Files
renderdoc/renderdoc/driver/gl/gl_driver.h
T
baldurk 0edee7649d Remove no longer needed mutable DrawcallTreeNode structures
* The DrawcallDescription children is mutable, so we don't need a
  separate struct for that purpose in D3D11/GL where there's no side
  data to carry along with (where draws are late-bound when submitted).
2017-11-03 17:21:40 +00:00

2475 lines
167 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2017 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <list>
#include "common/common.h"
#include "common/timing.h"
#include "core/core.h"
#include "driver/shaders/spirv/spirv_common.h"
#include "replay/replay_driver.h"
#include "gl_common.h"
#include "gl_hookset.h"
#include "gl_manager.h"
#include "gl_renderstate.h"
#include "gl_replay.h"
#include "gl_resources.h"
using std::list;
struct GLInitParams : public RDCInitParams
{
GLInitParams();
ReplayStatus Serialise();
uint32_t colorBits;
uint32_t depthBits;
uint32_t stencilBits;
uint32_t isSRGB;
uint32_t multiSamples;
uint32_t width;
uint32_t height;
static const uint32_t GL_SERIALISE_VERSION = 0x0000016;
// backwards compatibility for old logs described at the declaration of this array
static const uint32_t GL_NUM_SUPPORTED_OLD_VERSIONS = 6;
static const uint32_t GL_OLD_VERSIONS[GL_NUM_SUPPORTED_OLD_VERSIONS];
// version number internal to opengl stream
uint32_t SerialiseVersion;
};
enum CaptureFailReason
{
CaptureSucceeded = 0,
CaptureFailed_UncappedUnmap,
};
struct Replacement
{
Replacement(ResourceId i, GLResource r) : id(i), res(r) {}
ResourceId id;
GLResource res;
};
class WrappedOpenGL : public IFrameCapturer
{
private:
const GLHookSet &m_Real;
GLPlatform &m_Platform;
friend class GLReplay;
friend class GLResourceManager;
vector<DebugMessage> m_DebugMessages;
void Serialise_DebugMessages();
vector<DebugMessage> GetDebugMessages();
GLDEBUGPROC m_RealDebugFunc;
const void *m_RealDebugFuncParam;
string m_DebugMsgContext;
bool m_SuppressDebugMessages;
void DebugSnoop(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar *message);
static void APIENTRY DebugSnoopStatic(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar *message, const void *userParam)
{
WrappedOpenGL *me = (WrappedOpenGL *)userParam;
if(me->m_SuppressDebugMessages)
return;
me->DebugSnoop(source, type, id, severity, length, message);
}
// checks if the given object has tons of updates. If so it's probably
// in the vein of "one global object, updated per-draw as necessary", or it's just
// really high traffic, in which case we just want to save the state of it at frame
// start, then track changes while frame capturing
bool RecordUpdateCheck(GLResourceRecord *record);
// internals
Serialiser *m_pSerialiser;
LogState m_State;
bool m_AppControlledCapture;
GLReplay m_Replay;
RDCDriver m_DriverType;
GLInitParams m_InitParams;
map<uint64_t, GLWindowingData> m_ActiveContexts;
vector<GLWindowingData> m_LastContexts;
public:
enum
{
MAX_QUERIES = 17,
MAX_QUERY_INDICES = 8
};
private:
bool m_ActiveQueries[MAX_QUERIES]
[MAX_QUERY_INDICES]; // first index type, second index (for some, always 0)
bool m_ActiveConditional;
bool m_ActiveFeedback;
ResourceId m_DeviceResourceID;
GLResourceRecord *m_DeviceRecord;
ResourceId m_ContextResourceID;
GLResourceRecord *m_ContextRecord;
set<ResourceId> m_MissingTracks;
GLResourceManager *m_ResourceManager;
uint32_t m_FrameCounter;
uint32_t m_NoCtxFrames;
uint32_t m_FailedFrame;
CaptureFailReason m_FailedReason;
uint32_t m_Failures;
CaptureFailReason m_FailureReason;
bool m_SuccessfulCapture;
set<ResourceId> m_HighTrafficResources;
int m_ReplayEventCount;
// we store two separate sets of maps, since for an explicit glMemoryBarrier
// we need to flush both types of maps, but for implicit sync points we only
// want to consider coherent maps, and since that happens often we want it to
// be as efficient as possible.
set<GLResourceRecord *> m_CoherentMaps;
set<GLResourceRecord *> m_PersistentMaps;
// this function iterates over all the maps, checking for any changes between
// the shadow pointers, and propogates that to 'real' GL
void PersistentMapMemoryBarrier(const set<GLResourceRecord *> &maps);
// this function is called at any point that could possibly pick up a change
// in a coherent persistent mapped buffer, to propogate changes across. In most
// cases hopefully m_CoherentMaps will be empty so this will amount to an inlined
// check and jump
inline void CoherentMapImplicitBarrier()
{
if(!m_CoherentMaps.empty())
PersistentMapMemoryBarrier(m_CoherentMaps);
}
vector<FrameDescription> m_CapturedFrames;
FrameRecord m_FrameRecord;
vector<DrawcallDescription *> m_Drawcalls;
// replay
vector<APIEvent> m_CurEvents, m_Events;
bool m_AddedDrawcall;
uint64_t m_CurChunkOffset;
uint32_t m_CurEventID, m_CurDrawcallID;
uint32_t m_FirstEventID;
uint32_t m_LastEventID;
DrawcallDescription m_ParentDrawcall;
list<DrawcallDescription *> m_DrawcallStack;
map<ResourceId, vector<EventUsage> > m_ResourceUses;
bool m_FetchCounters;
// buffer used
vector<byte> m_ScratchBuf;
struct BufferData
{
GLResource resource;
GLenum curType;
BufferCategory creationFlags;
uint64_t size;
};
map<ResourceId, BufferData> m_Buffers;
struct TextureData
{
TextureData()
: curType(eGL_NONE),
dimension(0),
emulated(false),
view(false),
width(0),
height(0),
depth(0),
samples(0),
creationFlags(TextureCategory::NoFlags),
internalFormat(eGL_NONE),
renderbufferReadTex(0)
{
renderbufferFBOs[0] = renderbufferFBOs[1] = 0;
}
GLResource resource;
GLenum curType;
GLint dimension;
bool emulated, view;
GLint width, height, depth, samples;
TextureCategory creationFlags;
GLenum internalFormat;
// since renderbuffers cannot be read from, we have to create a texture of identical
// size/format,
// and define FBOs for blitting to it - the renderbuffer is attached to the first FBO and the
// texture is
// bound to the second.
GLuint renderbufferReadTex;
GLuint renderbufferFBOs[2];
// since compressed textures cannot be read back on GLES we have to store them during the
// uploading
// level -> data
map<int, vector<byte> > compressedData;
void GetCompressedImageDataGLES(int mip, GLenum target, size_t size, byte *buf);
};
map<ResourceId, TextureData> m_Textures;
struct ShaderData
{
ShaderData() : type(eGL_NONE), prog(0) {}
GLenum type;
vector<string> sources;
vector<string> includepaths;
SPVModule spirv;
std::string disassembly;
ShaderReflection reflection;
GLuint prog;
void Compile(WrappedOpenGL &gl, ResourceId id, GLuint realShader);
};
struct ProgramData
{
ProgramData() : linked(false) { RDCEraseEl(stageShaders); }
vector<ResourceId> shaders;
map<GLint, GLint> locationTranslate;
// this flag indicates the program was created with glCreateShaderProgram and cannot be relinked
// again (because that function implicitly detaches and destroys the shader). However we only
// need to relink when restoring things like frag data or attrib bindings which must be relinked
// to apply - and since the application *also* could not have relinked them, they must be
// unchanged since creation. So in this case, we can skip the relink since it was impossible for
// the application to modify anything.
bool shaderProgramUnlinkable = false;
bool linked;
ResourceId stageShaders[6];
};
struct PipelineData
{
PipelineData()
{
RDCEraseEl(stagePrograms);
RDCEraseEl(stageShaders);
}
struct ProgramUse
{
ProgramUse(ResourceId id_, GLbitfield use_) : id(id_), use(use_) {}
ResourceId id;
GLbitfield use;
};
ResourceId stagePrograms[6];
ResourceId stageShaders[6];
};
map<ResourceId, ShaderData> m_Shaders;
map<ResourceId, ProgramData> m_Programs;
map<ResourceId, PipelineData> m_Pipelines;
vector<pair<ResourceId, Replacement> > m_DependentReplacements;
GLuint m_FakeBB_FBO;
GLuint m_FakeBB_Color;
GLuint m_FakeBB_DepthStencil;
GLuint m_FakeVAO;
GLsizeiptr m_FakeIdxSize;
ResourceId m_FakeVAOID;
void ProcessChunk(uint64_t offset, GLChunkType context);
void ContextReplayLog(LogState readType, uint32_t startEventID, uint32_t endEventID, bool partial);
void ContextProcessChunk(uint64_t offset, GLChunkType chunk);
void AddUsage(const DrawcallDescription &d);
void AddDrawcall(const DrawcallDescription &d, bool hasEvents);
void AddEvent(string description);
void Serialise_CaptureScope(uint64_t offset);
bool HasSuccessfulCapture(CaptureFailReason &reason)
{
reason = m_FailureReason;
return m_SuccessfulCapture && m_ContextRecord->NumChunks() > 0;
}
void AttemptCapture();
bool Serialise_BeginCaptureFrame(bool applyInitialState);
void BeginCaptureFrame();
void FinishCapture();
void ContextEndFrame();
void CleanupCapture();
void FreeCaptureData();
struct ContextData
{
ContextData()
{
ctx = NULL;
built = ready = false;
attribsCreate = false;
version = 0;
isCore = false;
Program = GeneralUBO = StringUBO = GlyphUBO = 0;
GlyphTexture = DummyVAO = 0;
CharSize = CharAspect = 0.0f;
RDCEraseEl(m_TextureRecord);
RDCEraseEl(m_BufferRecord);
m_VertexArrayRecord = m_FeedbackRecord = m_DrawFramebufferRecord = NULL;
m_ReadFramebufferRecord = NULL;
m_Renderbuffer = ResourceId();
m_TextureUnit = 0;
m_ProgramPipeline = m_Program = 0;
RDCEraseEl(m_ClientMemoryVBOs);
m_ClientMemoryIBO = 0;
}
void *ctx;
bool built;
bool ready;
int version;
bool attribsCreate;
bool isCore;
// map from window handle void* to uint64_t unix timestamp with
// the last time a window was seen/associated with this context.
