Hash :
64f41972
Author :
Date :
2022-08-25T11:16:23
Use canonical gl.xml and update enum to string function. This replaces our copy of gl.xml with the upstream canonical copy. Note that one patch is required before we can remove ANGLE's copy: https://github.com/KhronosGroup/OpenGL-Registry/pull/538 Because the upstream version uses a new method of enum groups, we also update our enum-to-string generator to use the new groups. This new code includes many more enums and groups in the mapping. Bug: angleproject:6461 Change-Id: I1c0ab44c36afce8db04c9661b377bbe5762c913e Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3856649 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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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_gl_4_autogen.h:
// Capture functions for the OpenGL ES Desktop GL 4.x entry points.
#ifndef LIBANGLE_CAPTURE_GL_4_AUTOGEN_H_
#define LIBANGLE_CAPTURE_GL_4_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "libANGLE/capture/FrameCapture.h"
namespace gl
{
// Method Captures
// GL 4.0
angle::CallCapture CaptureBeginQueryIndexed(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
QueryID idPacked);
angle::CallCapture CaptureDrawTransformFeedback(const State &glState,
bool isCallValid,
GLenum mode,
TransformFeedbackID idPacked);
angle::CallCapture CaptureDrawTransformFeedbackStream(const State &glState,
bool isCallValid,
GLenum mode,
TransformFeedbackID idPacked,
GLuint stream);
angle::CallCapture CaptureEndQueryIndexed(const State &glState,
bool isCallValid,
GLenum target,
GLuint index);
angle::CallCapture CaptureGetActiveSubroutineName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
angle::CallCapture CaptureGetActiveSubroutineUniformName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
angle::CallCapture CaptureGetActiveSubroutineUniformiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values);
angle::CallCapture CaptureGetProgramStageiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLenum pname,
GLint *values);
angle::CallCapture CaptureGetQueryIndexediv(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetSubroutineIndex(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name,
GLuint returnValue);
angle::CallCapture CaptureGetSubroutineUniformLocation(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name,
GLint returnValue);
angle::CallCapture CaptureGetUniformSubroutineuiv(const State &glState,
bool isCallValid,
GLenum shadertype,
GLint location,
GLuint *params);
angle::CallCapture CaptureGetUniformdv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble *params);
angle::CallCapture CapturePatchParameterfv(const State &glState,
bool isCallValid,
GLenum pname,
const GLfloat *values);
angle::CallCapture CaptureUniform1d(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLdouble x);
angle::CallCapture CaptureUniform1dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
angle::CallCapture CaptureUniform2d(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLdouble x,
GLdouble y);
angle::CallCapture CaptureUniform2dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
angle::CallCapture CaptureUniform3d(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z);
angle::CallCapture CaptureUniform3dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
angle::CallCapture CaptureUniform4d(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
angle::CallCapture CaptureUniform4dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix2dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix2x3dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix2x4dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix3dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix3x2dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix3x4dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix4dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix4x2dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformMatrix4x3dv(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureUniformSubroutinesuiv(const State &glState,
bool isCallValid,
GLenum shadertype,
GLsizei count,
const GLuint *indices);
// GL 4.1
angle::CallCapture CaptureDepthRangeArrayv(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLdouble *v);
angle::CallCapture CaptureDepthRangeIndexed(const State &glState,
bool isCallValid,
GLuint index,
GLdouble n,
GLdouble f);
angle::CallCapture CaptureGetDoublei_v(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLdouble *data);
angle::CallCapture CaptureGetFloati_v(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLfloat *data);
angle::CallCapture CaptureGetVertexAttribLdv(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLdouble *params);
angle::CallCapture CaptureProgramUniform1d(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0);
angle::CallCapture CaptureProgramUniform1dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
angle::CallCapture CaptureProgramUniform2d(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1);
angle::CallCapture CaptureProgramUniform2dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
angle::CallCapture CaptureProgramUniform3d(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1,
GLdouble v2);
angle::CallCapture CaptureProgramUniform3dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
angle::CallCapture CaptureProgramUniform4d(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3);
