blob: bab7d421da02399e8006466a395eee113904e04d [file] [log] [blame]
// GENERATED CONTENT - DO NOT EDIT
// Content was automatically extracted by Reffy into reffy-reports
// (https://github.com/tidoust/reffy-reports)
// Source: WebGL Specification (https://www.khronos.org/registry/webgl/specs/latest/1.0/)
typedef unsigned long GLenum;
typedef boolean GLboolean;
typedef unsigned long GLbitfield;
typedef byte GLbyte; /* 'byte' should be a signed 8 bit type. */
typedef short GLshort;
typedef long GLint;
typedef long GLsizei;
typedef long long GLintptr;
typedef long long GLsizeiptr;
// Ideally the typedef below would use 'unsigned byte', but that doesn't currently exist in Web IDL.
typedef octet GLubyte; /* 'octet' should be an unsigned 8 bit type. */
typedef unsigned short GLushort;
typedef unsigned long GLuint;
typedef unrestricted float GLfloat;
typedef unrestricted float GLclampf;
// The power preference settings are documented in the WebGLContextAttributes
// section of the specification.
enum WebGLPowerPreference { "default", "low-power", "high-performance" };
dictionary WebGLContextAttributes {
GLboolean alpha = true;
GLboolean depth = true;
GLboolean stencil = false;
GLboolean antialias = true;
GLboolean premultipliedAlpha = true;
GLboolean preserveDrawingBuffer = false;
WebGLPowerPreference powerPreference = "default";
GLboolean failIfMajorPerformanceCaveat = false;
};
[Exposed=(Window,Worker)]
interface WebGLObject {
};
[Exposed=(Window,Worker)]
interface WebGLBuffer : WebGLObject {
};
[Exposed=(Window,Worker)]
interface WebGLFramebuffer : WebGLObject {
};
[Exposed=(Window,Worker)]
interface WebGLProgram : WebGLObject {
};
[Exposed=(Window,Worker)]
interface WebGLRenderbuffer : WebGLObject {
};
[Exposed=(Window,Worker)]
interface WebGLShader : WebGLObject {
};
[Exposed=(Window,Worker)]
interface WebGLTexture : WebGLObject {
};
[Exposed=(Window,Worker)]
interface WebGLUniformLocation {
};
[Exposed=(Window,Worker)]
interface WebGLActiveInfo {
readonly attribute GLint size;
readonly attribute GLenum type;
readonly attribute DOMString name;
};
[Exposed=(Window,Worker)]
interface WebGLShaderPrecisionFormat {
readonly attribute GLint rangeMin;
readonly attribute GLint rangeMax;
readonly attribute GLint precision;
};
typedef (ImageBitmap or
ImageData or
HTMLImageElement or
HTMLCanvasElement or
HTMLVideoElement) TexImageSource;
typedef ([AllowShared] Float32Array or sequence<GLfloat>) Float32List;
typedef ([AllowShared] Int32Array or sequence<GLint>) Int32List;
interface mixin WebGLRenderingContextBase
{
/* ClearBufferMask */
const GLenum DEPTH_BUFFER_BIT = 0x00000100;
const GLenum STENCIL_BUFFER_BIT = 0x00000400;
const GLenum COLOR_BUFFER_BIT = 0x00004000;
/* BeginMode */
const GLenum POINTS = 0x0000;
const GLenum LINES = 0x0001;
const GLenum LINE_LOOP = 0x0002;
const GLenum LINE_STRIP = 0x0003;
const GLenum TRIANGLES = 0x0004;
const GLenum TRIANGLE_STRIP = 0x0005;
const GLenum TRIANGLE_FAN = 0x0006;
/* AlphaFunction (not supported in ES20) */
/* NEVER */
/* LESS */
/* EQUAL */
/* LEQUAL */
/* GREATER */
/* NOTEQUAL */
/* GEQUAL */
/* ALWAYS */
/* BlendingFactorDest */
const GLenum ZERO = 0;