// Decays after a few seconds since there's no good explicit
// 'remove' type call for GL, only wglCreateContext/wglMakeCurrent
map<void *, uint64_t> windows;
// a window is only associated with one context at once, so any
// time we associate a window, it broadcasts to all other
// contexts to let them know to remove it
void UnassociateWindow(void *wndHandle);
void AssociateWindow(WrappedOpenGL *gl, void *wndHandle);
void CreateDebugData(const GLHookSet &gl);
bool Legacy()
{
return !attribsCreate || (!IsGLES && version < 32) || (IsGLES && version < 20);
}
bool Modern() { return !Legacy(); }
GLuint Program;
GLuint GeneralUBO, StringUBO, GlyphUBO;
GLuint GlyphTexture;
GLuint DummyVAO;
float CharSize;
float CharAspect;
// extensions
vector<string> glExts;
string glExtsString;
// state
GLResourceRecord *m_TextureRecord[256]; // TODO this needs on per texture type :(
GLResourceRecord *m_BufferRecord[16];
GLResourceRecord *m_VertexArrayRecord;
GLResourceRecord *m_FeedbackRecord;
GLResourceRecord *m_DrawFramebufferRecord;
GLResourceRecord *m_ReadFramebufferRecord;
ResourceId m_Renderbuffer;
GLint m_TextureUnit;
GLuint m_ProgramPipeline;
GLuint m_Program;
GLResourceRecord *GetActiveTexRecord() { return m_TextureRecord[m_TextureUnit]; }
// GLES allows drawing from client memory, in which case we will copy to
// temporary VBOs so that input mesh data is recorded. See struct ClientMemoryData
GLuint m_ClientMemoryVBOs[16];
GLuint m_ClientMemoryIBO;
};
struct ClientMemoryData
{
struct VertexAttrib
{
GLuint index;
GLint size;
GLenum type;
GLboolean normalized;
GLsizei stride;
void *pointer;
};
std::vector<VertexAttrib> attribs;
GLuint prevArrayBufferBinding;
};
ClientMemoryData *CopyClientMemoryArrays(GLint first, GLsizei count, GLenum indexType,
const void *&indices);
void RestoreClientMemoryArrays(ClientMemoryData *clientMemoryArrays, GLenum indexType);
// used to match serialisation with older GL captures
void Legacy_preElements(GLenum Type, uint32_t Count);
map<void *, ContextData> m_ContextData;
ContextData &GetCtxData();
GLuint GetUniformProgram();
void MakeValidContextCurrent(GLWindowingData &prevctx, void *favourWnd);
void ReplaceResource(ResourceId from, ResourceId to);
void RemoveReplacement(ResourceId id);
void FreeTargetResource(ResourceId id);
struct QueuedInitialStateFetch
{
GLResource res;
byte *blob;
bool operator<(const QueuedInitialStateFetch &o) const { return res.Context < o.res.Context; }
};
vector<QueuedInitialStateFetch> m_QueuedInitialFetches;
void QueuePrepareInitialState(GLResource res, byte *blob);
static const int FONT_TEX_WIDTH = 256;
static const int FONT_TEX_HEIGHT = 128;
static const int FONT_MAX_CHARS = 256;
void RenderOverlayText(float x, float y, const char *fmt, ...);
void RenderOverlayStr(float x, float y, const char *str);
struct BackbufferImage
{
BackbufferImage() : jpgbuf(NULL), len(0), thwidth(0), thheight(0) {}
~BackbufferImage() { SAFE_DELETE_ARRAY(jpgbuf); }
byte *jpgbuf;
size_t len;
uint32_t thwidth;
uint32_t thheight;
};
BackbufferImage *SaveBackbufferImage();
map<void *, BackbufferImage *> m_BackbufferImages;
void BuildGLExtensions();
void BuildGLESExtensions();
vector<string> m_GLExtensions;
vector<string> m_GLESExtensions;
void StoreCompressedTexData(ResourceId texId, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,
GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
// no copy semantics
WrappedOpenGL(const WrappedOpenGL &);
WrappedOpenGL &operator=(const WrappedOpenGL &);
public:
WrappedOpenGL(const char *logfile, const GLHookSet &funcs, GLPlatform &platform);
virtual ~WrappedOpenGL();
uint32_t GetLogVersion() { return m_InitParams.SerialiseVersion; }
static const char *GetChunkName(uint32_t idx);
GLResourceManager *GetResourceManager() { return m_ResourceManager; }
ResourceId GetDeviceResourceID() { return m_DeviceResourceID; }
ResourceId GetContextResourceID() { return m_ContextResourceID; }
GLReplay *GetReplay() { return &m_Replay; }
void SetDriverType(RDCDriver type) { m_DriverType = type; }
bool isGLESMode() { return m_DriverType == RDC_OpenGLES; }
RDCDriver GetDriverType() { return m_DriverType; }
GLInitParams &GetInitParams() { return m_InitParams; }
void *GetCtx();
void SetFetchCounters(bool in) { m_FetchCounters = in; };
const GLHookSet &GetHookset() { return m_Real; }
void SetDebugMsgContext(const char *context) { m_DebugMsgContext = context; }
void AddDebugMessage(DebugMessage msg)
{
if(m_State < WRITING)
m_DebugMessages.push_back(msg);
}
void AddDebugMessage(MessageCategory c, MessageSeverity sv, MessageSource src, std::string d);
void AddMissingTrack(ResourceId id) { m_MissingTracks.insert(id); }
// replay interface
void Initialise(GLInitParams &params);
void ReplayLog(uint32_t startEventID, uint32_t endEventID, ReplayLogType replayType);
void ReadLogInitialisation();
Serialiser *GetSerialiser() { return m_pSerialiser; }
GLuint GetFakeBBFBO() { return m_FakeBB_FBO; }
GLuint GetFakeVAO() { return m_FakeVAO; }
FrameRecord &GetFrameRecord() { return m_FrameRecord; }
const APIEvent &GetEvent(uint32_t eventID);
const DrawcallDescription &GetRootDraw() { return m_ParentDrawcall; }
const DrawcallDescription *GetDrawcall(uint32_t eventID);
void SuppressDebugMessages(bool suppress) { m_SuppressDebugMessages = suppress; }
vector<EventUsage> GetUsage(ResourceId id) { return m_ResourceUses[id]; }
void CreateContext(GLWindowingData winData, void *shareContext, GLInitParams initParams,
bool core, bool attribsCreate);
void RegisterContext(GLWindowingData winData, void *shareContext, bool core, bool attribsCreate);
void DeleteContext(void *contextHandle);
void ActivateContext(GLWindowingData winData);
void WindowSize(void *windowHandle, uint32_t w, uint32_t h);
void SwapBuffers(void *windowHandle);
void CreateVRAPITextureSwapChain(GLuint tex, GLenum textureType, GLenum internalformat,
GLsizei width, GLsizei height, GLint levels);
void FirstFrame(void *ctx, void *wndHandle);
void StartFrameCapture(void *dev, void *wnd);
bool EndFrameCapture(void *dev, void *wnd);
IMPLEMENT_FUNCTION_SERIALISED(void, glBindTexture(GLenum target, GLuint texture));
IMPLEMENT_FUNCTION_SERIALISED(void,
glBindTextures(GLuint first, GLsizei count, const GLuint *textures));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindImageTexture(GLuint unit, GLuint texture, GLint level,
GLboolean layered, GLint layer,
GLenum access, GLenum format));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindImageTextures(GLuint first, GLsizei count,
const GLuint *textures));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendFunc(GLenum sfactor, GLenum dfactor));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendFunci(GLuint buf, GLenum sfactor, GLenum dfactor));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendColor(GLfloat red, GLfloat green, GLfloat blue,
GLfloat alpha));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorAlpha, GLenum dfactorAlpha));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendFuncSeparatei(GLuint buf, GLenum sfactorRGB,
GLenum dfactorRGB, GLenum sfactorAlpha,
GLenum dfactorAlpha));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendEquation(GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendEquationi(GLuint buf, GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendEquationSeparatei(GLuint buf, GLenum modeRGB,
GLenum modeAlpha));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendBarrierKHR());
IMPLEMENT_FUNCTION_SERIALISED(void, glBlendBarrier());
IMPLEMENT_FUNCTION_SERIALISED(void, glLogicOp(GLenum opcode));
IMPLEMENT_FUNCTION_SERIALISED(void, glStencilFunc(GLenum func, GLint ref, GLuint mask));
IMPLEMENT_FUNCTION_SERIALISED(void, glStencilMask(GLuint mask));
IMPLEMENT_FUNCTION_SERIALISED(void, glStencilOp(GLenum fail, GLenum zfail, GLenum zpass));
IMPLEMENT_FUNCTION_SERIALISED(void, glStencilFuncSeparate(GLenum face, GLenum func, GLint ref,
GLuint mask));
IMPLEMENT_FUNCTION_SERIALISED(void, glStencilMaskSeparate(GLenum face, GLuint mask));
IMPLEMENT_FUNCTION_SERIALISED(void, glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass));
IMPLEMENT_FUNCTION_SERIALISED(void, glColorMask(GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha));
IMPLEMENT_FUNCTION_SERIALISED(void, glColorMaski(GLuint buf, GLboolean red, GLboolean green,
GLboolean blue, GLboolean alpha));
IMPLEMENT_FUNCTION_SERIALISED(void, glSampleMaski(GLuint maskNumber, GLbitfield mask));
IMPLEMENT_FUNCTION_SERIALISED(void, glSampleCoverage(GLfloat value, GLboolean invert));
IMPLEMENT_FUNCTION_SERIALISED(void, glMinSampleShading(GLfloat value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glRasterSamplesEXT(GLuint samples, GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(void, glClear(GLbitfield mask));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearColor(GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearDepth(GLdouble depth));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearDepthf(GLfloat depth));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearStencil(GLint stencil));
IMPLEMENT_FUNCTION_SERIALISED(void, glCullFace(GLenum cap));
IMPLEMENT_FUNCTION_SERIALISED(void, glDepthFunc(GLenum func));
IMPLEMENT_FUNCTION_SERIALISED(void, glDepthMask(GLboolean flag));
IMPLEMENT_FUNCTION_SERIALISED(void, glDepthRange(GLdouble nearVal, GLdouble farVal));
IMPLEMENT_FUNCTION_SERIALISED(void, glDepthRangef(GLfloat nearVal, GLfloat farVal));
IMPLEMENT_FUNCTION_SERIALISED(void, glDepthRangeIndexed(GLuint index, GLdouble nearVal,
GLdouble farVal));
IMPLEMENT_FUNCTION_SERIALISED(void, glDepthRangeIndexedfOES(GLuint index, GLfloat nearVal,
GLfloat farVal));
IMPLEMENT_FUNCTION_SERIALISED(void,
glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glDepthRangeArrayfvOES(GLuint first, GLsizei count,
const GLfloat *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glDepthBoundsEXT(GLclampd nearVal, GLclampd farVal));
IMPLEMENT_FUNCTION_SERIALISED(void, glClipControl(GLenum origin, GLenum depth));
IMPLEMENT_FUNCTION_SERIALISED(void, glProvokingVertex(GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glPrimitiveRestartIndex(GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void, glDisable(GLenum cap));
IMPLEMENT_FUNCTION_SERIALISED(void, glEnable(GLenum cap));
IMPLEMENT_FUNCTION_SERIALISED(void, glDisablei(GLenum cap, GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void, glEnablei(GLenum cap, GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void, glFrontFace(GLenum cap));
IMPLEMENT_FUNCTION_SERIALISED(void, glFinish());
IMPLEMENT_FUNCTION_SERIALISED(void, glFlush());
IMPLEMENT_FUNCTION_SERIALISED(void, glGenTextures(GLsizei n, GLuint *textures));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteTextures(GLsizei n, const GLuint *textures));
IMPLEMENT_FUNCTION_SERIALISED(void, glHint(GLenum target, GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glPixelStorei(GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void, glPixelStoref(GLenum pname, GLfloat param));
IMPLEMENT_FUNCTION_SERIALISED(void, glPolygonMode(GLenum face, GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glPolygonOffset(GLfloat factor, GLfloat units));
IMPLEMENT_FUNCTION_SERIALISED(void, glPolygonOffsetClampEXT(GLfloat factor, GLfloat units,
GLfloat clamp));
IMPLEMENT_FUNCTION_SERIALISED(void, glPatchParameteri(GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void, glPatchParameterfv(GLenum pname, const GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glPointParameterf(GLenum pname, GLfloat param));
IMPLEMENT_FUNCTION_SERIALISED(void, glPointParameterfv(GLenum pname, const GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glPointParameteri(GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void, glPointParameteriv(GLenum pname, const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glPointSize(GLfloat size));
IMPLEMENT_FUNCTION_SERIALISED(void, glLineWidth(GLfloat width));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexImage1D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLint border, GLenum format,
GLenum type, const GLvoid *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexImage2D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexImage3D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type,
const GLvoid *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexImage2DMultisample(GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexImage3DMultisample(GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width,
GLsizei height, GLsizei depth,
GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(void, glCompressedTexImage1D(GLenum target, GLint level,
GLenum internalformat, GLsizei width,
GLint border, GLsizei imageSize,
const GLvoid *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCompressedTexImage2D(GLenum target, GLint level,
GLenum internalformat, GLsizei width,
GLsizei height, GLint border,
GLsizei imageSize, const GLvoid *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCompressedTexImage3D(GLenum target, GLint level,
GLenum internalformat, GLsizei width,
GLsizei height, GLsizei depth, GLint border,
GLsizei imageSize, const GLvoid *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTexBufferRange(GLenum target, GLenum internalformat,
GLuint buffer, GLintptr offset, GLsizeiptr size));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexParameterf(GLenum target, GLenum pname, GLfloat param));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexParameterfv(GLenum target, GLenum pname,
const GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexParameteri(GLenum target, GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTexParameteriv(GLenum target, GLenum pname, const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTexParameterIiv(GLenum target, GLenum pname, const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexParameterIuiv(GLenum target, GLenum pname,
const GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenSamplers(GLsizei count, GLuint *samplers));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindSampler(GLuint unit, GLuint sampler));
IMPLEMENT_FUNCTION_SERIALISED(void,
glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteSamplers(GLsizei n, const GLuint *ids));
IMPLEMENT_FUNCTION_SERIALISED(void, glSamplerParameteri(GLuint sampler, GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void,
glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param));
IMPLEMENT_FUNCTION_SERIALISED(void, glSamplerParameteriv(GLuint sampler, GLenum pname,
const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glSamplerParameterfv(GLuint sampler, GLenum pname,
const GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glSamplerParameterIiv(GLuint sampler, GLenum pname,
const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glSamplerParameterIuiv(GLuint sampler, GLenum pname,
const GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glViewport(GLint x, GLint y, GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glViewportIndexedf(GLuint index, GLfloat x, GLfloat y,
GLfloat w, GLfloat h));
IMPLEMENT_FUNCTION_SERIALISED(void, glViewportIndexedfv(GLuint index, const GLfloat *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glViewportArrayv(GLuint first, GLuint count, const GLfloat *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glScissor(GLint x, GLint y, GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glScissorArrayv(GLuint first, GLsizei count, const GLint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glScissorIndexed(GLuint index, GLint left, GLint bottom,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glScissorIndexedv(GLuint index, const GLint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glClampColor(GLenum target, GLenum clamp));
IMPLEMENT_FUNCTION_SERIALISED(void, glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glReadnPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei bufSize,
void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glReadBuffer(GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenFramebuffers(GLsizei n, GLuint *framebuffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawBuffer(GLenum buf));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawBuffers(GLsizei n, const GLenum *bufs));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindFramebuffer(GLenum target, GLuint framebuffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferTexture(GLenum target, GLenum attachment,
GLuint texture, GLint level));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferTexture1D(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture,
GLint level));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferTexture2D(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture,
GLint level));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferTexture3D(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture,
GLint level, GLint zoffset));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferTextureLayer(GLenum target, GLenum attachment,
GLuint texture, GLint level,
GLint layer));
IMPLEMENT_FUNCTION_SERIALISED(
void, glFramebufferTextureMultiviewOVR(GLenum target, GLenum attachment, GLuint texture,
GLint level, GLint baseViewIndex, GLsizei numViews));
IMPLEMENT_FUNCTION_SERIALISED(
void, glFramebufferTextureMultisampleMultiviewOVR(GLenum target, GLenum attachment,
GLuint texture, GLint level, GLsizei samples,
GLint baseViewIndex, GLsizei numViews));
IMPLEMENT_FUNCTION_SERIALISED(void,
glFramebufferParameteri(GLenum target, GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenRenderbuffers(GLsizei n, GLuint *renderbuffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glRenderbufferStorage(GLenum target, GLenum internalformat,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glRenderbufferStorageMultisample(GLenum target, GLsizei samples,
GLenum internalformat,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindRenderbuffer(GLenum target, GLuint renderbuffer));
GLenum glCheckFramebufferStatus(GLenum target);
IMPLEMENT_FUNCTION_SERIALISED(void, glObjectLabel(GLenum identifier, GLuint name, GLsizei length,
const GLchar *label));
IMPLEMENT_FUNCTION_SERIALISED(void, glLabelObjectEXT(GLenum identifier, GLuint name,
GLsizei length, const GLchar *label));
IMPLEMENT_FUNCTION_SERIALISED(void, glObjectPtrLabel(const void *ptr, GLsizei length,
const GLchar *label));
IMPLEMENT_FUNCTION_SERIALISED(void,
glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam));
IMPLEMENT_FUNCTION_SERIALISED(void, glDebugMessageControl(GLenum source, GLenum type,
GLenum severity, GLsizei count,
const GLuint *ids, GLboolean enabled));
IMPLEMENT_FUNCTION_SERIALISED(void, glDebugMessageInsert(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length,
const GLchar *buf));
IMPLEMENT_FUNCTION_SERIALISED(void, glPushDebugGroup(GLenum source, GLuint id, GLsizei length,
const GLchar *message));
IMPLEMENT_FUNCTION_SERIALISED(void, glPopDebugGroup());
IMPLEMENT_FUNCTION_SERIALISED(void, glPushGroupMarkerEXT(GLsizei length, const GLchar *marker));
IMPLEMENT_FUNCTION_SERIALISED(void, glPopGroupMarkerEXT());
IMPLEMENT_FUNCTION_SERIALISED(void, glInsertEventMarkerEXT(GLsizei length, const GLchar *marker));
IMPLEMENT_FUNCTION_SERIALISED(void, glFrameTerminatorGREMEDY());
IMPLEMENT_FUNCTION_SERIALISED(void, glStringMarkerGREMEDY(GLsizei len, const void *string));
bool Serialise_glFenceSync(GLsync real, GLenum condition, GLbitfield flags);
GLsync glFenceSync(GLenum condition, GLbitfield flags);
IMPLEMENT_FUNCTION_SERIALISED(GLenum,
glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout));
IMPLEMENT_FUNCTION_SERIALISED(void, glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteSync(GLsync sync));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenQueries(GLsizei n, GLuint *ids));
IMPLEMENT_FUNCTION_SERIALISED(void, glBeginQuery(GLenum target, GLuint id));
IMPLEMENT_FUNCTION_SERIALISED(void, glBeginQueryIndexed(GLenum target, GLuint index, GLuint id));
IMPLEMENT_FUNCTION_SERIALISED(void, glEndQuery(GLenum target));
IMPLEMENT_FUNCTION_SERIALISED(void, glEndQueryIndexed(GLenum target, GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void, glBeginConditionalRender(GLuint id, GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glEndConditionalRender());
IMPLEMENT_FUNCTION_SERIALISED(void, glQueryCounter(GLuint id, GLenum target));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteQueries(GLsizei n, const GLuint *ids));
IMPLEMENT_FUNCTION_SERIALISED(void, glActiveTexture(GLenum texture));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexStorage1D(GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexStorage2DMultisample(GLenum target, GLsizei samples,
GLenum internalformat,
GLsizei width, GLsizei height,
GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexStorage3DMultisample(GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width,
GLsizei height, GLsizei depth,
GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexSubImage1D(GLenum target, GLint level, GLint xoffset,
GLsizei width, GLenum format, GLenum type,
const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTexSubImage2D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glTexSubImage3D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format,
GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset,
GLsizei width, GLenum format,
GLsizei imageSize, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width,
GLsizei height, GLenum format,
GLsizei imageSize, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(
void, glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureView(GLuint texture, GLenum target, GLuint origtexture,
GLenum internalformat, GLuint minlevel,
GLuint numlevels, GLuint minlayer, GLuint numlayers));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenerateMipmap(GLenum target));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel,
GLint srcX, GLint srcY, GLint srcZ, GLuint dstName,
GLenum dstTarget, GLint dstLevel, GLint dstX,
GLint dstY, GLint dstZ, GLsizei srcWidth,
GLsizei srcHeight, GLsizei srcDepth));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLint border));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyTexImage2D(GLenum target, GLint level,
GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset,
GLint x, GLint y, GLsizei width));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLint x,
GLint y, GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1,
GLint srcY1, GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1, GLbitfield mask,
GLenum filter));
bool Serialise_glCreateShader(GLuint real, GLenum type);
GLuint glCreateShader(GLenum type);
bool Serialise_glCreateShaderProgramv(GLuint real, GLenum type, GLsizei count,
const GLchar *const *strings);
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings);
bool Serialise_glCreateProgram(GLuint real);
GLuint glCreateProgram();
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteShader(GLuint shader));
IMPLEMENT_FUNCTION_SERIALISED(void,
glShaderSource(GLuint shader, GLsizei count,
const GLchar *const *string, const GLint *length));
IMPLEMENT_FUNCTION_SERIALISED(void, glCompileShader(GLuint shader));
IMPLEMENT_FUNCTION_SERIALISED(void, glAttachShader(GLuint program, GLuint shader));
IMPLEMENT_FUNCTION_SERIALISED(void, glDetachShader(GLuint program, GLuint shader));
IMPLEMENT_FUNCTION_SERIALISED(void, glReleaseShaderCompiler());
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteProgram(GLuint program));
IMPLEMENT_FUNCTION_SERIALISED(void, glLinkProgram(GLuint program));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramParameteri(GLuint program, GLenum pname, GLint value));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedStringARB(GLenum type, GLint namelen, const GLchar *name,
GLint stringlen, const GLchar *str));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteNamedStringARB(GLint namelen, const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glCompileShaderIncludeARB(GLuint shader, GLsizei count,
const GLchar *const *path,
const GLint *length));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex,
GLuint uniformBlockBinding));
IMPLEMENT_FUNCTION_SERIALISED(void, glShaderStorageBlockBinding(GLuint program,
GLuint storageBlockIndex,
GLuint storageBlockBinding));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniformSubroutinesuiv(GLenum shadertype, GLsizei count,
const GLuint *indices));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindAttribLocation(GLuint program, GLuint index,
const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindFragDataLocation(GLuint program, GLuint color,
const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void,
glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber,
GLuint index, const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glUseProgram(GLuint program));
IMPLEMENT_FUNCTION_SERIALISED(void, glUseProgramStages(GLuint pipeline, GLbitfield stages,
GLuint program));
IMPLEMENT_FUNCTION_SERIALISED(void, glValidateProgram(GLuint program));
IMPLEMENT_FUNCTION_SERIALISED(void, glShaderBinary(GLsizei count, const GLuint *shaders,
GLenum binaryformat, const void *binary,
GLsizei length));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramBinary(GLuint program, GLenum binaryFormat,
const void *binary, GLsizei length));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenProgramPipelines(GLsizei n, GLuint *pipelines));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindProgramPipeline(GLuint pipeline));
IMPLEMENT_FUNCTION_SERIALISED(void, glActiveShaderProgram(GLuint pipeline, GLuint program));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines));
IMPLEMENT_FUNCTION_SERIALISED(void, glValidateProgramPipeline(GLuint pipeline));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenBuffers(GLsizei n, GLuint *buffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindBuffer(GLenum target, GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glBufferStorage(GLenum target, GLsizeiptr size,
const void *data, GLbitfield flags));
IMPLEMENT_FUNCTION_SERIALISED(void, glBufferData(GLenum target, GLsizeiptr size, const void *data,
GLenum usage));
IMPLEMENT_FUNCTION_SERIALISED(void, glBufferSubData(GLenum target, GLintptr offset,
GLsizeiptr size, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyBufferSubData(GLenum readTarget, GLenum writeTarget,
GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindBufferBase(GLenum target, GLuint index, GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindBufferRange(GLenum target, GLuint index, GLuint buffer,
GLintptr offset, GLsizeiptr size));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindBuffersBase(GLenum target, GLuint first, GLsizei count,
const GLuint *buffers));
IMPLEMENT_FUNCTION_SERIALISED(void,
glBindBuffersRange(GLenum target, GLuint first, GLsizei count,
const GLuint *buffers, const GLintptr *offsets,
const GLsizeiptr *sizes));
IMPLEMENT_FUNCTION_SERIALISED(void *, glMapBuffer(GLenum target, GLenum access));
IMPLEMENT_FUNCTION_SERIALISED(void *, glMapBufferRange(GLenum target, GLintptr offset,
GLsizeiptr length, GLbitfield access));
IMPLEMENT_FUNCTION_SERIALISED(void, glFlushMappedBufferRange(GLenum target, GLintptr offset,