angle::CallCapture CaptureProgramUniform4dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix2dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix2x3dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix2x4dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix3dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix3x2dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix3x4dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix4dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix4x2dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureProgramUniformMatrix4x3dv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
angle::CallCapture CaptureScissorArrayv(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLint *v);
angle::CallCapture CaptureScissorIndexed(const State &glState,
bool isCallValid,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureScissorIndexedv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v);
angle::CallCapture CaptureVertexAttribL1d(const State &glState,
bool isCallValid,
GLuint index,
GLdouble x);
angle::CallCapture CaptureVertexAttribL1dv(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v);
angle::CallCapture CaptureVertexAttribL2d(const State &glState,
bool isCallValid,
GLuint index,
GLdouble x,
GLdouble y);
angle::CallCapture CaptureVertexAttribL2dv(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v);
angle::CallCapture CaptureVertexAttribL3d(const State &glState,
bool isCallValid,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z);
angle::CallCapture CaptureVertexAttribL3dv(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v);
angle::CallCapture CaptureVertexAttribL4d(const State &glState,
bool isCallValid,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
angle::CallCapture CaptureVertexAttribL4dv(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v);
angle::CallCapture CaptureVertexAttribLPointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
angle::CallCapture CaptureViewportArrayv(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLfloat *v);
angle::CallCapture CaptureViewportIndexedf(const State &glState,
bool isCallValid,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h);
angle::CallCapture CaptureViewportIndexedfv(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v);
// GL 4.2
angle::CallCapture CaptureDrawArraysInstancedBaseInstance(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance);
angle::CallCapture CaptureDrawElementsInstancedBaseInstance(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLuint baseinstance);
angle::CallCapture CaptureDrawElementsInstancedBaseVertexBaseInstance(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance);
angle::CallCapture CaptureDrawTransformFeedbackInstanced(const State &glState,
bool isCallValid,
GLenum mode,
TransformFeedbackID idPacked,
GLsizei instancecount);
angle::CallCapture CaptureDrawTransformFeedbackStreamInstanced(const State &glState,
bool isCallValid,
GLenum mode,
TransformFeedbackID idPacked,
GLuint stream,
GLsizei instancecount);
angle::CallCapture CaptureGetActiveAtomicCounterBufferiv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint bufferIndex,
GLenum pname,
GLint *params);
angle::CallCapture CaptureTexStorage1D(const State &glState,
bool isCallValid,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
// GL 4.3
angle::CallCapture CaptureClearBufferData(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
angle::CallCapture CaptureClearBufferSubData(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
angle::CallCapture CaptureGetInternalformati64v(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
GLint64 *params);
angle::CallCapture CaptureGetProgramResourceLocationIndex(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum programInterface,
const GLchar *name,
GLint returnValue);
angle::CallCapture CaptureInvalidateBufferData(const State &glState,
bool isCallValid,
BufferID bufferPacked);
angle::CallCapture CaptureInvalidateBufferSubData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length);
angle::CallCapture CaptureInvalidateTexImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level);
angle::CallCapture CaptureInvalidateTexSubImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth);
angle::CallCapture CaptureMultiDrawArraysIndirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
angle::CallCapture CaptureMultiDrawElementsIndirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
DrawElementsType typePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride);
angle::CallCapture CaptureShaderStorageBlockBinding(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint storageBlockIndex,
GLuint storageBlockBinding);
angle::CallCapture CaptureTextureView(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers);
angle::CallCapture CaptureVertexAttribLFormat(const State &glState,
bool isCallValid,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
// GL 4.4
angle::CallCapture CaptureBindBuffersBase(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked);
angle::CallCapture CaptureBindBuffersRange(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes);
angle::CallCapture CaptureBindImageTextures(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *textures);
angle::CallCapture CaptureBindSamplers(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *samplers);
angle::CallCapture CaptureBindTextures(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *textures);
angle::CallCapture CaptureBindVertexBuffers(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides);
angle::CallCapture CaptureBufferStorage(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags);