const GLenum ONE = 1;
const GLenum SRC_COLOR = 0x0300;
const GLenum ONE_MINUS_SRC_COLOR = 0x0301;
const GLenum SRC_ALPHA = 0x0302;
const GLenum ONE_MINUS_SRC_ALPHA = 0x0303;
const GLenum DST_ALPHA = 0x0304;
const GLenum ONE_MINUS_DST_ALPHA = 0x0305;
/* BlendingFactorSrc */
/* ZERO */
/* ONE */
const GLenum DST_COLOR = 0x0306;
const GLenum ONE_MINUS_DST_COLOR = 0x0307;
const GLenum SRC_ALPHA_SATURATE = 0x0308;
/* SRC_ALPHA */
/* ONE_MINUS_SRC_ALPHA */
/* DST_ALPHA */
/* ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
const GLenum FUNC_ADD = 0x8006;
const GLenum BLEND_EQUATION = 0x8009;
const GLenum BLEND_EQUATION_RGB = 0x8009; /* same as BLEND_EQUATION */
const GLenum BLEND_EQUATION_ALPHA = 0x883D;
/* BlendSubtract */
const GLenum FUNC_SUBTRACT = 0x800A;
const GLenum FUNC_REVERSE_SUBTRACT = 0x800B;
/* Separate Blend Functions */
const GLenum BLEND_DST_RGB = 0x80C8;
const GLenum BLEND_SRC_RGB = 0x80C9;
const GLenum BLEND_DST_ALPHA = 0x80CA;
const GLenum BLEND_SRC_ALPHA = 0x80CB;
const GLenum CONSTANT_COLOR = 0x8001;
const GLenum ONE_MINUS_CONSTANT_COLOR = 0x8002;
const GLenum CONSTANT_ALPHA = 0x8003;
const GLenum ONE_MINUS_CONSTANT_ALPHA = 0x8004;
const GLenum BLEND_COLOR = 0x8005;
/* Buffer Objects */
const GLenum ARRAY_BUFFER = 0x8892;
const GLenum ELEMENT_ARRAY_BUFFER = 0x8893;
const GLenum ARRAY_BUFFER_BINDING = 0x8894;
const GLenum ELEMENT_ARRAY_BUFFER_BINDING = 0x8895;
const GLenum STREAM_DRAW = 0x88E0;
const GLenum STATIC_DRAW = 0x88E4;
const GLenum DYNAMIC_DRAW = 0x88E8;
const GLenum BUFFER_SIZE = 0x8764;
const GLenum BUFFER_USAGE = 0x8765;
const GLenum CURRENT_VERTEX_ATTRIB = 0x8626;
/* CullFaceMode */
const GLenum FRONT = 0x0404;
const GLenum BACK = 0x0405;
const GLenum FRONT_AND_BACK = 0x0408;
/* DepthFunction */
/* NEVER */
/* LESS */
/* EQUAL */
/* LEQUAL */
/* GREATER */
/* NOTEQUAL */
/* GEQUAL */
/* ALWAYS */
/* EnableCap */
/* TEXTURE_2D */
const GLenum CULL_FACE = 0x0B44;
const GLenum BLEND = 0x0BE2;
const GLenum DITHER = 0x0BD0;
const GLenum STENCIL_TEST = 0x0B90;
const GLenum DEPTH_TEST = 0x0B71;
const GLenum SCISSOR_TEST = 0x0C11;
const GLenum POLYGON_OFFSET_FILL = 0x8037;
const GLenum SAMPLE_ALPHA_TO_COVERAGE = 0x809E;
const GLenum SAMPLE_COVERAGE = 0x80A0;
/* ErrorCode */
const GLenum NO_ERROR = 0;
const GLenum INVALID_ENUM = 0x0500;
const GLenum INVALID_VALUE = 0x0501;
const GLenum INVALID_OPERATION = 0x0502;
const GLenum OUT_OF_MEMORY = 0x0505;
/* FrontFaceDirection */
const GLenum CW = 0x0900;
const GLenum CCW = 0x0901;
/* GetPName */
const GLenum LINE_WIDTH = 0x0B21;
const GLenum ALIASED_POINT_SIZE_RANGE = 0x846D;
const GLenum ALIASED_LINE_WIDTH_RANGE = 0x846E;
const GLenum CULL_FACE_MODE = 0x0B45;
const GLenum FRONT_FACE = 0x0B46;
const GLenum DEPTH_RANGE = 0x0B70;
const GLenum DEPTH_WRITEMASK = 0x0B72;
const GLenum DEPTH_CLEAR_VALUE = 0x0B73;
const GLenum DEPTH_FUNC = 0x0B74;
const GLenum STENCIL_CLEAR_VALUE = 0x0B91;
const GLenum STENCIL_FUNC = 0x0B92;
const GLenum STENCIL_FAIL = 0x0B94;
const GLenum STENCIL_PASS_DEPTH_FAIL = 0x0B95;
const GLenum STENCIL_PASS_DEPTH_PASS = 0x0B96;
const GLenum STENCIL_REF = 0x0B97;
const GLenum STENCIL_VALUE_MASK = 0x0B93;
