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_3_1_autogen.h:
//   Capture functions for the OpenGL ES 3.1 entry points.
#ifndef LIBANGLE_CAPTURE_GLES_3_1_AUTOGEN_H_
#define LIBANGLE_CAPTURE_GLES_3_1_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 CaptureActiveShaderProgram(const State &glState,
                                              bool isCallValid,
                                              ProgramPipelineID pipelinePacked,
                                              ShaderProgramID programPacked);
angle::CallCapture CaptureBindImageTexture(const State &glState,
                                           bool isCallValid,
                                           GLuint unit,
                                           TextureID texturePacked,
                                           GLint level,
                                           GLboolean layered,
                                           GLint layer,
                                           GLenum access,
                                           GLenum format);
angle::CallCapture CaptureBindProgramPipeline(const State &glState,
                                              bool isCallValid,
                                              ProgramPipelineID pipelinePacked);
angle::CallCapture CaptureBindVertexBuffer(const State &glState,
                                           bool isCallValid,
                                           GLuint bindingindex,
                                           BufferID bufferPacked,
                                           GLintptr offset,
                                           GLsizei stride);
angle::CallCapture CaptureCreateShaderProgramv(const State &glState,
                                               bool isCallValid,
                                               ShaderType typePacked,
                                               GLsizei count,
                                               const GLchar *const *strings,
                                               GLuint returnValue);
angle::CallCapture CaptureDeleteProgramPipelines(const State &glState,
                                                 bool isCallValid,
                                                 GLsizei n,
                                                 const ProgramPipelineID *pipelinesPacked);
angle::CallCapture CaptureDispatchCompute(const State &glState,
                                          bool isCallValid,
                                          GLuint num_groups_x,
                                          GLuint num_groups_y,
                                          GLuint num_groups_z);
angle::CallCapture CaptureDispatchComputeIndirect(const State &glState,
                                                  bool isCallValid,
                                                  GLintptr indirect);
angle::CallCapture CaptureDrawArraysIndirect(const State &glState,
                                             bool isCallValid,
                                             PrimitiveMode modePacked,
                                             const void *indirect);
angle::CallCapture CaptureDrawElementsIndirect(const State &glState,
                                               bool isCallValid,
                                               PrimitiveMode modePacked,
                                               DrawElementsType typePacked,
                                               const void *indirect);
angle::CallCapture CaptureFramebufferParameteri(const State &glState,
                                                bool isCallValid,
                                                GLenum target,
                                                GLenum pname,
                                                GLint param);
angle::CallCapture CaptureGenProgramPipelines(const State &glState,
                                              bool isCallValid,
                                              GLsizei n,
                                              ProgramPipelineID *pipelinesPacked);
angle::CallCapture CaptureGetBooleani_v(const State &glState,
                                        bool isCallValid,
                                        GLenum target,
                                        GLuint index,
                                        GLboolean *data);
angle::CallCapture CaptureGetFramebufferParameteriv(const State &glState,
                                                    bool isCallValid,
                                                    GLenum target,
                                                    GLenum pname,
                                                    GLint *params);
angle::CallCapture CaptureGetMultisamplefv(const State &glState,
                                           bool isCallValid,
                                           GLenum pname,
                                           GLuint index,
                                           GLfloat *val);
angle::CallCapture CaptureGetProgramInterfaceiv(const State &glState,
                                                bool isCallValid,
                                                ShaderProgramID programPacked,
                                                GLenum programInterface,
                                                GLenum pname,
                                                GLint *params);
angle::CallCapture CaptureGetProgramPipelineInfoLog(const State &glState,
                                                    bool isCallValid,
                                                    ProgramPipelineID pipelinePacked,
                                                    GLsizei bufSize,
                                                    GLsizei *length,
                                                    GLchar *infoLog);
angle::CallCapture CaptureGetProgramPipelineiv(const State &glState,
                                               bool isCallValid,
                                               ProgramPipelineID pipelinePacked,
                                               GLenum pname,
                                               GLint *params);
angle::CallCapture CaptureGetProgramResourceIndex(const State &glState,
                                                  bool isCallValid,
                                                  ShaderProgramID programPacked,
                                                  GLenum programInterface,
                                                  const GLchar *name,
                                                  GLuint returnValue);
angle::CallCapture CaptureGetProgramResourceLocation(const State &glState,
                                                     bool isCallValid,
                                                     ShaderProgramID programPacked,
                                                     GLenum programInterface,
                                                     const GLchar *name,
                                                     GLint returnValue);
angle::CallCapture CaptureGetProgramResourceName(const State &glState,