angle::CallCapture CaptureClearTexImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
const void *data);
angle::CallCapture CaptureClearTexSubImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data);
// GL 4.5
angle::CallCapture CaptureBindTextureUnit(const State &glState,
bool isCallValid,
GLuint unit,
TextureID texturePacked);
angle::CallCapture CaptureBlitNamedFramebuffer(const State &glState,
bool isCallValid,
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
angle::CallCapture CaptureCheckNamedFramebufferStatus(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum target,
GLenum returnValue);
angle::CallCapture CaptureClearNamedBufferData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data);
angle::CallCapture CaptureClearNamedBufferSubData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data);
angle::CallCapture CaptureClearNamedFramebufferfi(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
angle::CallCapture CaptureClearNamedFramebufferfv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
angle::CallCapture CaptureClearNamedFramebufferiv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
angle::CallCapture CaptureClearNamedFramebufferuiv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
angle::CallCapture CaptureClipControl(const State &glState,
bool isCallValid,
GLenum origin,
GLenum depth);
angle::CallCapture CaptureCompressedTextureSubImage1D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
angle::CallCapture CaptureCompressedTextureSubImage2D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
angle::CallCapture CaptureCompressedTextureSubImage3D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
angle::CallCapture CaptureCopyNamedBufferSubData(const State &glState,
bool isCallValid,
GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
angle::CallCapture CaptureCopyTextureSubImage1D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width);
angle::CallCapture CaptureCopyTextureSubImage2D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureCopyTextureSubImage3D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureCreateBuffers(const State &glState,
bool isCallValid,
GLsizei n,
BufferID *buffersPacked);
angle::CallCapture CaptureCreateFramebuffers(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *framebuffers);
angle::CallCapture CaptureCreateProgramPipelines(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *pipelines);
angle::CallCapture CaptureCreateQueries(const State &glState,
bool isCallValid,
GLenum target,
GLsizei n,
GLuint *ids);
angle::CallCapture CaptureCreateRenderbuffers(const State &glState,
bool isCallValid,
GLsizei n,
RenderbufferID *renderbuffersPacked);
angle::CallCapture CaptureCreateSamplers(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *samplers);
angle::CallCapture CaptureCreateTextures(const State &glState,
bool isCallValid,
GLenum target,
GLsizei n,
GLuint *textures);
angle::CallCapture CaptureCreateTransformFeedbacks(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *ids);
angle::CallCapture CaptureCreateVertexArrays(const State &glState,
bool isCallValid,
GLsizei n,
VertexArrayID *arraysPacked);
angle::CallCapture CaptureDisableVertexArrayAttrib(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index);
angle::CallCapture CaptureEnableVertexArrayAttrib(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index);
angle::CallCapture CaptureFlushMappedNamedBufferRange(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length);
angle::CallCapture CaptureGenerateTextureMipmap(const State &glState,
bool isCallValid,
TextureID texturePacked);
angle::CallCapture CaptureGetCompressedTextureImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLsizei bufSize,
void *pixels);
angle::CallCapture CaptureGetCompressedTextureSubImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels);
angle::CallCapture CaptureGetNamedBufferParameteri64v(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
GLint64 *params);
angle::CallCapture CaptureGetNamedBufferParameteriv(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetNamedBufferPointerv(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
void **params);
angle::CallCapture CaptureGetNamedBufferSubData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
void *data);
angle::CallCapture CaptureGetNamedFramebufferAttachmentParameteriv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetNamedFramebufferParameteriv(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum pname,
GLint *param);
angle::CallCapture CaptureGetNamedRenderbufferParameteriv(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetQueryBufferObjecti64v(const State &glState,
bool isCallValid,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
angle::CallCapture CaptureGetQueryBufferObjectiv(const State &glState,
bool isCallValid,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
angle::CallCapture CaptureGetQueryBufferObjectui64v(const State &glState,
bool isCallValid,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
angle::CallCapture CaptureGetQueryBufferObjectuiv(const State &glState,
bool isCallValid,
GLuint id,
BufferID bufferPacked,
GLenum pname,
GLintptr offset);
angle::CallCapture CaptureGetTextureImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
angle::CallCapture CaptureGetTextureLevelParameterfv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum pname,
GLfloat *params);