const GLenum STENCIL_WRITEMASK = 0x0B98;
const GLenum STENCIL_BACK_FUNC = 0x8800;
const GLenum STENCIL_BACK_FAIL = 0x8801;
const GLenum STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802;
const GLenum STENCIL_BACK_PASS_DEPTH_PASS = 0x8803;
const GLenum STENCIL_BACK_REF = 0x8CA3;
const GLenum STENCIL_BACK_VALUE_MASK = 0x8CA4;
const GLenum STENCIL_BACK_WRITEMASK = 0x8CA5;
const GLenum VIEWPORT = 0x0BA2;
const GLenum SCISSOR_BOX = 0x0C10;
/* SCISSOR_TEST */
const GLenum COLOR_CLEAR_VALUE = 0x0C22;
const GLenum COLOR_WRITEMASK = 0x0C23;
const GLenum UNPACK_ALIGNMENT = 0x0CF5;
const GLenum PACK_ALIGNMENT = 0x0D05;
const GLenum MAX_TEXTURE_SIZE = 0x0D33;
const GLenum MAX_VIEWPORT_DIMS = 0x0D3A;
const GLenum SUBPIXEL_BITS = 0x0D50;
const GLenum RED_BITS = 0x0D52;
const GLenum GREEN_BITS = 0x0D53;
const GLenum BLUE_BITS = 0x0D54;
const GLenum ALPHA_BITS = 0x0D55;
const GLenum DEPTH_BITS = 0x0D56;
const GLenum STENCIL_BITS = 0x0D57;
const GLenum POLYGON_OFFSET_UNITS = 0x2A00;
/* POLYGON_OFFSET_FILL */
const GLenum POLYGON_OFFSET_FACTOR = 0x8038;
const GLenum TEXTURE_BINDING_2D = 0x8069;
const GLenum SAMPLE_BUFFERS = 0x80A8;
const GLenum SAMPLES = 0x80A9;
const GLenum SAMPLE_COVERAGE_VALUE = 0x80AA;
const GLenum SAMPLE_COVERAGE_INVERT = 0x80AB;
/* GetTextureParameter */
/* TEXTURE_MAG_FILTER */
/* TEXTURE_MIN_FILTER */
/* TEXTURE_WRAP_S */
/* TEXTURE_WRAP_T */
const GLenum COMPRESSED_TEXTURE_FORMATS = 0x86A3;
/* HintMode */
const GLenum DONT_CARE = 0x1100;
const GLenum FASTEST = 0x1101;
const GLenum NICEST = 0x1102;
/* HintTarget */
const GLenum GENERATE_MIPMAP_HINT = 0x8192;
/* DataType */
const GLenum BYTE = 0x1400;
const GLenum UNSIGNED_BYTE = 0x1401;
const GLenum SHORT = 0x1402;
const GLenum UNSIGNED_SHORT = 0x1403;
const GLenum INT = 0x1404;
const GLenum UNSIGNED_INT = 0x1405;
const GLenum FLOAT = 0x1406;
/* PixelFormat */
const GLenum DEPTH_COMPONENT = 0x1902;
const GLenum ALPHA = 0x1906;
const GLenum RGB = 0x1907;
const GLenum RGBA = 0x1908;
const GLenum LUMINANCE = 0x1909;
const GLenum LUMINANCE_ALPHA = 0x190A;
/* PixelType */
/* UNSIGNED_BYTE */
const GLenum UNSIGNED_SHORT_4_4_4_4 = 0x8033;
const GLenum UNSIGNED_SHORT_5_5_5_1 = 0x8034;
const GLenum UNSIGNED_SHORT_5_6_5 = 0x8363;
/* Shaders */
const GLenum FRAGMENT_SHADER = 0x8B30;
const GLenum VERTEX_SHADER = 0x8B31;
const GLenum MAX_VERTEX_ATTRIBS = 0x8869;
const GLenum MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB;
const GLenum MAX_VARYING_VECTORS = 0x8DFC;
const GLenum MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;
const GLenum MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C;
const GLenum MAX_TEXTURE_IMAGE_UNITS = 0x8872;
const GLenum MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
const GLenum SHADER_TYPE = 0x8B4F;
const GLenum DELETE_STATUS = 0x8B80;
const GLenum LINK_STATUS = 0x8B82;
const GLenum VALIDATE_STATUS = 0x8B83;
const GLenum ATTACHED_SHADERS = 0x8B85;
const GLenum ACTIVE_UNIFORMS = 0x8B86;
const GLenum ACTIVE_ATTRIBUTES = 0x8B89;
const GLenum SHADING_LANGUAGE_VERSION = 0x8B8C;
const GLenum CURRENT_PROGRAM = 0x8B8D;
/* StencilFunction */
const GLenum NEVER = 0x0200;
const GLenum LESS = 0x0201;