GLsizeiptr length));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glUnmapBuffer(GLenum target));
IMPLEMENT_FUNCTION_SERIALISED(void, glTransformFeedbackVaryings(GLuint program, GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenTransformFeedbacks(GLsizei n, GLuint *ids));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindTransformFeedback(GLenum target, GLuint id));
IMPLEMENT_FUNCTION_SERIALISED(void, glBeginTransformFeedback(GLenum primitiveMode));
IMPLEMENT_FUNCTION_SERIALISED(void, glPauseTransformFeedback());
IMPLEMENT_FUNCTION_SERIALISED(void, glResumeTransformFeedback());
IMPLEMENT_FUNCTION_SERIALISED(void, glEndTransformFeedback());
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawTransformFeedback(GLenum mode, GLuint id));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawTransformFeedbackInstanced(GLenum mode, GLuint id,
GLsizei instancecount));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawTransformFeedbackStream(GLenum mode, GLuint id,
GLuint stream));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id,
GLuint stream,
GLsizei instancecount));
IMPLEMENT_FUNCTION_SERIALISED(void, glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y,
GLuint num_groups_z));
IMPLEMENT_FUNCTION_SERIALISED(
void,
glDispatchComputeGroupSizeARB(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z,
GLuint group_size_x, GLuint group_size_y, GLuint group_size_z));
IMPLEMENT_FUNCTION_SERIALISED(void, glDispatchComputeIndirect(GLintptr indirect));
IMPLEMENT_FUNCTION_SERIALISED(void, glMemoryBarrier(GLbitfield barriers));
IMPLEMENT_FUNCTION_SERIALISED(void, glMemoryBarrierByRegion(GLbitfield barriers));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureBarrier());
IMPLEMENT_FUNCTION_SERIALISED(void, glClearBufferfv(GLenum buffer, GLint drawbuffer,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearBufferiv(GLenum buffer, GLint drawbuffer,
const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearBufferuiv(GLenum buffer, GLint drawbuffer,
const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearBufferfi(GLenum buffer, GLint drawbuffer,
GLfloat depth, GLint stencil));
IMPLEMENT_FUNCTION_SERIALISED(void,
glClearBufferData(GLenum target, GLenum internalformat,
GLenum format, GLenum type, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glClearBufferSubData(GLenum target, GLenum internalformat,
GLintptr offset, GLsizeiptr size,
GLenum format, GLenum type, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearTexImage(GLuint texture, GLint level, GLenum format,
GLenum type, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearTexSubImage(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format,
GLenum type, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glInvalidateBufferData(GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glInvalidateBufferSubData(GLuint buffer, GLintptr offset,
GLsizeiptr length));
IMPLEMENT_FUNCTION_SERIALISED(void, glInvalidateFramebuffer(GLenum target, GLsizei numAttachments,
const GLenum *attachments));
IMPLEMENT_FUNCTION_SERIALISED(void,
glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments,
const GLenum *attachments, GLint x,
GLint y, GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glInvalidateTexImage(GLuint texture, GLint level));
IMPLEMENT_FUNCTION_SERIALISED(void,
glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth));
IMPLEMENT_FUNCTION_SERIALISED(void, glDiscardFramebufferEXT(GLenum target, GLsizei numAttachments,
const GLenum *attachments));
enum AttribType
{
Attrib_GLdouble = 0x01,
Attrib_GLfloat = 0x02,
Attrib_GLshort = 0x03,
Attrib_GLushort = 0x04,
Attrib_GLbyte = 0x05,
Attrib_GLubyte = 0x06,
Attrib_GLint = 0x07,
Attrib_GLuint = 0x08,
Attrib_packed = 0x09,
Attrib_typemask = 0x0f,
Attrib_L = 0x10,
Attrib_I = 0x20,
Attrib_N = 0x40,
};
bool Serialise_glVertexAttrib(GLuint index, int count, GLenum type, GLboolean normalized,
const void *value, int attribtype);
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib1d(GLuint index, GLdouble x));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib1dv(GLuint index, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib1f(GLuint index, GLfloat x));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib1fv(GLuint index, const GLfloat *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib1s(GLuint index, GLshort x));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib1sv(GLuint index, const GLshort *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib2dv(GLuint index, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib2fv(GLuint index, const GLfloat *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib2s(GLuint index, GLshort x, GLshort y));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib2sv(GLuint index, const GLshort *v));
IMPLEMENT_FUNCTION_SERIALISED(void,
glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib3dv(GLuint index, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void,
glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib3fv(GLuint index, const GLfloat *v));
IMPLEMENT_FUNCTION_SERIALISED(void,
glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib3sv(GLuint index, const GLshort *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4Nbv(GLuint index, const GLbyte *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4Niv(GLuint index, const GLint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4Nsv(GLuint index, const GLshort *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y,
GLubyte z, GLubyte w));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4Nubv(GLuint index, const GLubyte *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4Nuiv(GLuint index, const GLuint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4Nusv(GLuint index, const GLushort *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4bv(GLuint index, const GLbyte *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y,
GLdouble z, GLdouble w));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4dv(GLuint index, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y,
GLfloat z, GLfloat w));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4fv(GLuint index, const GLfloat *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4iv(GLuint index, const GLint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4s(GLuint index, GLshort x, GLshort y,
GLshort z, GLshort w));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4sv(GLuint index, const GLshort *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4ubv(GLuint index, const GLubyte *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4uiv(GLuint index, const GLuint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttrib4usv(GLuint index, const GLushort *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI1i(GLuint index, GLint x));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI1iv(GLuint index, const GLint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI1ui(GLuint index, GLuint x));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI1uiv(GLuint index, const GLuint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI2i(GLuint index, GLint x, GLint y));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI2iv(GLuint index, const GLint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI2ui(GLuint index, GLuint x, GLuint y));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI2uiv(GLuint index, const GLuint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI3iv(GLuint index, const GLint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI3uiv(GLuint index, const GLuint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI4bv(GLuint index, const GLbyte *v));
IMPLEMENT_FUNCTION_SERIALISED(void,
glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI4iv(GLuint index, const GLint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI4sv(GLuint index, const GLshort *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI4ubv(GLuint index, const GLubyte *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z,
GLuint w));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI4uiv(GLuint index, const GLuint *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribI4usv(GLuint index, const GLushort *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribL1d(GLuint index, GLdouble x));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribL1dv(GLuint index, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribL2dv(GLuint index, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void,
glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribL3dv(GLuint index, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y,
GLdouble z, GLdouble w));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribL4dv(GLuint index, const GLdouble *v));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribP1ui(GLuint index, GLenum type,
GLboolean normalized, GLuint value));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribP1uiv(GLuint index, GLenum type,
GLboolean normalized, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribP2ui(GLuint index, GLenum type,
GLboolean normalized, GLuint value));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribP2uiv(GLuint index, GLenum type,
GLboolean normalized, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribP3ui(GLuint index, GLenum type,
GLboolean normalized, GLuint value));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribP3uiv(GLuint index, GLenum type,
GLboolean normalized, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribP4ui(GLuint index, GLenum type,
GLboolean normalized, GLuint value));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribP4uiv(GLuint index, GLenum type,
GLboolean normalized, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribPointer(GLuint index, GLint size, GLenum type,
GLboolean normalized, GLsizei stride,
const void *pointer));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribIPointer(GLuint index, GLint size, GLenum type,
GLsizei stride, const void *pointer));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribLPointer(GLuint index, GLint size, GLenum type,
GLsizei stride, const void *pointer));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribBinding(GLuint attribindex, GLuint bindingindex));
IMPLEMENT_FUNCTION_SERIALISED(void,
glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type,
GLboolean normalized, GLuint relativeoffset));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribIFormat(GLuint attribindex, GLint size,
GLenum type, GLuint relativeoffset));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribLFormat(GLuint attribindex, GLint size,
GLenum type, GLuint relativeoffset));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexAttribDivisor(GLuint index, GLuint divisor));
IMPLEMENT_FUNCTION_SERIALISED(void, glEnableVertexAttribArray(GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void, glDisableVertexAttribArray(GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenVertexArrays(GLsizei n, GLuint *arrays));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindVertexArray(GLuint array));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindVertexBuffer(GLuint bindingindex, GLuint buffer,
GLintptr offset, GLsizei stride));
IMPLEMENT_FUNCTION_SERIALISED(void,
glBindVertexBuffers(GLuint first, GLsizei count,
const GLuint *buffers, const GLintptr *offsets,
const GLsizei *strides));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexBindingDivisor(GLuint bindingindex, GLuint divisor));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsEnabled(GLenum cap));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsTexture(GLuint texture));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsEnabledi(GLenum target, GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsBuffer(GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsFramebuffer(GLuint framebuffer));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsProgram(GLuint program));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsProgramPipeline(GLuint pipeline));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsQuery(GLuint id));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsRenderbuffer(GLuint renderbuffer));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsSampler(GLuint sampler));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsShader(GLuint shader));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsSync(GLsync sync));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsTransformFeedback(GLuint id));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsVertexArray(GLuint array));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glIsNamedStringARB(GLint namelen, const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(GLenum, glGetError());
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTexLevelParameteriv(GLenum target, GLint level,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTexLevelParameterfv(GLenum target, GLint level,
GLenum pname, GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetTexParameteriv(GLenum target, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTexImage(GLenum target, GLint level, GLenum format,
GLenum type, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetBooleanv(GLenum pname, GLboolean *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetFloatv(GLenum pname, GLfloat *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetDoublev(GLenum pname, GLdouble *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetIntegerv(GLenum pname, GLint *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetPointerv(GLenum pname, void **params));