angle::CallCapture CaptureGetTextureLevelParameteriv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetTextureParameterIiv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetTextureParameterIuiv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLuint *params);
angle::CallCapture CaptureGetTextureParameterfv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLfloat *params);
angle::CallCapture CaptureGetTextureParameteriv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint *params);
angle::CallCapture CaptureGetTextureSubImage(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
angle::CallCapture CaptureGetTransformFeedbacki64_v(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param);
angle::CallCapture CaptureGetTransformFeedbacki_v(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLuint index,
GLint *param);
angle::CallCapture CaptureGetTransformFeedbackiv(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLint *param);
angle::CallCapture CaptureGetVertexArrayIndexed64iv(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint64 *param);
angle::CallCapture CaptureGetVertexArrayIndexediv(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint *param);
angle::CallCapture CaptureGetVertexArrayiv(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLenum pname,
GLint *param);
angle::CallCapture CaptureGetnColorTable(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *table);
angle::CallCapture CaptureGetnCompressedTexImage(const State &glState,
bool isCallValid,
GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels);
angle::CallCapture CaptureGetnConvolutionFilter(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *image);
angle::CallCapture CaptureGetnHistogram(const State &glState,
bool isCallValid,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
angle::CallCapture CaptureGetnMapdv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLdouble *v);
angle::CallCapture CaptureGetnMapfv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLfloat *v);
angle::CallCapture CaptureGetnMapiv(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLint *v);
angle::CallCapture CaptureGetnMinmax(const State &glState,
bool isCallValid,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values);
angle::CallCapture CaptureGetnPixelMapfv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLfloat *values);
angle::CallCapture CaptureGetnPixelMapuiv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLuint *values);
angle::CallCapture CaptureGetnPixelMapusv(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLushort *values);
angle::CallCapture CaptureGetnPolygonStipple(const State &glState,
bool isCallValid,
GLsizei bufSize,
GLubyte *pattern);
angle::CallCapture CaptureGetnSeparableFilter(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span);
angle::CallCapture CaptureGetnTexImage(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels);
angle::CallCapture CaptureGetnUniformdv(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei bufSize,
GLdouble *params);
angle::CallCapture CaptureInvalidateNamedFramebufferData(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments);
angle::CallCapture CaptureInvalidateNamedFramebufferSubData(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureMapNamedBuffer(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum access,
void *returnValue);
angle::CallCapture CaptureMapNamedBufferRange(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr length,
GLbitfield access,
void *returnValue);
angle::CallCapture CaptureNamedBufferData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLenum usage);
angle::CallCapture CaptureNamedBufferStorage(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags);
angle::CallCapture CaptureNamedBufferSubData(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
const void *data);
angle::CallCapture CaptureNamedFramebufferDrawBuffer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buf);
angle::CallCapture CaptureNamedFramebufferDrawBuffers(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei n,
const GLenum *bufs);
angle::CallCapture CaptureNamedFramebufferParameteri(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum pname,
GLint param);
angle::CallCapture CaptureNamedFramebufferReadBuffer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum src);
angle::CallCapture CaptureNamedFramebufferRenderbuffer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbufferPacked);
angle::CallCapture CaptureNamedFramebufferTexture(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
TextureID texturePacked,
GLint level);
angle::CallCapture CaptureNamedFramebufferTextureLayer(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
TextureID texturePacked,
GLint level,
GLint layer);
angle::CallCapture CaptureNamedRenderbufferStorage(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLenum internalformat,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureNamedRenderbufferStorageMultisample(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureTextureBarrier(const State &glState, bool isCallValid);
angle::CallCapture CaptureTextureBuffer(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum internalformat,
BufferID bufferPacked);
angle::CallCapture CaptureTextureBufferRange(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum internalformat,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
angle::CallCapture CaptureTextureParameterIiv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLint *params);
angle::CallCapture CaptureTextureParameterIuiv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLuint *params);
