Hash :
98d5db70
Author :
Date :
2022-08-25T16:50:38
Add capture functions for desktop GL entry points The parameter capture functions are left unimplemented for now. Bug: angleproject:7533 Change-Id: Ief356e7401805cf9b417e1f5cc3790011237e03f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3858618 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Eddie Hatfield <eddiehatfield@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_gl_3_autogen.h:
// Capture functions for the OpenGL ES Desktop GL 3.x entry points.
#ifndef LIBANGLE_CAPTURE_GL_3_AUTOGEN_H_
#define LIBANGLE_CAPTURE_GL_3_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "libANGLE/capture/FrameCapture.h"
namespace gl
{
// Method Captures
// GL 3.0
angle::CallCapture CaptureBeginConditionalRender(const State &glState,
bool isCallValid,
GLuint id,
GLenum mode);
angle::CallCapture CaptureBindFragDataLocation(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint color,
const GLchar *name);
angle::CallCapture CaptureClampColor(const State &glState,
bool isCallValid,
GLenum target,
GLenum clamp);
angle::CallCapture CaptureEndConditionalRender(const State &glState, bool isCallValid);
angle::CallCapture CaptureFramebufferTexture1D(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level);
angle::CallCapture CaptureFramebufferTexture3D(const State &glState,
bool isCallValid,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level,
GLint zoffset);
angle::CallCapture CaptureVertexAttribI1i(const State &glState,
bool isCallValid,
GLuint index,
GLint x);
angle::CallCapture CaptureVertexAttribI1iv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v);
angle::CallCapture CaptureVertexAttribI1ui(const State &glState,
bool isCallValid,
GLuint index,
GLuint x);
angle::CallCapture CaptureVertexAttribI1uiv(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v);
angle::CallCapture CaptureVertexAttribI2i(const State &glState,
bool isCallValid,
GLuint index,
GLint x,
GLint y);
angle::CallCapture CaptureVertexAttribI2iv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v);
angle::CallCapture CaptureVertexAttribI2ui(const State &glState,
bool isCallValid,
GLuint index,
GLuint x,
GLuint y);
angle::CallCapture CaptureVertexAttribI2uiv(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v);
angle::CallCapture CaptureVertexAttribI3i(const State &glState,
bool isCallValid,
GLuint index,
GLint x,
GLint y,
GLint z);
angle::CallCapture CaptureVertexAttribI3iv(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v);
angle::CallCapture CaptureVertexAttribI3ui(const State &glState,
bool isCallValid,
GLuint index,
GLuint x,
GLuint y,
GLuint z);
angle::CallCapture CaptureVertexAttribI3uiv(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v);
angle::CallCapture CaptureVertexAttribI4bv(const State &glState,
bool isCallValid,
GLuint index,
const GLbyte *v);
angle::CallCapture CaptureVertexAttribI4sv(const State &glState,
bool isCallValid,
GLuint index,
const GLshort *v);
angle::CallCapture CaptureVertexAttribI4ubv(const State &glState,
bool isCallValid,
GLuint index,
const GLubyte *v);
angle::CallCapture CaptureVertexAttribI4usv(const State &glState,
bool isCallValid,
GLuint index,
const GLushort *v);
// GL 3.1
angle::CallCapture CaptureGetActiveUniformName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName);
angle::CallCapture CapturePrimitiveRestartIndex(const State &glState,
bool isCallValid,
GLuint index);
// GL 3.2
angle::CallCapture CaptureMultiDrawElementsBaseVertex(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex);
angle::CallCapture CaptureProvokingVertex(const State &glState,
bool isCallValid,
ProvokingVertexConvention modePacked);
angle::CallCapture CaptureTexImage2DMultisample(const State &glState,
bool isCallValid,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
angle::CallCapture CaptureTexImage3DMultisample(const State &glState,
bool isCallValid,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
// GL 3.3
angle::CallCapture CaptureBindFragDataLocationIndexed(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name);
angle::CallCapture CaptureColorP3ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint color);
angle::CallCapture CaptureColorP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color);
angle::CallCapture CaptureColorP4ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint color);
angle::CallCapture CaptureColorP4uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color);
angle::CallCapture CaptureGetFragDataIndex(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
GLint returnValue);
angle::CallCapture CaptureGetQueryObjecti64v(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLint64 *params);
angle::CallCapture CaptureGetQueryObjectui64v(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLuint64 *params);
angle::CallCapture CaptureMultiTexCoordP1ui(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
GLuint coords);
angle::CallCapture CaptureMultiTexCoordP1uiv(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureMultiTexCoordP2ui(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
GLuint coords);
angle::CallCapture CaptureMultiTexCoordP2uiv(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureMultiTexCoordP3ui(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
GLuint coords);
angle::CallCapture CaptureMultiTexCoordP3uiv(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureMultiTexCoordP4ui(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
GLuint coords);
angle::CallCapture CaptureMultiTexCoordP4uiv(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureNormalP3ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint coords);
angle::CallCapture CaptureNormalP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureQueryCounter(const State &glState,
bool isCallValid,
QueryID idPacked,
QueryType targetPacked);
angle::CallCapture CaptureSecondaryColorP3ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint color);
angle::CallCapture CaptureSecondaryColorP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color);
angle::CallCapture CaptureTexCoordP1ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint coords);