IMPLEMENT_FUNCTION_SERIALISED(const GLubyte *, glGetString(GLenum name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetInternalformativ(GLenum target, GLenum internalformat,
GLenum pname, GLsizei bufSize,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetInternalformati64v(GLenum target, GLenum internalformat,
GLenum pname, GLsizei bufSize,
GLint64 *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetBufferParameteri64v(GLenum target, GLenum pname,
GLint64 *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetBufferPointerv(GLenum target, GLenum pname, void **params));
IMPLEMENT_FUNCTION_SERIALISED(GLint, glGetFragDataIndex(GLuint program, const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(GLint, glGetFragDataLocation(GLuint program, const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(const GLubyte *, glGetStringi(GLenum name, GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetBooleani_v(GLenum target, GLuint index, GLboolean *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetIntegeri_v(GLenum target, GLuint index, GLint *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetFloati_v(GLenum target, GLuint index, GLfloat *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetDoublei_v(GLenum target, GLuint index, GLdouble *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetInteger64v(GLenum pname, GLint64 *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetShaderiv(GLuint shader, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetShaderInfoLog(GLuint shader, GLsizei bufSize,
GLsizei *length, GLchar *infoLog));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
GLint *range, GLint *precision));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetShaderSource(GLuint shader, GLsizei bufSize,
GLsizei *length, GLchar *source));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetAttachedShaders(GLuint program, GLsizei maxCount,
GLsizei *count, GLuint *shaders));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetProgramiv(GLuint program, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetProgramInfoLog(GLuint program, GLsizei bufSize,
GLsizei *length, GLchar *infoLog));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetProgramInterfaceiv(GLuint program, GLenum programInterface,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(GLuint,
glGetProgramResourceIndex(GLuint program, GLenum programInterface,
const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetProgramResourceiv(GLuint program, GLenum programInterface,
GLuint index, GLsizei propCount,
const GLenum *props, GLsizei bufSize,
GLsizei *length, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetProgramResourceName(GLuint program, GLenum programInterface,
GLuint index, GLsizei bufSize,
GLsizei *length, GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetProgramPipelineiv(GLuint pipeline, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize,
GLsizei *length, GLchar *infoLog));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length,
GLenum *binaryFormat, void *binary));
IMPLEMENT_FUNCTION_SERIALISED(GLint, glGetProgramResourceLocation(GLuint program,
GLenum programInterface,
const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(GLint, glGetProgramResourceLocationIndex(GLuint program,
GLenum programInterface,
const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetProgramStageiv(GLuint program, GLenum shadertype,
GLenum pname, GLint *values));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetNamedStringARB(GLint namelen, const GLchar *name,
GLsizei bufSize, GLint *stringlen,
GLchar *string));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetNamedStringivARB(GLint namelen, const GLchar *name,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(GLenum, glGetGraphicsResetStatus());
IMPLEMENT_FUNCTION_SERIALISED(void, glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize,
GLsizei *length, GLchar *label));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetObjectLabelEXT(GLenum identifier, GLuint name, GLsizei bufSize,
GLsizei *length, GLchar *label));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetObjectPtrLabel(const void *ptr, GLsizei bufSize,
GLsizei *length, GLchar *label));
IMPLEMENT_FUNCTION_SERIALISED(GLuint,
glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources,
GLenum *types, GLuint *ids, GLenum *severities,
GLsizei *lengths, GLchar *messageLog));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetFramebufferParameteriv(GLenum target, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetRenderbufferParameteriv(GLenum target, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryBufferObjectui64v(GLuint id, GLuint buffer,
GLenum pname, GLintptr offset));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryBufferObjectuiv(GLuint id, GLuint buffer,
GLenum pname, GLintptr offset));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryBufferObjecti64v(GLuint id, GLuint buffer,
GLenum pname, GLintptr offset));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryBufferObjectiv(GLuint id, GLuint buffer,
GLenum pname, GLintptr offset));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetQueryiv(GLenum target, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize,
GLsizei *length, GLint *values));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetBufferSubData(GLenum target, GLintptr offset,
GLsizeiptr size, void *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexAttribPointerv(GLuint index, GLenum pname,
void **pointer));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetCompressedTexImage(GLenum target, GLint level, void *img));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetnCompressedTexImage(GLenum target, GLint lod,
GLsizei bufSize, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetCompressedTextureImage(GLuint texture, GLint level,
GLsizei bufSize, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetCompressedTextureSubImage(GLuint texture, GLint level,
GLint xoffset, GLint yoffset,
GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth,
GLsizei bufSize, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetnTexImage(GLenum target, GLint level, GLenum format,
GLenum type, GLsizei bufSize, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureImage(GLuint texture, GLint level, GLenum format,
GLenum type, GLsizei bufSize, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureLevelParameterfv(GLuint texture, GLint level,
GLenum pname, GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureLevelParameteriv(GLuint texture, GLint level,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureParameterIiv(GLuint texture, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureParameterIuiv(GLuint texture, GLenum pname,
GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureParameterfv(GLuint texture, GLenum pname,
GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureParameteriv(GLuint texture, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetTextureSubImage(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format,
GLenum type, GLsizei bufSize, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetSamplerParameterIiv(GLuint sampler, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetSamplerParameterIuiv(GLuint sampler, GLenum pname,
GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetSamplerParameterfv(GLuint sampler, GLenum pname,
GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetSamplerParameteriv(GLuint sampler, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTransformFeedbackVarying(GLuint program, GLuint index,
GLsizei bufSize,
GLsizei *length, GLsizei *size,
GLenum *type, GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTransformFeedbacki64_v(GLuint xfb, GLenum pname,
GLuint index, GLint64 *param));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTransformFeedbacki_v(GLuint xfb, GLenum pname,
GLuint index, GLint *param));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetTransformFeedbackiv(GLuint xfb, GLenum pname, GLint *param));
IMPLEMENT_FUNCTION_SERIALISED(GLuint, glGetSubroutineIndex(GLuint program, GLenum shadertype,
const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(GLint,
glGetSubroutineUniformLocation(GLuint program, GLenum shadertype,
const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetActiveSubroutineName(GLuint program, GLenum shadertype,
GLuint index, GLsizei bufsize,
GLsizei *length, GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype,
GLuint index, GLsizei bufsize,
GLsizei *length, GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetActiveSubroutineUniformiv(GLuint program,
GLenum shadertype, GLuint index,
GLenum pname, GLint *values));
IMPLEMENT_FUNCTION_SERIALISED(GLint, glGetUniformLocation(GLuint program, const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetUniformIndices(GLuint program, GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetUniformSubroutineuiv(GLenum shadertype, GLint location,
GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(GLuint, glGetUniformBlockIndex(GLuint program,
const GLchar *uniformBlockName));
IMPLEMENT_FUNCTION_SERIALISED(GLint, glGetAttribLocation(GLuint program, const GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetActiveUniform(GLuint program, GLuint index,
GLsizei bufSize, GLsizei *length,
GLint *size, GLenum *type, GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetActiveUniformName(GLuint program, GLuint uniformIndex,
GLsizei bufSize, GLsizei *length,
GLchar *uniformName));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize, GLsizei *length,
GLchar *uniformBlockName));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetActiveUniformsiv(GLuint program, GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetActiveAttrib(GLuint program, GLuint index,
GLsizei bufSize, GLsizei *length,
GLint *size, GLenum *type, GLchar *name));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetUniformfv(GLuint program, GLint location, GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetUniformiv(GLuint program, GLint location, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetUniformuiv(GLuint program, GLint location, GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetUniformdv(GLuint program, GLint location, GLdouble *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetnUniformdv(GLuint program, GLint location,
GLsizei bufSize, GLdouble *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetnUniformfv(GLuint program, GLint location,
GLsizei bufSize, GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetnUniformiv(GLuint program, GLint location,
GLsizei bufSize, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetnUniformuiv(GLuint program, GLint location,
GLsizei bufSize, GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexArrayIndexed64iv(GLuint vaobj, GLuint index,
GLenum pname, GLint64 *param));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexArrayIndexediv(GLuint vaobj, GLuint index,
GLenum pname, GLint *param));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetNamedBufferParameteri64v(GLuint buffer, GLenum pname,
GLint64 *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetNamedBufferSubData(GLuint buffer, GLintptr offset,
GLsizeiptr size, void *data));
enum UniformType
{
UNIFORM_UNKNOWN,
VEC1fv,
VEC1iv,
VEC1uiv,
VEC1dv,
VEC2fv,
VEC2iv,
VEC2uiv,
VEC2dv,
VEC3fv,
VEC3iv,
VEC3uiv,
VEC3dv,
VEC4fv,
VEC4iv,
VEC4uiv,
VEC4dv,
MAT2fv,
MAT2x3fv,
MAT2x4fv,
MAT3fv,
MAT3x2fv,
MAT3x4fv,
MAT4fv,
MAT4x2fv,
MAT4x3fv,
MAT2dv,
MAT2x3dv,
MAT2x4dv,
MAT3dv,
MAT3x2dv,
MAT3x4dv,
MAT4dv,
MAT4x2dv,
MAT4x3dv,
};
bool Serialise_glUniformMatrix(GLint location, GLsizei count, GLboolean transpose,
const void *value, UniformType type);
bool Serialise_glUniformVector(GLint location, GLsizei count, const void *value, UniformType type);
bool Serialise_glProgramUniformMatrix(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const void *value, UniformType type);
bool Serialise_glProgramUniformVector(GLuint program, GLint location, GLsizei count,
const void *value, UniformType type);
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform1f(GLint location, GLfloat v0));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform1i(GLint location, GLint v0));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform1ui(GLint location, GLuint v0));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform1d(GLint location, GLdouble v0));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform2f(GLint location, GLfloat v0, GLfloat v1));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform2i(GLint location, GLint v0, GLint v1));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform2ui(GLint location, GLuint v0, GLuint v1));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform2d(GLint location, GLdouble v0, GLdouble v1));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform3i(GLint location, GLint v0, GLint v1, GLint v2));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform4f(GLint location, GLfloat v0, GLfloat v1,
GLfloat v2, GLfloat v3));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2,
GLuint v3));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniform4d(GLint location, GLdouble v0, GLdouble v1,