angle::CallCapture CaptureTextureParameterf(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLfloat param);
angle::CallCapture CaptureTextureParameterfv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLfloat *param);
angle::CallCapture CaptureTextureParameteri(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint param);
angle::CallCapture CaptureTextureParameteriv(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLint *param);
angle::CallCapture CaptureTextureStorage1D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width);
angle::CallCapture CaptureTextureStorage2D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
angle::CallCapture CaptureTextureStorage2DMultisample(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
angle::CallCapture CaptureTextureStorage3D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
angle::CallCapture CaptureTextureStorage3DMultisample(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
angle::CallCapture CaptureTextureSubImage1D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
angle::CallCapture CaptureTextureSubImage2D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
angle::CallCapture CaptureTextureSubImage3D(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
angle::CallCapture CaptureTransformFeedbackBufferBase(const State &glState,
bool isCallValid,
GLuint xfb,
GLuint index,
BufferID bufferPacked);
angle::CallCapture CaptureTransformFeedbackBufferRange(const State &glState,
bool isCallValid,
GLuint xfb,
GLuint index,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
angle::CallCapture CaptureUnmapNamedBuffer(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLboolean returnValue);
angle::CallCapture CaptureVertexArrayAttribBinding(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLuint bindingindex);
angle::CallCapture CaptureVertexArrayAttribFormat(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset);
angle::CallCapture CaptureVertexArrayAttribIFormat(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
angle::CallCapture CaptureVertexArrayAttribLFormat(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset);
angle::CallCapture CaptureVertexArrayBindingDivisor(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint bindingindex,
GLuint divisor);
angle::CallCapture CaptureVertexArrayElementBuffer(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
BufferID bufferPacked);
angle::CallCapture CaptureVertexArrayVertexBuffer(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint bindingindex,
BufferID bufferPacked,
GLintptr offset,
GLsizei stride);
angle::CallCapture CaptureVertexArrayVertexBuffers(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides);
// GL 4.6
angle::CallCapture CaptureMultiDrawArraysIndirectCount(const State &glState,
bool isCallValid,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
angle::CallCapture CaptureMultiDrawElementsIndirectCount(const State &glState,
bool isCallValid,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride);
angle::CallCapture CapturePolygonOffsetClamp(const State &glState,
bool isCallValid,
GLfloat factor,
GLfloat units,
GLfloat clamp);
angle::CallCapture CaptureSpecializeShader(const State &glState,
bool isCallValid,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue);
// Parameter Captures
// GL 4.0
void CaptureGetActiveSubroutineName_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveSubroutineName_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveSubroutineUniformName_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveSubroutineUniformName_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetActiveSubroutineUniformiv_values(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values,
angle::ParamCapture *paramCapture);
void CaptureGetProgramStageiv_values(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
GLenum pname,
GLint *values,
angle::ParamCapture *paramCapture);
void CaptureGetQueryIndexediv_params(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetSubroutineIndex_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetSubroutineUniformLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum shadertype,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetUniformSubroutineuiv_params(const State &glState,
bool isCallValid,
GLenum shadertype,
GLint location,
GLuint *params,
angle::ParamCapture *paramCapture);
void CaptureGetUniformdv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLdouble *params,
angle::ParamCapture *paramCapture);
void CapturePatchParameterfv_values(const State &glState,
bool isCallValid,
GLenum pname,
const GLfloat *values,
angle::ParamCapture *paramCapture);
void CaptureUniform1dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniform2dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniform3dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniform4dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix2dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix2x3dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix2x4dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix3dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix3x2dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix3x4dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix4dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix4x2dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformMatrix4x3dv_value(const State &glState,
bool isCallValid,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureUniformSubroutinesuiv_indices(const State &glState,
