
void CaptureShaderSource_string(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei count,
const GLchar *const *string,
const GLint *length,
angle::ParamCapture *paramCapture);
void CaptureShaderSource_length(const State &glState,
bool isCallValid,
ShaderProgramID shaderPacked,
GLsizei count,
const GLchar *const *string,
const GLint *length,
angle::ParamCapture *paramCapture);
void CaptureTexImage2D_pixels(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture);
void CaptureTexParameterfv_params(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
const GLfloat *params,
angle::ParamCapture *paramCapture);
void CaptureTexParameteriv_params(const State &glState,
bool isCallValid,
TextureType targetPacked,
GLenum pname,
const GLint *params,
angle::ParamCapture *paramCapture);
void CaptureTexSubImage2D_pixels(const State &glState,
bool isCallValid,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture);
void CaptureUniform1fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniform1iv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLint *value,
angle::ParamCapture *paramCapture);
void CaptureUniform2fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniform2iv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLint *value,
angle::ParamCapture *paramCapture);
void CaptureUniform3fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniform3iv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLint *value,
angle::ParamCapture *paramCapture);
void CaptureUniform4fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniform4iv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLint *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix2fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix3fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix4fv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureVertexAttrib1fv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttrib2fv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttrib3fv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttrib4fv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribPointer_pointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
VertexAttribType typePacked,
GLboolean normalized,
GLsizei stride,
const void *pointer,
angle::ParamCapture *paramCapture);
} // namespace gl
#endif // LIBANGLE_CAPTURE_GLES_2_0_AUTOGEN_H_