GLdouble v2, GLdouble v3));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform1iv(GLint location, GLsizei count, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform1uiv(GLint location, GLsizei count, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform1fv(GLint location, GLsizei count, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform1dv(GLint location, GLsizei count, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform2iv(GLint location, GLsizei count, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform2uiv(GLint location, GLsizei count, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform2fv(GLint location, GLsizei count, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform2dv(GLint location, GLsizei count, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform3iv(GLint location, GLsizei count, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform3uiv(GLint location, GLsizei count, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform3fv(GLint location, GLsizei count, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform3dv(GLint location, GLsizei count, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform4iv(GLint location, GLsizei count, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform4uiv(GLint location, GLsizei count, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform4fv(GLint location, GLsizei count, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniform4dv(GLint location, GLsizei count, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform1f(GLuint program, GLint location, GLfloat v0));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform1i(GLuint program, GLint location, GLint v0));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform1ui(GLuint program, GLint location, GLuint v0));
IMPLEMENT_FUNCTION_SERIALISED(void,
glProgramUniform1d(GLuint program, GLint location, GLdouble v0));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform2f(GLuint program, GLint location, GLfloat v0,
GLfloat v1));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform2i(GLuint program, GLint location, GLint v0,
GLint v1));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform2ui(GLuint program, GLint location, GLuint v0,
GLuint v1));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform2d(GLuint program, GLint location,
GLdouble v0, GLdouble v1));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform3f(GLuint program, GLint location, GLfloat v0,
GLfloat v1, GLfloat v2));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform3i(GLuint program, GLint location, GLint v0,
GLint v1, GLint v2));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform3ui(GLuint program, GLint location, GLuint v0,
GLuint v1, GLuint v2));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform3d(GLuint program, GLint location,
GLdouble v0, GLdouble v1, GLdouble v2));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform4f(GLuint program, GLint location, GLfloat v0,
GLfloat v1, GLfloat v2, GLfloat v3));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform4i(GLuint program, GLint location, GLint v0,
GLint v1, GLint v2, GLint v3));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform4ui(GLuint program, GLint location, GLuint v0,
GLuint v1, GLuint v2, GLuint v3));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform4d(GLuint program, GLint location, GLdouble v0,
GLdouble v1, GLdouble v2, GLdouble v3));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform1iv(GLuint program, GLint location,
GLsizei count, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform1uiv(GLuint program, GLint location,
GLsizei count, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform1fv(GLuint program, GLint location,
GLsizei count, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform1dv(GLuint program, GLint location,
GLsizei count, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform2iv(GLuint program, GLint location,
GLsizei count, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform2uiv(GLuint program, GLint location,
GLsizei count, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform2fv(GLuint program, GLint location,
GLsizei count, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform2dv(GLuint program, GLint location,
GLsizei count, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform3iv(GLuint program, GLint location,
GLsizei count, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform3uiv(GLuint program, GLint location,
GLsizei count, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform3fv(GLuint program, GLint location,
GLsizei count, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform3dv(GLuint program, GLint location,
GLsizei count, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform4iv(GLuint program, GLint location,
GLsizei count, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform4uiv(GLuint program, GLint location,
GLsizei count, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform4fv(GLuint program, GLint location,
GLsizei count, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniform4dv(GLuint program, GLint location,
GLsizei count, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniformMatrix2fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix2x3fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix2x4fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniformMatrix3fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix3x2fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix3x4fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniformMatrix4fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix4x2fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix4x3fv(GLint location, GLsizei count,
GLboolean transpose, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniformMatrix2dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix2x3dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix2x4dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniformMatrix3dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix3x2dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix3x4dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glUniformMatrix4dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix4x2dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glUniformMatrix4x3dv(GLint location, GLsizei count,
GLboolean transpose, const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix2fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix2x3fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix2x4fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix3fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix3x2fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix3x4fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix4fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix4x2fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix4x3fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix2dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix2x3dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix2x4dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix3dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix3x2dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix3x4dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix4dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix4x2dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glProgramUniformMatrix4x3dv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLdouble *value));
// final check function to ensure we don't try and render with no index buffer bound
bool Check_preElements();
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawArrays(GLenum mode, GLint first, GLsizei count));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count,
GLsizei instancecount));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawArraysInstancedBaseInstance(GLenum mode, GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawElements(GLenum mode, GLsizei count, GLenum type,
const void *indices));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawRangeElements(GLenum mode, GLuint start, GLuint end,
GLsizei count, GLenum type,
const void *indices));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawRangeElementsBaseVertex(GLenum mode, GLuint start,
GLuint end, GLsizei count,
GLenum type, const void *indices,
GLint basevertex));
IMPLEMENT_FUNCTION_SERIALISED(void,
glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
const void *indices, GLint basevertex));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawElementsInstanced(GLenum mode, GLsizei count,
GLenum type, const void *indices,
GLsizei instancecount));
IMPLEMENT_FUNCTION_SERIALISED(void,
glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count,
GLenum type, const void *indices,
GLsizei instancecount,
GLuint baseinstance));
IMPLEMENT_FUNCTION_SERIALISED(void,
glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count,
GLenum type, const void *indices,
GLsizei instancecount,
GLint basevertex));
IMPLEMENT_FUNCTION_SERIALISED(
void, glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type,
const void *indices, GLsizei instancecount,
GLint basevertex, GLuint baseinstance));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiDrawArrays(GLenum mode, const GLint *first,
const GLsizei *count, GLsizei drawcount));
IMPLEMENT_FUNCTION_SERIALISED(void,
glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
const void *const *indices, GLsizei drawcount));
IMPLEMENT_FUNCTION_SERIALISED(void,
glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
GLenum type, const void *const *indices,
GLsizei drawcount,
const GLint *basevertex));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiDrawArraysIndirect(GLenum mode, const void *indirect,
GLsizei drawcount, GLsizei stride));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiDrawElementsIndirect(GLenum mode, GLenum type,
const void *indirect,
GLsizei drawcount, GLsizei stride))
IMPLEMENT_FUNCTION_SERIALISED(
void, glMultiDrawArraysIndirectCountARB(GLenum mode, GLintptr indirect, GLintptr drawcount,
GLsizei maxdrawcount, GLsizei stride));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiDrawElementsIndirectCountARB(
GLenum mode, GLenum type, GLintptr indirect,
GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride))
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawArraysIndirect(GLenum mode, const void *indirect));
IMPLEMENT_FUNCTION_SERIALISED(void, glDrawElementsIndirect(GLenum mode, GLenum type,
const void *indirect));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteBuffers(GLsizei n, const GLuint *buffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glDeleteVertexArrays(GLsizei n, const GLuint *arrays));
// EXT_direct_state_access
// there's a lot of duplicated code in some of these variants, between
// EXT_dsa, ARB_dsa, non-dsa and for textures the MultiTex variants etc.
// So we make a Common_ function similar to the Serialise_ function based
// on the EXT_dsa interface, which takes the function parameters and a
// GLResourceRecord* which does all the common tasks between all of these
// functions.
void Common_glGenerateTextureMipmapEXT(GLResourceRecord *record, GLenum target);
void Common_glCopyTextureImage1DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLenum internalformat, GLint x, GLint y, GLsizei width,
GLint border);
void Common_glCopyTextureImage2DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLenum internalformat, GLint x, GLint y, GLsizei width,
GLsizei height, GLint border);
void Common_glCopyTextureSubImage1DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLint x, GLint y, GLsizei width);
void Common_glCopyTextureSubImage2DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height);
void Common_glCopyTextureSubImage3DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset, GLint x,
GLint y, GLsizei width, GLsizei height);
void Common_glTextureBufferEXT(ResourceId id, GLenum target, GLenum internalformat, GLuint buffer);
void Common_glTextureBufferRangeEXT(ResourceId id, GLenum target, GLenum internalformat,
GLuint buffer, GLintptr offset, GLsizeiptr size);
void Common_glTextureImage1DEXT(ResourceId id, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLint border, GLenum format, GLenum type,
const void *pixels);
void Common_glTextureImage2DEXT(ResourceId id, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, const void *pixels);
void Common_glTextureImage3DEXT(ResourceId id, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLsizei depth, GLint border,
GLenum format, GLenum type, const void *pixels);
void Common_glCompressedTextureImage1DEXT(ResourceId id, GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLint border,
GLsizei imageSize, const void *bits);
void Common_glCompressedTextureImage2DEXT(ResourceId id, GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const void *bits);
void Common_glCompressedTextureImage3DEXT(ResourceId id, GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth, GLint border, GLsizei imageSize,
const void *bits);
void Common_glTextureStorage1DEXT(ResourceId id, GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width);
void Common_glTextureStorage2DEXT(ResourceId id, GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width, GLsizei height);
void Common_glTextureStorage3DEXT(ResourceId id, GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth);
void Common_glTextureStorage2DMultisampleEXT(ResourceId id, GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height,
GLboolean fixedsamplelocations);
void Common_glTextureStorage3DMultisampleEXT(ResourceId id, GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth, GLboolean fixedsamplelocations);
void Common_glTextureSubImage1DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLsizei width, GLenum format, GLenum type,