bool isCallValid,
GLenum shadertype,
GLsizei count,
const GLuint *indices,
angle::ParamCapture *paramCapture);
// GL 4.1
void CaptureDepthRangeArrayv_v(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLdouble *v,
angle::ParamCapture *paramCapture);
void CaptureGetDoublei_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLdouble *data,
angle::ParamCapture *paramCapture);
void CaptureGetFloati_v_data(const State &glState,
bool isCallValid,
GLenum target,
GLuint index,
GLfloat *data,
angle::ParamCapture *paramCapture);
void CaptureGetVertexAttribLdv_params(const State &glState,
bool isCallValid,
GLuint index,
GLenum pname,
GLdouble *params,
angle::ParamCapture *paramCapture);
void CaptureProgramUniform1dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniform2dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniform3dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniform4dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix2dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix2x3dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix2x4dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix3dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix3x2dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix3x4dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix4dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix4x2dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureProgramUniformMatrix4x3dv_value(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLdouble *value,
angle::ParamCapture *paramCapture);
void CaptureScissorArrayv_v(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLint *v,
angle::ParamCapture *paramCapture);
void CaptureScissorIndexedv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribL1dv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribL2dv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribL3dv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribL4dv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLdouble *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribLPointer_pointer(const State &glState,
bool isCallValid,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer,
angle::ParamCapture *paramCapture);
void CaptureViewportArrayv_v(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLfloat *v,
angle::ParamCapture *paramCapture);
void CaptureViewportIndexedfv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLfloat *v,
angle::ParamCapture *paramCapture);
// GL 4.2
void CaptureDrawElementsInstancedBaseInstance_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLuint baseinstance,
angle::ParamCapture *paramCapture);
void CaptureDrawElementsInstancedBaseVertexBaseInstance_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance,
angle::ParamCapture *paramCapture);
void CaptureGetActiveAtomicCounterBufferiv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint bufferIndex,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
// GL 4.3
void CaptureClearBufferData_data(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureClearBufferSubData_data(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureGetInternalformati64v_params(const State &glState,
bool isCallValid,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
GLint64 *params,
angle::ParamCapture *paramCapture);
void CaptureGetProgramResourceLocationIndex_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLenum programInterface,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureMultiDrawArraysIndirect_indirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride,
angle::ParamCapture *paramCapture);
void CaptureMultiDrawElementsIndirect_indirect(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
DrawElementsType typePacked,
const void *indirect,
GLsizei drawcount,
GLsizei stride,
angle::ParamCapture *paramCapture);
// GL 4.4
void CaptureBindBuffersBase_buffersPacked(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
angle::ParamCapture *paramCapture);
void CaptureBindBuffersRange_buffersPacked(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes,
angle::ParamCapture *paramCapture);
void CaptureBindBuffersRange_offsets(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes,
angle::ParamCapture *paramCapture);
void CaptureBindBuffersRange_sizes(const State &glState,
bool isCallValid,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizeiptr *sizes,
angle::ParamCapture *paramCapture);
void CaptureBindImageTextures_textures(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *textures,
angle::ParamCapture *paramCapture);
void CaptureBindSamplers_samplers(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *samplers,
angle::ParamCapture *paramCapture);
void CaptureBindTextures_textures(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const GLuint *textures,
angle::ParamCapture *paramCapture);
void CaptureBindVertexBuffers_buffersPacked(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture);
void CaptureBindVertexBuffers_offsets(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture);
void CaptureBindVertexBuffers_strides(const State &glState,
bool isCallValid,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture);
void CaptureBufferStorage_data(const State &glState,
bool isCallValid,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags,
angle::ParamCapture *paramCapture);
void CaptureClearTexImage_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureClearTexSubImage_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture);
// GL 4.5