angle::CallCapture CaptureTexCoordP1uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureTexCoordP2ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint coords);
angle::CallCapture CaptureTexCoordP2uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureTexCoordP3ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint coords);
angle::CallCapture CaptureTexCoordP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureTexCoordP4ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint coords);
angle::CallCapture CaptureTexCoordP4uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords);
angle::CallCapture CaptureVertexAttribP1ui(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
angle::CallCapture CaptureVertexAttribP1uiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
angle::CallCapture CaptureVertexAttribP2ui(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
angle::CallCapture CaptureVertexAttribP2uiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
angle::CallCapture CaptureVertexAttribP3ui(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
angle::CallCapture CaptureVertexAttribP3uiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
angle::CallCapture CaptureVertexAttribP4ui(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
angle::CallCapture CaptureVertexAttribP4uiv(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
angle::CallCapture CaptureVertexP2ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint value);
angle::CallCapture CaptureVertexP2uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value);
angle::CallCapture CaptureVertexP3ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint value);
angle::CallCapture CaptureVertexP3uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value);
angle::CallCapture CaptureVertexP4ui(const State &glState,
bool isCallValid,
GLenum type,
GLuint value);
angle::CallCapture CaptureVertexP4uiv(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value);
// Parameter Captures
// GL 3.0
void CaptureBindFragDataLocation_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint color,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI1iv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI1uiv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI2iv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI2uiv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI3iv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI3uiv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLuint *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI4bv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLbyte *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI4sv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLshort *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI4ubv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLubyte *v,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribI4usv_v(const State &glState,
bool isCallValid,
GLuint index,
const GLushort *v,
angle::ParamCapture *paramCapture);
// GL 3.1
void CaptureGetActiveUniformName_length(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName,
angle::ParamCapture *paramCapture);
void CaptureGetActiveUniformName_uniformName(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName,
angle::ParamCapture *paramCapture);
// GL 3.2
void CaptureMultiDrawElementsBaseVertex_count(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex,
angle::ParamCapture *paramCapture);
void CaptureMultiDrawElementsBaseVertex_indices(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex,
angle::ParamCapture *paramCapture);
void CaptureMultiDrawElementsBaseVertex_basevertex(const State &glState,
bool isCallValid,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex,
angle::ParamCapture *paramCapture);
// GL 3.3
void CaptureBindFragDataLocationIndexed_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureColorP3uiv_color(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color,
angle::ParamCapture *paramCapture);
void CaptureColorP4uiv_color(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color,
angle::ParamCapture *paramCapture);
void CaptureGetFragDataIndex_name(const State &glState,
bool isCallValid,
ShaderProgramID programPacked,
const GLchar *name,
angle::ParamCapture *paramCapture);
void CaptureGetQueryObjecti64v_params(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLint64 *params,
angle::ParamCapture *paramCapture);
void CaptureGetQueryObjectui64v_params(const State &glState,
bool isCallValid,
QueryID idPacked,
GLenum pname,
GLuint64 *params,
angle::ParamCapture *paramCapture);
void CaptureMultiTexCoordP1uiv_coords(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureMultiTexCoordP2uiv_coords(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureMultiTexCoordP3uiv_coords(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureMultiTexCoordP4uiv_coords(const State &glState,
bool isCallValid,
GLenum texture,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureNormalP3uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureSecondaryColorP3uiv_color(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *color,
angle::ParamCapture *paramCapture);
void CaptureTexCoordP1uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureTexCoordP2uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureTexCoordP3uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureTexCoordP4uiv_coords(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *coords,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribP1uiv_value(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribP2uiv_value(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribP3uiv_value(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureVertexAttribP4uiv_value(const State &glState,
bool isCallValid,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureVertexP2uiv_value(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureVertexP3uiv_value(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value,
angle::ParamCapture *paramCapture);
void CaptureVertexP4uiv_value(const State &glState,
bool isCallValid,
GLenum type,
const GLuint *value,
angle::ParamCapture *paramCapture);
} // namespace gl
#endif // LIBANGLE_CAPTURE_GL_3_AUTOGEN_H_