const void *pixels);
void Common_glTextureSubImage2DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const void *pixels);
void Common_glTextureSubImage3DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format, GLenum type,
const void *pixels);
void Common_glCompressedTextureSubImage1DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLsizei width, GLenum format,
GLsizei imageSize, const void *bits);
void Common_glCompressedTextureSubImage2DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLsizei imageSize,
const void *bits);
void Common_glCompressedTextureSubImage3DEXT(GLResourceRecord *record, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *bits);
void Common_glTextureParameterfEXT(GLResourceRecord *record, GLenum target, GLenum pname,
GLfloat param);
void Common_glTextureParameterfvEXT(GLResourceRecord *record, GLenum target, GLenum pname,
const GLfloat *params);
void Common_glTextureParameteriEXT(GLResourceRecord *record, GLenum target, GLenum pname,
GLint param);
void Common_glTextureParameterivEXT(GLResourceRecord *record, GLenum target, GLenum pname,
const GLint *params);
void Common_glTextureParameterIivEXT(GLResourceRecord *record, GLenum target, GLenum pname,
const GLint *params);
void Common_glTextureParameterIuivEXT(GLResourceRecord *record, GLenum target, GLenum pname,
const GLuint *params);
void Common_glNamedBufferStorageEXT(ResourceId id, GLsizeiptr size, const void *data,
GLbitfield flags);
IMPLEMENT_FUNCTION_SERIALISED(GLenum,
glCheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCompressedTextureImage1DEXT(GLuint texture, GLenum target,
GLint level, GLenum internalformat,
GLsizei width, GLint border,
GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(
void, glCompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCompressedTextureImage3DEXT(GLuint texture, GLenum target,
GLint level, GLenum internalformat,
GLsizei width, GLsizei height,
GLsizei depth, GLint border,
GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(void, glCompressedTextureSubImage1DEXT(GLuint texture, GLenum target,
GLint level, GLint xoffset,
GLsizei width, GLenum format,
GLsizei imageSize,
const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(void, glCompressedTextureSubImage2DEXT(
GLuint texture, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(
void, glCompressedTextureSubImage3DEXT(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenerateTextureMipmapEXT(GLuint texture, GLenum target));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetPointeri_vEXT(GLenum pname, GLuint index, void **params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetDoubleIndexedvEXT(GLenum target, GLuint index, GLdouble *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetPointerIndexedvEXT(GLenum target, GLuint index, void **data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetIntegerIndexedvEXT(GLenum target, GLuint index, GLint *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetBooleanIndexedvEXT(GLenum target, GLuint index,
GLboolean *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetFloatIndexedvEXT(GLenum target, GLuint index, GLfloat *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetMultiTexImageEXT(GLenum texunit, GLenum target, GLint level,
GLenum format, GLenum type, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetMultiTexParameterfvEXT(GLenum texunit, GLenum target,
GLenum pname, GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetMultiTexParameterivEXT(GLenum texunit, GLenum target,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetMultiTexParameterIivEXT(GLenum texunit, GLenum target,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetMultiTexParameterIuivEXT(GLenum texunit, GLenum target,
GLenum pname, GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetMultiTexLevelParameterfvEXT(GLenum texunit, GLenum target,
GLint level, GLenum pname,
GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetMultiTexLevelParameterivEXT(GLenum texunit,
GLenum target, GLint level,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetCompressedMultiTexImageEXT(GLenum texunit, GLenum target,
GLint lod, void *img));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetNamedBufferPointervEXT(GLuint buffer, GLenum pname,
void **params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetNamedProgramivEXT(GLuint program, GLenum target,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(
void, glGetNamedFramebufferAttachmentParameterivEXT(GLuint framebuffer, GLenum attachment,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetNamedBufferParameterivEXT(GLuint buffer, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetNamedBufferSubDataEXT(GLuint buffer, GLintptr offset,
GLsizeiptr size, void *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetNamedFramebufferParameterivEXT(GLuint framebuffer,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetNamedRenderbufferParameterivEXT(GLuint renderbuffer,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexArrayIntegervEXT(GLuint vaobj, GLenum pname,
GLint *param));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexArrayPointervEXT(GLuint vaobj, GLenum pname,
void **param));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexArrayIntegeri_vEXT(GLuint vaobj, GLuint index,
GLenum pname, GLint *param));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetVertexArrayPointeri_vEXT(GLuint vaobj, GLuint index,
GLenum pname, void **param));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetCompressedTextureImageEXT(GLuint texture, GLenum target,
GLint lod, void *img));
IMPLEMENT_FUNCTION_SERIALISED(void,
glGetTextureImageEXT(GLuint texture, GLenum target, GLint level,
GLenum format, GLenum type, void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureParameterivEXT(GLuint texture, GLenum target,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureParameterfvEXT(GLuint texture, GLenum target,
GLenum pname, GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureParameterIivEXT(GLuint texture, GLenum target,
GLenum pname, GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureParameterIuivEXT(GLuint texture, GLenum target,
GLenum pname, GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureLevelParameterivEXT(GLuint texture, GLenum target,
GLint level, GLenum pname,
GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGetTextureLevelParameterfvEXT(GLuint texture, GLenum target,
GLint level, GLenum pname,
GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void *, glMapNamedBufferEXT(GLuint buffer, GLenum access));
IMPLEMENT_FUNCTION_SERIALISED(void *,
glMapNamedBufferRangeEXT(GLuint buffer, GLintptr offset,
GLsizeiptr length, GLbitfield access));
IMPLEMENT_FUNCTION_SERIALISED(void, glFlushMappedNamedBufferRangeEXT(GLuint buffer, GLintptr offset,
GLsizeiptr length));
IMPLEMENT_FUNCTION_SERIALISED(GLboolean, glUnmapNamedBufferEXT(GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearNamedBufferDataEXT(GLuint buffer, GLenum internalformat,
GLenum format, GLenum type,
const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glClearNamedBufferSubDataEXT(GLuint buffer, GLenum internalformat,
GLsizeiptr offset, GLsizeiptr size,
GLenum format, GLenum type,
const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedBufferDataEXT(GLuint buffer, GLsizeiptr size,
const void *data, GLenum usage));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedBufferStorageEXT(GLuint buffer, GLsizeiptr size,
const void *data, GLbitfield flags));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedBufferSubDataEXT(GLuint buffer, GLintptr offset,
GLsizeiptr size, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glNamedCopyBufferSubDataEXT(GLuint readBuffer, GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset, GLsizeiptr size));
IMPLEMENT_FUNCTION_SERIALISED(void,
glNamedFramebufferTextureEXT(GLuint framebuffer, GLenum attachment,
GLuint texture, GLint level));
IMPLEMENT_FUNCTION_SERIALISED(void,
glNamedFramebufferTexture1DEXT(GLuint framebuffer,
GLenum attachment, GLenum textarget,
GLuint texture, GLint level));
IMPLEMENT_FUNCTION_SERIALISED(void,
glNamedFramebufferTexture2DEXT(GLuint framebuffer,
GLenum attachment, GLenum textarget,
GLuint texture, GLint level));
IMPLEMENT_FUNCTION_SERIALISED(void,
glNamedFramebufferTexture3DEXT(GLuint framebuffer, GLenum attachment,
GLenum textarget, GLuint texture,
GLint level, GLint zoffset));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedFramebufferRenderbufferEXT(GLuint framebuffer,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer));
IMPLEMENT_FUNCTION_SERIALISED(void,
glNamedFramebufferTextureLayerEXT(GLuint framebuffer,
GLenum attachment, GLuint texture,
GLint level, GLint layer));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedFramebufferParameteriEXT(GLuint framebuffer,
GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferDrawBufferEXT(GLuint framebuffer, GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferDrawBuffersEXT(GLuint framebuffer, GLsizei n,
const GLenum *bufs));
IMPLEMENT_FUNCTION_SERIALISED(void, glFramebufferReadBufferEXT(GLuint framebuffer, GLenum mode));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedRenderbufferStorageEXT(GLuint renderbuffer,
GLenum internalformat,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedRenderbufferStorageMultisampleEXT(
GLuint renderbuffer, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyTextureImage1DEXT(GLuint texture, GLenum target, GLint level,
GLenum internalformat, GLint x, GLint y,
GLsizei width, GLint border));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyTextureImage2DEXT(GLuint texture, GLenum target,
GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width,
GLsizei height, GLint border));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyTextureSubImage1DEXT(GLuint texture, GLenum target,
GLint level, GLint xoffset,
GLint x, GLint y, GLsizei width));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyTextureSubImage2DEXT(GLuint texture, GLenum target,
GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyTextureSubImage3DEXT(GLuint texture, GLenum target,
GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLint x,
GLint y, GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindMultiTextureEXT(GLenum texunit, GLenum target,
GLuint texture));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiTexParameteriEXT(GLenum texunit, GLenum target,
GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiTexParameterivEXT(GLenum texunit, GLenum target,
GLenum pname, const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiTexParameterfEXT(GLenum texunit, GLenum target,
GLenum pname, GLfloat param));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiTexParameterfvEXT(GLenum texunit, GLenum target,
GLenum pname, const GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiTexImage1DEXT(GLenum texunit, GLenum target, GLint level,
GLint internalformat, GLsizei width,
GLint border, GLenum format, GLenum type,
const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glMultiTexImage2DEXT(GLenum texunit, GLenum target, GLint level,
GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format,
GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glMultiTexSubImage1DEXT(GLenum texunit, GLenum target, GLint level,
GLint xoffset, GLsizei width, GLenum format,
GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glMultiTexSubImage2DEXT(GLenum texunit, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLenum type,
const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyMultiTexImage1DEXT(GLenum texunit, GLenum target, GLint level,
GLenum internalformat, GLint x, GLint y,
GLsizei width, GLint border));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyMultiTexImage2DEXT(GLenum texunit, GLenum target,
GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width,
GLsizei height, GLint border));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyMultiTexSubImage1DEXT(GLenum texunit, GLenum target,
GLint level, GLint xoffset,
GLint x, GLint y, GLsizei width));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyMultiTexSubImage2DEXT(GLenum texunit, GLenum target,
GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glMultiTexImage3DEXT(GLenum texunit, GLenum target, GLint level,
GLint internalformat, GLsizei width,
GLsizei height, GLsizei depth, GLint border,
GLenum format, GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(
void, glMultiTexSubImage3DEXT(GLenum texunit, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,
GLsizei depth, GLenum format, GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glCopyMultiTexSubImage3DEXT(GLenum texunit, GLenum target,
GLint level, GLint xoffset,
GLint yoffset, GLint zoffset,
GLint x, GLint y, GLsizei width,
GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCompressedMultiTexImage3DEXT(GLenum texunit, GLenum target,
GLint level, GLenum internalformat,
GLsizei width, GLsizei height,
GLsizei depth, GLint border,
GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(
void, glCompressedMultiTexImage2DEXT(GLenum texunit, GLenum target, GLint level,
GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCompressedMultiTexImage1DEXT(GLenum texunit, GLenum target,
GLint level, GLenum internalformat,
GLsizei width, GLint border,
GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(
void, glCompressedMultiTexSubImage3DEXT(GLenum texunit, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(void, glCompressedMultiTexSubImage2DEXT(