void CaptureClearNamedBufferData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureClearNamedBufferSubData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureClearNamedFramebufferfv_value(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value,
angle::ParamCapture *paramCapture);
void CaptureClearNamedFramebufferiv_value(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLint *value,
angle::ParamCapture *paramCapture);
void CaptureClearNamedFramebufferuiv_value(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum buffer,
GLint drawbuffer,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureCompressedTextureSubImage1D_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureCompressedTextureSubImage2D_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureCompressedTextureSubImage3D_data(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureCreateBuffers_buffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
BufferID *buffersPacked,
angle::ParamCapture *paramCapture);
void CaptureCreateFramebuffers_framebuffers(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *framebuffers,
angle::ParamCapture *paramCapture);
void CaptureCreateProgramPipelines_pipelines(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *pipelines,
angle::ParamCapture *paramCapture);
void CaptureCreateQueries_ids(const State &glState,
bool isCallValid,
GLenum target,
GLsizei n,
GLuint *ids,
angle::ParamCapture *paramCapture);
void CaptureCreateRenderbuffers_renderbuffersPacked(const State &glState,
bool isCallValid,
GLsizei n,
RenderbufferID *renderbuffersPacked,
angle::ParamCapture *paramCapture);
void CaptureCreateSamplers_samplers(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *samplers,
angle::ParamCapture *paramCapture);
void CaptureCreateTextures_textures(const State &glState,
bool isCallValid,
GLenum target,
GLsizei n,
GLuint *textures,
angle::ParamCapture *paramCapture);
void CaptureCreateTransformFeedbacks_ids(const State &glState,
bool isCallValid,
GLsizei n,
GLuint *ids,
angle::ParamCapture *paramCapture);
void CaptureCreateVertexArrays_arraysPacked(const State &glState,
bool isCallValid,
GLsizei n,
VertexArrayID *arraysPacked,
angle::ParamCapture *paramCapture);
void CaptureGetCompressedTextureImage_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture);
void CaptureGetCompressedTextureSubImage_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture);
void CaptureGetNamedBufferParameteri64v_params(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
GLint64 *params,
angle::ParamCapture *paramCapture);
void CaptureGetNamedBufferParameteriv_params(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetNamedBufferPointerv_params(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLenum pname,
void **params,
angle::ParamCapture *paramCapture);
void CaptureGetNamedBufferSubData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
void *data,
angle::ParamCapture *paramCapture);
void CaptureGetNamedFramebufferAttachmentParameteriv_params(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum attachment,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetNamedFramebufferParameteriv_param(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLenum pname,
GLint *param,
angle::ParamCapture *paramCapture);
void CaptureGetNamedRenderbufferParameteriv_params(const State &glState,
bool isCallValid,
RenderbufferID renderbufferPacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetTextureImage_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture);
void CaptureGetTextureLevelParameterfv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum pname,
GLfloat *params,
angle::ParamCapture *paramCapture);
void CaptureGetTextureLevelParameteriv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetTextureParameterIiv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetTextureParameterIuiv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLuint *params,
angle::ParamCapture *paramCapture);
void CaptureGetTextureParameterfv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLfloat *params,
angle::ParamCapture *paramCapture);
void CaptureGetTextureParameteriv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
GLint *params,
angle::ParamCapture *paramCapture);
void CaptureGetTextureSubImage_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture);
void CaptureGetTransformFeedbacki64_v_param(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param,
angle::ParamCapture *paramCapture);
void CaptureGetTransformFeedbacki_v_param(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLuint index,
GLint *param,
angle::ParamCapture *paramCapture);
void CaptureGetTransformFeedbackiv_param(const State &glState,
bool isCallValid,
GLuint xfb,
GLenum pname,
GLint *param,
angle::ParamCapture *paramCapture);
void CaptureGetVertexArrayIndexed64iv_param(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint64 *param,
angle::ParamCapture *paramCapture);
void CaptureGetVertexArrayIndexediv_param(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint index,
GLenum pname,
GLint *param,
angle::ParamCapture *paramCapture);
void CaptureGetVertexArrayiv_param(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLenum pname,
GLint *param,
angle::ParamCapture *paramCapture);
void CaptureGetnColorTable_table(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *table,
angle::ParamCapture *paramCapture);
void CaptureGetnCompressedTexImage_pixels(const State &glState,
bool isCallValid,
GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture);