const GLenum EQUAL = 0x0202;
const GLenum LEQUAL = 0x0203;
const GLenum GREATER = 0x0204;
const GLenum NOTEQUAL = 0x0205;
const GLenum GEQUAL = 0x0206;
const GLenum ALWAYS = 0x0207;
/* StencilOp */
/* ZERO */
const GLenum KEEP = 0x1E00;
const GLenum REPLACE = 0x1E01;
const GLenum INCR = 0x1E02;
const GLenum DECR = 0x1E03;
const GLenum INVERT = 0x150A;
const GLenum INCR_WRAP = 0x8507;
const GLenum DECR_WRAP = 0x8508;
/* StringName */
const GLenum VENDOR = 0x1F00;
const GLenum RENDERER = 0x1F01;
const GLenum VERSION = 0x1F02;
/* TextureMagFilter */
const GLenum NEAREST = 0x2600;
const GLenum LINEAR = 0x2601;
/* TextureMinFilter */
/* NEAREST */
/* LINEAR */
const GLenum NEAREST_MIPMAP_NEAREST = 0x2700;
const GLenum LINEAR_MIPMAP_NEAREST = 0x2701;
const GLenum NEAREST_MIPMAP_LINEAR = 0x2702;
const GLenum LINEAR_MIPMAP_LINEAR = 0x2703;
/* TextureParameterName */
const GLenum TEXTURE_MAG_FILTER = 0x2800;
const GLenum TEXTURE_MIN_FILTER = 0x2801;
const GLenum TEXTURE_WRAP_S = 0x2802;
const GLenum TEXTURE_WRAP_T = 0x2803;
/* TextureTarget */
const GLenum TEXTURE_2D = 0x0DE1;
const GLenum TEXTURE = 0x1702;
const GLenum TEXTURE_CUBE_MAP = 0x8513;
const GLenum TEXTURE_BINDING_CUBE_MAP = 0x8514;
const GLenum TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;
const GLenum TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;
const GLenum TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;
const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;
const GLenum TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;
const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A;
const GLenum MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
/* TextureUnit */
const GLenum TEXTURE0 = 0x84C0;
const GLenum TEXTURE1 = 0x84C1;
const GLenum TEXTURE2 = 0x84C2;
const GLenum TEXTURE3 = 0x84C3;
const GLenum TEXTURE4 = 0x84C4;
const GLenum TEXTURE5 = 0x84C5;
const GLenum TEXTURE6 = 0x84C6;
const GLenum TEXTURE7 = 0x84C7;
const GLenum TEXTURE8 = 0x84C8;
const GLenum TEXTURE9 = 0x84C9;
const GLenum TEXTURE10 = 0x84CA;
const GLenum TEXTURE11 = 0x84CB;
const GLenum TEXTURE12 = 0x84CC;
const GLenum TEXTURE13 = 0x84CD;
const GLenum TEXTURE14 = 0x84CE;
const GLenum TEXTURE15 = 0x84CF;
const GLenum TEXTURE16 = 0x84D0;
const GLenum TEXTURE17 = 0x84D1;
const GLenum TEXTURE18 = 0x84D2;
const GLenum TEXTURE19 = 0x84D3;
const GLenum TEXTURE20 = 0x84D4;
const GLenum TEXTURE21 = 0x84D5;
const GLenum TEXTURE22 = 0x84D6;
const GLenum TEXTURE23 = 0x84D7;
const GLenum TEXTURE24 = 0x84D8;
const GLenum TEXTURE25 = 0x84D9;
const GLenum TEXTURE26 = 0x84DA;
const GLenum TEXTURE27 = 0x84DB;
const GLenum TEXTURE28 = 0x84DC;
const GLenum TEXTURE29 = 0x84DD;
const GLenum TEXTURE30 = 0x84DE;
const GLenum TEXTURE31 = 0x84DF;
const GLenum ACTIVE_TEXTURE = 0x84E0;
/* TextureWrapMode */
const GLenum REPEAT = 0x2901;
const GLenum CLAMP_TO_EDGE = 0x812F;
const GLenum MIRRORED_REPEAT = 0x8370;
/* Uniform Types */
const GLenum FLOAT_VEC2 = 0x8B50;
const GLenum FLOAT_VEC3 = 0x8B51;
const GLenum FLOAT_VEC4 = 0x8B52;
const GLenum INT_VEC2 = 0x8B53;
const GLenum INT_VEC3 = 0x8B54;
const GLenum INT_VEC4 = 0x8B55;
const GLenum BOOL = 0x8B56;