                                                 bool isCallValid,
                                                 ShaderProgramID programPacked,
                                                 GLenum programInterface,
                                                 GLuint index,
                                                 GLsizei bufSize,
                                                 GLsizei *length,
                                                 GLchar *name);
angle::CallCapture CaptureGetProgramResourceiv(const State &glState,
                                               bool isCallValid,
                                               ShaderProgramID programPacked,
                                               GLenum programInterface,
                                               GLuint index,
                                               GLsizei propCount,
                                               const GLenum *props,
                                               GLsizei count,
                                               GLsizei *length,
                                               GLint *params);
angle::CallCapture CaptureGetTexLevelParameterfv(const State &glState,
                                                 bool isCallValid,
                                                 TextureTarget targetPacked,
                                                 GLint level,
                                                 GLenum pname,
                                                 GLfloat *params);
angle::CallCapture CaptureGetTexLevelParameteriv(const State &glState,
                                                 bool isCallValid,
                                                 TextureTarget targetPacked,
                                                 GLint level,
                                                 GLenum pname,
                                                 GLint *params);
angle::CallCapture CaptureIsProgramPipeline(const State &glState,
                                            bool isCallValid,
                                            ProgramPipelineID pipelinePacked,
                                            GLboolean returnValue);
angle::CallCapture CaptureMemoryBarrier(const State &glState,
                                        bool isCallValid,
                                        GLbitfield barriers);
angle::CallCapture CaptureMemoryBarrierByRegion(const State &glState,
                                                bool isCallValid,
                                                GLbitfield barriers);
angle::CallCapture CaptureProgramUniform1f(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLfloat v0);
angle::CallCapture CaptureProgramUniform1fv(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            const GLfloat *value);
angle::CallCapture CaptureProgramUniform1i(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLint v0);
angle::CallCapture CaptureProgramUniform1iv(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            const GLint *value);
angle::CallCapture CaptureProgramUniform1ui(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLuint v0);
angle::CallCapture CaptureProgramUniform1uiv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             const GLuint *value);
angle::CallCapture CaptureProgramUniform2f(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLfloat v0,
                                           GLfloat v1);
angle::CallCapture CaptureProgramUniform2fv(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            const GLfloat *value);
angle::CallCapture CaptureProgramUniform2i(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLint v0,
                                           GLint v1);
angle::CallCapture CaptureProgramUniform2iv(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            const GLint *value);
angle::CallCapture CaptureProgramUniform2ui(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLuint v0,
                                            GLuint v1);
angle::CallCapture CaptureProgramUniform2uiv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             const GLuint *value);
angle::CallCapture CaptureProgramUniform3f(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLfloat v0,
                                           GLfloat v1,
                                           GLfloat v2);
angle::CallCapture CaptureProgramUniform3fv(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            const GLfloat *value);
angle::CallCapture CaptureProgramUniform3i(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLint v0,
                                           GLint v1,
                                           GLint v2);
angle::CallCapture CaptureProgramUniform3iv(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            const GLint *value);
angle::CallCapture CaptureProgramUniform3ui(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLuint v0,
                                            GLuint v1,
                                            GLuint v2);
angle::CallCapture CaptureProgramUniform3uiv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             const GLuint *value);
angle::CallCapture CaptureProgramUniform4f(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLfloat v0,
                                           GLfloat v1,
                                           GLfloat v2,
                                           GLfloat v3);
angle::CallCapture CaptureProgramUniform4fv(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            const GLfloat *value);
angle::CallCapture CaptureProgramUniform4i(const State &glState,
                                           bool isCallValid,
                                           ShaderProgramID programPacked,
                                           UniformLocation locationPacked,
                                           GLint v0,
                                           GLint v1,
                                           GLint v2,
                                           GLint v3);
angle::CallCapture CaptureProgramUniform4iv(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            const GLint *value);
angle::CallCapture CaptureProgramUniform4ui(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLuint v0,
                                            GLuint v1,
                                            GLuint v2,
                                            GLuint v3);
angle::CallCapture CaptureProgramUniform4uiv(const State &glState,
                                             bool isCallValid,
                                             ShaderProgramID programPacked,
                                             UniformLocation locationPacked,
                                             GLsizei count,
                                             const GLuint *value);
angle::CallCapture CaptureProgramUniformMatrix2fv(const State &glState,
                                                  bool isCallValid,
                                                  ShaderProgramID programPacked,