void CaptureGetnConvolutionFilter_image(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *image,
angle::ParamCapture *paramCapture);
void CaptureGetnHistogram_values(const State &glState,
bool isCallValid,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values,
angle::ParamCapture *paramCapture);
void CaptureGetnMapdv_v(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLdouble *v,
angle::ParamCapture *paramCapture);
void CaptureGetnMapfv_v(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLfloat *v,
angle::ParamCapture *paramCapture);
void CaptureGetnMapiv_v(const State &glState,
bool isCallValid,
GLenum target,
GLenum query,
GLsizei bufSize,
GLint *v,
angle::ParamCapture *paramCapture);
void CaptureGetnMinmax_values(const State &glState,
bool isCallValid,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values,
angle::ParamCapture *paramCapture);
void CaptureGetnPixelMapfv_values(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLfloat *values,
angle::ParamCapture *paramCapture);
void CaptureGetnPixelMapuiv_values(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLuint *values,
angle::ParamCapture *paramCapture);
void CaptureGetnPixelMapusv_values(const State &glState,
bool isCallValid,
GLenum map,
GLsizei bufSize,
GLushort *values,
angle::ParamCapture *paramCapture);
void CaptureGetnPolygonStipple_pattern(const State &glState,
bool isCallValid,
GLsizei bufSize,
GLubyte *pattern,
angle::ParamCapture *paramCapture);
void CaptureGetnSeparableFilter_row(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span,
angle::ParamCapture *paramCapture);
void CaptureGetnSeparableFilter_column(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span,
angle::ParamCapture *paramCapture);
void CaptureGetnSeparableFilter_span(const State &glState,
bool isCallValid,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span,
angle::ParamCapture *paramCapture);
void CaptureGetnTexImage_pixels(const State &glState,
bool isCallValid,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels,
angle::ParamCapture *paramCapture);
void CaptureGetnUniformdv_params(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei bufSize,
GLdouble *params,
angle::ParamCapture *paramCapture);
void CaptureInvalidateNamedFramebufferData_attachments(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments,
angle::ParamCapture *paramCapture);
void CaptureInvalidateNamedFramebufferSubData_attachments(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
angle::ParamCapture *paramCapture);
void CaptureNamedBufferData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLenum usage,
angle::ParamCapture *paramCapture);
void CaptureNamedBufferStorage_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags,
angle::ParamCapture *paramCapture);
void CaptureNamedBufferSubData_data(const State &glState,
bool isCallValid,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size,
const void *data,
angle::ParamCapture *paramCapture);
void CaptureNamedFramebufferDrawBuffers_bufs(const State &glState,
bool isCallValid,
FramebufferID framebufferPacked,
GLsizei n,
const GLenum *bufs,
angle::ParamCapture *paramCapture);
void CaptureTextureParameterIiv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLint *params,
angle::ParamCapture *paramCapture);
void CaptureTextureParameterIuiv_params(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLuint *params,
angle::ParamCapture *paramCapture);
void CaptureTextureParameterfv_param(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLfloat *param,
angle::ParamCapture *paramCapture);
void CaptureTextureParameteriv_param(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLenum pname,
const GLint *param,
angle::ParamCapture *paramCapture);
void CaptureTextureSubImage1D_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture);
void CaptureTextureSubImage2D_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture);
void CaptureTextureSubImage3D_pixels(const State &glState,
bool isCallValid,
TextureID texturePacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels,
angle::ParamCapture *paramCapture);
void CaptureVertexArrayVertexBuffers_buffersPacked(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture);
void CaptureVertexArrayVertexBuffers_offsets(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture);
void CaptureVertexArrayVertexBuffers_strides(const State &glState,
bool isCallValid,
VertexArrayID vaobjPacked,
GLuint first,
GLsizei count,
const BufferID *buffersPacked,
const GLintptr *offsets,
const GLsizei *strides,
angle::ParamCapture *paramCapture);
// GL 4.6
void CaptureMultiDrawArraysIndirectCount_indirect(const State &glState,
bool isCallValid,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride,
angle::ParamCapture *paramCapture);
void CaptureMultiDrawElementsIndirectCount_indirect(const State &glState,
bool isCallValid,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride,
angle::ParamCapture *paramCapture);
void CaptureSpecializeShader_pEntryPoint(const State &glState,
bool isCallValid,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue,
angle::ParamCapture *paramCapture);
void CaptureSpecializeShader_pConstantIndex(const State &glState,
bool isCallValid,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue,
angle::ParamCapture *paramCapture);
void CaptureSpecializeShader_pConstantValue(const State &glState,
bool isCallValid,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue,
angle::ParamCapture *paramCapture);
} // namespace gl
#endif // LIBANGLE_CAPTURE_GL_4_AUTOGEN_H_