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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_