const GLenum BOOL_VEC2 = 0x8B57;
const GLenum BOOL_VEC3 = 0x8B58;
const GLenum BOOL_VEC4 = 0x8B59;
const GLenum FLOAT_MAT2 = 0x8B5A;
const GLenum FLOAT_MAT3 = 0x8B5B;
const GLenum FLOAT_MAT4 = 0x8B5C;
const GLenum SAMPLER_2D = 0x8B5E;
const GLenum SAMPLER_CUBE = 0x8B60;
/* Vertex Arrays */
const GLenum VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622;
const GLenum VERTEX_ATTRIB_ARRAY_SIZE = 0x8623;
const GLenum VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624;
const GLenum VERTEX_ATTRIB_ARRAY_TYPE = 0x8625;
const GLenum VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A;
const GLenum VERTEX_ATTRIB_ARRAY_POINTER = 0x8645;
const GLenum VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F;
/* Read Format */
const GLenum IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A;
const GLenum IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B;
/* Shader Source */
const GLenum COMPILE_STATUS = 0x8B81;
/* Shader Precision-Specified Types */
const GLenum LOW_FLOAT = 0x8DF0;
const GLenum MEDIUM_FLOAT = 0x8DF1;
const GLenum HIGH_FLOAT = 0x8DF2;
const GLenum LOW_INT = 0x8DF3;
const GLenum MEDIUM_INT = 0x8DF4;
const GLenum HIGH_INT = 0x8DF5;
/* Framebuffer Object. */
const GLenum FRAMEBUFFER = 0x8D40;
const GLenum RENDERBUFFER = 0x8D41;
const GLenum RGBA4 = 0x8056;
const GLenum RGB5_A1 = 0x8057;
const GLenum RGB565 = 0x8D62;
const GLenum DEPTH_COMPONENT16 = 0x81A5;
const GLenum STENCIL_INDEX8 = 0x8D48;
const GLenum DEPTH_STENCIL = 0x84F9;
const GLenum RENDERBUFFER_WIDTH = 0x8D42;
const GLenum RENDERBUFFER_HEIGHT = 0x8D43;
const GLenum RENDERBUFFER_INTERNAL_FORMAT = 0x8D44;
const GLenum RENDERBUFFER_RED_SIZE = 0x8D50;
const GLenum RENDERBUFFER_GREEN_SIZE = 0x8D51;
const GLenum RENDERBUFFER_BLUE_SIZE = 0x8D52;
const GLenum RENDERBUFFER_ALPHA_SIZE = 0x8D53;
const GLenum RENDERBUFFER_DEPTH_SIZE = 0x8D54;
const GLenum RENDERBUFFER_STENCIL_SIZE = 0x8D55;
const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0;
const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1;
const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2;
const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3;
const GLenum COLOR_ATTACHMENT0 = 0x8CE0;
const GLenum DEPTH_ATTACHMENT = 0x8D00;
const GLenum STENCIL_ATTACHMENT = 0x8D20;
const GLenum DEPTH_STENCIL_ATTACHMENT = 0x821A;
const GLenum NONE = 0;
const GLenum FRAMEBUFFER_COMPLETE = 0x8CD5;
const GLenum FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6;
const GLenum FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7;
const GLenum FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9;
const GLenum FRAMEBUFFER_UNSUPPORTED = 0x8CDD;
const GLenum FRAMEBUFFER_BINDING = 0x8CA6;
const GLenum RENDERBUFFER_BINDING = 0x8CA7;
const GLenum MAX_RENDERBUFFER_SIZE = 0x84E8;
const GLenum INVALID_FRAMEBUFFER_OPERATION = 0x0506;
/* WebGL-specific enums */
const GLenum UNPACK_FLIP_Y_WEBGL = 0x9240;
const GLenum UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;
const GLenum CONTEXT_LOST_WEBGL = 0x9242;
const GLenum UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;
const GLenum BROWSER_DEFAULT_WEBGL = 0x9244;