                                                  UniformLocation locationPacked,
                                                  GLsizei count,
                                                  GLboolean transpose,
                                                  const GLfloat *value);
angle::CallCapture CaptureProgramUniformMatrix2x3fv(const State &glState,
                                                    bool isCallValid,
                                                    ShaderProgramID programPacked,
                                                    UniformLocation locationPacked,
                                                    GLsizei count,
                                                    GLboolean transpose,
                                                    const GLfloat *value);
angle::CallCapture CaptureProgramUniformMatrix2x4fv(const State &glState,
                                                    bool isCallValid,
                                                    ShaderProgramID programPacked,
                                                    UniformLocation locationPacked,
                                                    GLsizei count,
                                                    GLboolean transpose,
                                                    const GLfloat *value);
angle::CallCapture CaptureProgramUniformMatrix3fv(const State &glState,
                                                  bool isCallValid,
                                                  ShaderProgramID programPacked,
                                                  UniformLocation locationPacked,
                                                  GLsizei count,
                                                  GLboolean transpose,
                                                  const GLfloat *value);
angle::CallCapture CaptureProgramUniformMatrix3x2fv(const State &glState,
                                                    bool isCallValid,
                                                    ShaderProgramID programPacked,
                                                    UniformLocation locationPacked,
                                                    GLsizei count,
                                                    GLboolean transpose,
                                                    const GLfloat *value);
angle::CallCapture CaptureProgramUniformMatrix3x4fv(const State &glState,
                                                    bool isCallValid,
                                                    ShaderProgramID programPacked,
                                                    UniformLocation locationPacked,
                                                    GLsizei count,
                                                    GLboolean transpose,
                                                    const GLfloat *value);
angle::CallCapture CaptureProgramUniformMatrix4fv(const State &glState,
                                                  bool isCallValid,
                                                  ShaderProgramID programPacked,
                                                  UniformLocation locationPacked,
                                                  GLsizei count,
                                                  GLboolean transpose,
                                                  const GLfloat *value);
angle::CallCapture CaptureProgramUniformMatrix4x2fv(const State &glState,
                                                    bool isCallValid,
                                                    ShaderProgramID programPacked,
                                                    UniformLocation locationPacked,
                                                    GLsizei count,
                                                    GLboolean transpose,
                                                    const GLfloat *value);
angle::CallCapture CaptureProgramUniformMatrix4x3fv(const State &glState,
                                                    bool isCallValid,
                                                    ShaderProgramID programPacked,
                                                    UniformLocation locationPacked,
                                                    GLsizei count,
                                                    GLboolean transpose,
                                                    const GLfloat *value);
angle::CallCapture CaptureSampleMaski(const State &glState,
                                      bool isCallValid,
                                      GLuint maskNumber,
                                      GLbitfield mask);
angle::CallCapture CaptureTexStorage2DMultisample(const State &glState,
                                                  bool isCallValid,
                                                  TextureType targetPacked,
                                                  GLsizei samples,
                                                  GLenum internalformat,
                                                  GLsizei width,
                                                  GLsizei height,
                                                  GLboolean fixedsamplelocations);
angle::CallCapture CaptureUseProgramStages(const State &glState,
                                           bool isCallValid,
                                           ProgramPipelineID pipelinePacked,
                                           GLbitfield stages,
                                           ShaderProgramID programPacked);
angle::CallCapture CaptureValidateProgramPipeline(const State &glState,
                                                  bool isCallValid,
                                                  ProgramPipelineID pipelinePacked);
angle::CallCapture CaptureVertexAttribBinding(const State &glState,
                                              bool isCallValid,
                                              GLuint attribindex,
                                              GLuint bindingindex);
angle::CallCapture CaptureVertexAttribFormat(const State &glState,
                                             bool isCallValid,
                                             GLuint attribindex,
                                             GLint size,
                                             VertexAttribType typePacked,
                                             GLboolean normalized,
                                             GLuint relativeoffset);
angle::CallCapture CaptureVertexAttribIFormat(const State &glState,
                                              bool isCallValid,
                                              GLuint attribindex,
                                              GLint size,
                                              VertexAttribType typePacked,
                                              GLuint relativeoffset);
angle::CallCapture CaptureVertexBindingDivisor(const State &glState,
                                               bool isCallValid,
                                               GLuint bindingindex,
                                               GLuint divisor);
// Parameter Captures