GLenum texunit, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(
void, glCompressedMultiTexSubImage1DEXT(GLenum texunit, GLenum target, GLint level,
GLint xoffset, GLsizei width, GLenum format,
GLsizei imageSize, const void *bits));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiTexBufferEXT(GLenum texunit, GLenum target,
GLenum internalformat, GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiTexParameterIivEXT(GLenum texunit, GLenum target,
GLenum pname, const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glMultiTexParameterIuivEXT(GLenum texunit, GLenum target,
GLenum pname, const GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenerateMultiTexMipmapEXT(GLenum texunit, GLenum target));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureBufferEXT(GLuint texture, GLenum target,
GLenum internalformat, GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureBufferRangeEXT(GLuint texture, GLenum target,
GLenum internalformat, GLuint buffer,
GLintptr offset, GLsizeiptr size));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureImage1DEXT(GLuint texture, GLenum target, GLint level,
GLint internalformat, GLsizei width,
GLint border, GLenum format, GLenum type,
const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureImage2DEXT(GLuint texture, GLenum target, GLint level,
GLint internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format,
GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureImage3DEXT(GLuint texture, GLenum target, GLint level,
GLint internalformat, GLsizei width,
GLsizei height, GLsizei depth, GLint border,
GLenum format, GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameterfEXT(GLuint texture, GLenum target,
GLenum pname, GLfloat param));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameterfvEXT(GLuint texture, GLenum target,
GLenum pname, const GLfloat *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameteriEXT(GLuint texture, GLenum target,
GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameterivEXT(GLuint texture, GLenum target,
GLenum pname, const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameterIivEXT(GLuint texture, GLenum target,
GLenum pname, const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameterIuivEXT(GLuint texture, GLenum target,
GLenum pname, const GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureStorage1DEXT(GLuint texture, GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureStorage2DEXT(GLuint texture, GLenum target,
GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureStorage3DEXT(GLuint texture, GLenum target, GLsizei levels,
GLenum internalformat, GLsizei width,
GLsizei height, GLsizei depth));
IMPLEMENT_FUNCTION_SERIALISED(
void, glTextureStorage2DMultisampleEXT(GLuint texture, GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height,
GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(
void, glTextureStorage3DMultisampleEXT(GLuint texture, GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height,
GLsizei depth, GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureSubImage1DEXT(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLsizei width, GLenum format,
GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width,
GLsizei height, GLenum format, GLenum type,
const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(
void, glTextureSubImage3DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width, GLsizei height,
GLsizei depth, GLenum format, GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glVertexArrayVertexAttribOffsetEXT(GLuint vaobj, GLuint buffer,
GLuint index, GLint size,
GLenum type, GLboolean normalized,
GLsizei stride, GLintptr offset));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribIOffsetEXT(
GLuint vaobj, GLuint buffer, GLuint index, GLint size,
GLenum type, GLsizei stride, GLintptr offset));
IMPLEMENT_FUNCTION_SERIALISED(void, glEnableVertexArrayEXT(GLuint vaobj, GLenum array));
IMPLEMENT_FUNCTION_SERIALISED(void, glDisableVertexArrayEXT(GLuint vaobj, GLenum array));
IMPLEMENT_FUNCTION_SERIALISED(void, glEnableVertexArrayAttribEXT(GLuint vaobj, GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void, glDisableVertexArrayAttribEXT(GLuint vaobj, GLuint index));
IMPLEMENT_FUNCTION_SERIALISED(void,
glVertexArrayBindVertexBufferEXT(GLuint vaobj, GLuint bindingindex,
GLuint buffer, GLintptr offset,
GLsizei stride));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribFormatEXT(
GLuint vaobj, GLuint attribindex, GLint size, GLenum type,
GLboolean normalized, GLuint relativeoffset));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribIFormatEXT(GLuint vaobj,
GLuint attribindex,
GLint size, GLenum type,
GLuint relativeoffset));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribLFormatEXT(GLuint vaobj,
GLuint attribindex,
GLint size, GLenum type,
GLuint relativeoffset));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribBindingEXT(GLuint vaobj,
GLuint attribindex,
GLuint bindingindex));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexBindingDivisorEXT(GLuint vaobj,
GLuint bindingindex,
GLuint divisor));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribLOffsetEXT(
GLuint vaobj, GLuint buffer, GLuint index, GLint size,
GLenum type, GLsizei stride, GLintptr offset));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexAttribDivisorEXT(GLuint vaobj, GLuint index,
GLuint divisor));
// ARB_direct_state_access
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateTransformFeedbacks(GLsizei n, GLuint *ids));
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateBuffers(GLsizei n, GLuint *buffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateFramebuffers(GLsizei n, GLuint *framebuffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateRenderbuffers(GLsizei n, GLuint *renderbuffers));
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateTextures(GLenum target, GLsizei n, GLuint *textures));
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateVertexArrays(GLsizei n, GLuint *arrays));
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateSamplers(GLsizei n, GLuint *samplers));
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateProgramPipelines(GLsizei n, GLuint *pipelines));
IMPLEMENT_FUNCTION_SERIALISED(void, glCreateQueries(GLenum target, GLsizei n, GLuint *ids));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedBufferData(GLuint buffer, GLsizeiptr size,
const void *data, GLenum usage));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedBufferStorage(GLuint buffer, GLsizeiptr size,
const void *data, GLbitfield flags));
IMPLEMENT_FUNCTION_SERIALISED(void, glNamedBufferSubData(GLuint buffer, GLintptr offset,
GLsizeiptr size, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyNamedBufferSubData(GLuint readBuffer, GLuint writeBuffer,
GLintptr readOffset, GLintptr writeOffset,
GLsizeiptr size));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearNamedBufferSubData(GLuint buffer, GLenum internalformat,
GLsizeiptr offset, GLsizeiptr size,
GLenum format, GLenum type,
const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void *, glMapNamedBufferRange(GLuint buffer, GLintptr offset,
GLsizeiptr length, GLbitfield access));
IMPLEMENT_FUNCTION_SERIALISED(void, glFlushMappedNamedBufferRange(GLuint buffer, GLintptr offset,
GLsizeiptr length));
IMPLEMENT_FUNCTION_SERIALISED(void, glTransformFeedbackBufferBase(GLuint xfb, GLuint index,
GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glTransformFeedbackBufferRange(GLuint xfb, GLuint index,
GLuint buffer, GLintptr offset,
GLsizeiptr size));
IMPLEMENT_FUNCTION_SERIALISED(void, glInvalidateNamedFramebufferData(GLuint framebuffer,
GLsizei numAttachments,
const GLenum *attachments));
IMPLEMENT_FUNCTION_SERIALISED(
void, glInvalidateNamedFramebufferSubData(GLuint framebuffer, GLsizei numAttachments,
const GLenum *attachments, GLint x, GLint y,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer,
GLint drawbuffer, const GLint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer,
GLint drawbuffer, const GLuint *value));
IMPLEMENT_FUNCTION_SERIALISED(void,
glClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer,
GLint drawbuffer, const GLfloat *value));
IMPLEMENT_FUNCTION_SERIALISED(void, glClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer,
const GLfloat depth, GLint stencil));
IMPLEMENT_FUNCTION_SERIALISED(
void, glBlitNamedFramebuffer(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0,
GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureBuffer(GLuint texture, GLenum internalformat,
GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureBufferRange(GLuint texture, GLenum internalformat,
GLuint buffer, GLintptr offset,
GLsizeiptr size));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureStorage1D(GLuint texture, GLsizei levels,
GLenum internalformat, GLsizei width));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureStorage2D(GLuint texture, GLsizei levels,
GLenum internalformat, GLsizei width,
GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureStorage3D(GLuint texture, GLsizei levels,
GLenum internalformat, GLsizei width,
GLsizei height, GLsizei depth));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureStorage2DMultisample(GLuint texture, GLsizei samples,
GLenum internalformat,
GLsizei width, GLsizei height,
GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureStorage3DMultisample(GLuint texture, GLsizei samples,
GLenum internalformat, GLsizei width,
GLsizei height, GLsizei depth,
GLboolean fixedsamplelocations));
IMPLEMENT_FUNCTION_SERIALISED(void, glCompressedTextureSubImage1D(GLuint texture, GLint level,
GLint xoffset, GLsizei width,
GLenum format, GLsizei imageSize,
const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glCompressedTextureSubImage2D(GLuint texture, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize,
const void *data));
IMPLEMENT_FUNCTION_SERIALISED(
void, glCompressedTextureSubImage3D(GLuint texture, GLint level, GLint xoffset, GLint yoffset,
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const void *data));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureSubImage1D(GLuint texture, GLint level, GLint xoffset,
GLsizei width, GLenum format, GLenum type,
const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureSubImage2D(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureSubImage3D(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLsizei width,
GLsizei height, GLsizei depth, GLenum format,
GLenum type, const void *pixels));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyTextureSubImage1D(GLuint texture, GLint level, GLint xoffset,
GLint x, GLint y, GLsizei width));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyTextureSubImage2D(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLint x, GLint y,
GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glCopyTextureSubImage3D(GLuint texture, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLint x,
GLint y, GLsizei width, GLsizei height));
IMPLEMENT_FUNCTION_SERIALISED(void,
glTextureParameterf(GLuint texture, GLenum pname, GLfloat param));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameterfv(GLuint texture, GLenum pname,
const GLfloat *param));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameteri(GLuint texture, GLenum pname, GLint param));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameterIiv(GLuint texture, GLenum pname,
const GLint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameterIuiv(GLuint texture, GLenum pname,
const GLuint *params));
IMPLEMENT_FUNCTION_SERIALISED(void, glTextureParameteriv(GLuint texture, GLenum pname,
const GLint *param));
IMPLEMENT_FUNCTION_SERIALISED(void, glGenerateTextureMipmap(GLuint texture));
IMPLEMENT_FUNCTION_SERIALISED(void, glBindTextureUnit(GLuint unit, GLuint texture));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayElementBuffer(GLuint vaobj, GLuint buffer));
IMPLEMENT_FUNCTION_SERIALISED(void, glVertexArrayVertexBuffers(GLuint vaobj, GLuint first,
GLsizei count, const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides));
bool Serialise_wglDXRegisterObjectNV(GLResource res, GLenum type, void *dxObject);
bool Serialise_wglDXLockObjectsNV(GLResource res);
BOOL wglDXSetResourceShareHandleNV(void *dxObject, HANDLE shareHandle);
HANDLE wglDXOpenDeviceNV(void *dxDevice);
BOOL wglDXCloseDeviceNV(HANDLE hDevice);
HANDLE wglDXRegisterObjectNV(HANDLE hDevice, void *dxObject, GLuint name, GLenum type,
GLenum access);
BOOL wglDXUnregisterObjectNV(HANDLE hDevice, HANDLE hObject);
BOOL wglDXObjectAccessNV(HANDLE hObject, GLenum access);
BOOL wglDXLockObjectsNV(HANDLE hDevice, GLint count, HANDLE *hObjects);
BOOL wglDXUnlockObjectsNV(HANDLE hDevice, GLint count, HANDLE *hObjects);
IMPLEMENT_FUNCTION_SERIALISED(void,
glPrimitiveBoundingBox(GLfloat minX, GLfloat minY, GLfloat minZ,
GLfloat minW, GLfloat maxX, GLfloat maxY,
GLfloat maxZ, GLfloat maxW));
bool Serialise_glFramebufferTexture2DMultisampleEXT(GLuint framebuffer, GLenum target,
GLenum attachment, GLenum textarget,
GLuint texture, GLint level, GLsizei samples);
void glFramebufferTexture2DMultisampleEXT(GLenum target, GLenum attachment, GLenum textarget,
GLuint texture, GLint level, GLsizei samples);
};
class ScopedDebugContext
{
public:
ScopedDebugContext(WrappedOpenGL *gl, const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
char buf[1024];
buf[1023] = 0;
StringFormat::vsnprintf(buf, 1023, fmt, args);
va_end(args);
m_GL = gl;
m_GL->SetDebugMsgContext(buf);
}
~ScopedDebugContext() { m_GL->SetDebugMsgContext(""); }
private:
WrappedOpenGL *m_GL;
};