void CaptureCreateShaderProgramv_strings(const State &glState,
                                         bool isCallValid,
                                         ShaderType typePacked,
                                         GLsizei count,
                                         const GLchar *const *strings,
                                         angle::ParamCapture *paramCapture);
void CaptureDeleteProgramPipelines_pipelinesPacked(const State &glState,
                                                   bool isCallValid,
                                                   GLsizei n,
                                                   const ProgramPipelineID *pipelinesPacked,
                                                   angle::ParamCapture *paramCapture);
void CaptureDrawArraysIndirect_indirect(const State &glState,
                                        bool isCallValid,
                                        PrimitiveMode modePacked,
                                        const void *indirect,
                                        angle::ParamCapture *paramCapture);
void CaptureDrawElementsIndirect_indirect(const State &glState,
                                          bool isCallValid,
                                          PrimitiveMode modePacked,
                                          DrawElementsType typePacked,
                                          const void *indirect,
                                          angle::ParamCapture *paramCapture);
void CaptureGenProgramPipelines_pipelinesPacked(const State &glState,
                                                bool isCallValid,
                                                GLsizei n,
                                                ProgramPipelineID *pipelinesPacked,
                                                angle::ParamCapture *paramCapture);
void CaptureGetBooleani_v_data(const State &glState,
                               bool isCallValid,
                               GLenum target,
                               GLuint index,
                               GLboolean *data,
                               angle::ParamCapture *paramCapture);
void CaptureGetFramebufferParameteriv_params(const State &glState,
                                             bool isCallValid,
                                             GLenum target,
                                             GLenum pname,
                                             GLint *params,
                                             angle::ParamCapture *paramCapture);
void CaptureGetMultisamplefv_val(const State &glState,
                                 bool isCallValid,
                                 GLenum pname,
                                 GLuint index,
                                 GLfloat *val,
                                 angle::ParamCapture *paramCapture);
void CaptureGetProgramInterfaceiv_params(const State &glState,
                                         bool isCallValid,
                                         ShaderProgramID programPacked,
                                         GLenum programInterface,
                                         GLenum pname,
                                         GLint *params,
                                         angle::ParamCapture *paramCapture);
void CaptureGetProgramPipelineInfoLog_length(const State &glState,
                                             bool isCallValid,
                                             ProgramPipelineID pipelinePacked,
                                             GLsizei bufSize,
                                             GLsizei *length,
                                             GLchar *infoLog,
                                             angle::ParamCapture *paramCapture);
void CaptureGetProgramPipelineInfoLog_infoLog(const State &glState,
                                              bool isCallValid,
                                              ProgramPipelineID pipelinePacked,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              GLchar *infoLog,
                                              angle::ParamCapture *paramCapture);
void CaptureGetProgramPipelineiv_params(const State &glState,
                                        bool isCallValid,
                                        ProgramPipelineID pipelinePacked,
                                        GLenum pname,
                                        GLint *params,
                                        angle::ParamCapture *paramCapture);
void CaptureGetProgramResourceIndex_name(const State &glState,
                                         bool isCallValid,
                                         ShaderProgramID programPacked,
                                         GLenum programInterface,
                                         const GLchar *name,
                                         angle::ParamCapture *paramCapture);
void CaptureGetProgramResourceLocation_name(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            GLenum programInterface,
                                            const GLchar *name,
                                            angle::ParamCapture *paramCapture);
void CaptureGetProgramResourceName_length(const State &glState,
                                          bool isCallValid,
                                          ShaderProgramID programPacked,
                                          GLenum programInterface,
                                          GLuint index,
                                          GLsizei bufSize,
                                          GLsizei *length,
                                          GLchar *name,
                                          angle::ParamCapture *paramCapture);
void CaptureGetProgramResourceName_name(const State &glState,
                                        bool isCallValid,
                                        ShaderProgramID programPacked,
                                        GLenum programInterface,
                                        GLuint index,
                                        GLsizei bufSize,
                                        GLsizei *length,
                                        GLchar *name,
                                        angle::ParamCapture *paramCapture);
void CaptureGetProgramResourceiv_props(const State &glState,
                                       bool isCallValid,
                                       ShaderProgramID programPacked,
                                       GLenum programInterface,
                                       GLuint index,
                                       GLsizei propCount,
                                       const GLenum *props,
                                       GLsizei count,
                                       GLsizei *length,
                                       GLint *params,
                                       angle::ParamCapture *paramCapture);
void CaptureGetProgramResourceiv_length(const State &glState,
                                        bool isCallValid,
                                        ShaderProgramID programPacked,
                                        GLenum programInterface,
                                        GLuint index,
                                        GLsizei propCount,
                                        const GLenum *props,
                                        GLsizei count,
                                        GLsizei *length,
                                        GLint *params,
                                        angle::ParamCapture *paramCapture);
void CaptureGetProgramResourceiv_params(const State &glState,
                                        bool isCallValid,
                                        ShaderProgramID programPacked,
                                        GLenum programInterface,
                                        GLuint index,
                                        GLsizei propCount,
                                        const GLenum *props,
                                        GLsizei count,
                                        GLsizei *length,
                                        GLint *params,
                                        angle::ParamCapture *paramCapture);
void CaptureGetTexLevelParameterfv_params(const State &glState,
                                          bool isCallValid,
                                          TextureTarget targetPacked,
                                          GLint level,
                                          GLenum pname,
                                          GLfloat *params,
                                          angle::ParamCapture *paramCapture);
void CaptureGetTexLevelParameteriv_params(const State &glState,
                                          bool isCallValid,
                                          TextureTarget targetPacked,
                                          GLint level,
                                          GLenum pname,
                                          GLint *params,
                                          angle::ParamCapture *paramCapture);
void CaptureProgramUniform1fv_value(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLfloat *value,
                                    angle::ParamCapture *paramCapture);
void CaptureProgramUniform1iv_value(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLint *value,
                                    angle::ParamCapture *paramCapture);
void CaptureProgramUniform1uiv_value(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLuint *value,
                                     angle::ParamCapture *paramCapture);
void CaptureProgramUniform2fv_value(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLfloat *value,
                                    angle::ParamCapture *paramCapture);
void CaptureProgramUniform2iv_value(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLint *value,
                                    angle::ParamCapture *paramCapture);
void CaptureProgramUniform2uiv_value(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLuint *value,
                                     angle::ParamCapture *paramCapture);
void CaptureProgramUniform3fv_value(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLfloat *value,
                                    angle::ParamCapture *paramCapture);
void CaptureProgramUniform3iv_value(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLint *value,
                                    angle::ParamCapture *paramCapture);
void CaptureProgramUniform3uiv_value(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLuint *value,
                                     angle::ParamCapture *paramCapture);
void CaptureProgramUniform4fv_value(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLfloat *value,
                                    angle::ParamCapture *paramCapture);
void CaptureProgramUniform4iv_value(const State &glState,
                                    bool isCallValid,
                                    ShaderProgramID programPacked,
                                    UniformLocation locationPacked,
                                    GLsizei count,
                                    const GLint *value,
                                    angle::ParamCapture *paramCapture);
void CaptureProgramUniform4uiv_value(const State &glState,
                                     bool isCallValid,
                                     ShaderProgramID programPacked,
                                     UniformLocation locationPacked,
                                     GLsizei count,
                                     const GLuint *value,
                                     angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix2fv_value(const State &glState,
                                          bool isCallValid,
                                          ShaderProgramID programPacked,
                                          UniformLocation locationPacked,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value,
                                          angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix2x3fv_value(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value,
                                            angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix2x4fv_value(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value,
                                            angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix3fv_value(const State &glState,
                                          bool isCallValid,
                                          ShaderProgramID programPacked,
                                          UniformLocation locationPacked,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value,
                                          angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix3x2fv_value(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value,
                                            angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix3x4fv_value(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value,
                                            angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix4fv_value(const State &glState,
                                          bool isCallValid,
                                          ShaderProgramID programPacked,
                                          UniformLocation locationPacked,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value,
                                          angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix4x2fv_value(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value,
                                            angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix4x3fv_value(const State &glState,
                                            bool isCallValid,
                                            ShaderProgramID programPacked,
                                            UniformLocation locationPacked,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value,
                                            angle::ParamCapture *paramCapture);
}  // namespace gl
#endif  // LIBANGLE_CAPTURE_GLES_3_1_AUTOGEN_H_