[Exposed=Window] readonly attribute HTMLCanvasElement canvas;
readonly attribute GLsizei drawingBufferWidth;
readonly attribute GLsizei drawingBufferHeight;
[WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();
[WebGLHandlesContextLoss] boolean isContextLost();
sequence<DOMString>? getSupportedExtensions();
object? getExtension(DOMString name);
void activeTexture(GLenum texture);
void attachShader(WebGLProgram program, WebGLShader shader);
void bindAttribLocation(WebGLProgram program, GLuint index, DOMString name);
void bindBuffer(GLenum target, WebGLBuffer? buffer);
void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
void bindTexture(GLenum target, WebGLTexture? texture);
void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void blendEquation(GLenum mode);
void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void blendFunc(GLenum sfactor, GLenum dfactor);
void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha);
void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
void bufferData(GLenum target, [AllowShared] BufferSource? data, GLenum usage);
void bufferSubData(GLenum target, GLintptr offset, [AllowShared] BufferSource data);
[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
void clear(GLbitfield mask);
void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void clearDepth(GLclampf depth);
void clearStencil(GLint s);
void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void compileShader(WebGLShader shader);
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border,
[AllowShared] ArrayBufferView data);
void compressedTexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format,
[AllowShared] ArrayBufferView data);
void copyTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height,
GLint border);
void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint x, GLint y, GLsizei width, GLsizei height);
WebGLBuffer? createBuffer();
WebGLFramebuffer? createFramebuffer();
WebGLProgram? createProgram();
WebGLRenderbuffer? createRenderbuffer();
WebGLShader? createShader(GLenum type);
WebGLTexture? createTexture();
void cullFace(GLenum mode);
void deleteBuffer(WebGLBuffer? buffer);
void deleteFramebuffer(WebGLFramebuffer? framebuffer);
void deleteProgram(WebGLProgram? program);
void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);
void deleteShader(WebGLShader? shader);
void deleteTexture(WebGLTexture? texture);
void depthFunc(GLenum func);
void depthMask(GLboolean flag);
void depthRange(GLclampf zNear, GLclampf zFar);
void detachShader(WebGLProgram program, WebGLShader shader);
void disable(GLenum cap);
void disableVertexAttribArray(GLuint index);
void drawArrays(GLenum mode, GLint first, GLsizei count);
void drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset);
void enable(GLenum cap);
void enableVertexAttribArray(GLuint index);
void finish();
void flush();
void framebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum renderbuffertarget,
WebGLRenderbuffer? renderbuffer);
void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget,
WebGLTexture? texture, GLint level);
void frontFace(GLenum mode);
void generateMipmap(GLenum target);
WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);
WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);
sequence<WebGLShader>? getAttachedShaders(WebGLProgram program);
[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram program, DOMString name);
any getBufferParameter(GLenum target, GLenum pname);
any getParameter(GLenum pname);
[WebGLHandlesContextLoss] GLenum getError();
any getFramebufferAttachmentParameter(GLenum target, GLenum attachment,
GLenum pname);
any getProgramParameter(WebGLProgram program, GLenum pname);
DOMString? getProgramInfoLog(WebGLProgram program);
any getRenderbufferParameter(GLenum target, GLenum pname);
any getShaderParameter(WebGLShader shader, GLenum pname);
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
DOMString? getShaderInfoLog(WebGLShader shader);
DOMString? getShaderSource(WebGLShader shader);
any getTexParameter(GLenum target, GLenum pname);
any getUniform(WebGLProgram program, WebGLUniformLocation location);
WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);
any getVertexAttrib(GLuint index, GLenum pname);
[WebGLHandlesContextLoss] GLintptr getVertexAttribOffset(GLuint index, GLenum pname);
void hint(GLenum target, GLenum mode);
[WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer);
[WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap);
[WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);
[WebGLHandlesContextLoss] GLboolean isProgram(WebGLProgram? program);
[WebGLHandlesContextLoss] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);
[WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader);
[WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture);
void lineWidth(GLfloat width);
void linkProgram(WebGLProgram program);
void pixelStorei(GLenum pname, GLint param);
void polygonOffset(GLfloat factor, GLfloat units);
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);
void renderbufferStorage(GLenum target, GLenum internalformat,
GLsizei width, GLsizei height);
void sampleCoverage(GLclampf value, GLboolean invert);
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void shaderSource(WebGLShader shader, DOMString source);
void stencilFunc(GLenum func, GLint ref, GLuint mask);
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void stencilMask(GLuint mask);
void stencilMaskSeparate(GLenum face, GLuint mask);
void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void texImage2D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, [AllowShared] ArrayBufferView? pixels);
void texImage2D(GLenum target, GLint level, GLint internalformat,
GLenum format, GLenum type, TexImageSource source); // May throw DOMException
void texParameterf(GLenum target, GLenum pname, GLfloat param);
void texParameteri(GLenum target, GLenum pname, GLint param);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, TexImageSource source); // May throw DOMException
void uniform1f(WebGLUniformLocation? location, GLfloat x);
void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void uniform1i(WebGLUniformLocation? location, GLint x);
void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
void uniform1fv(WebGLUniformLocation? location, Float32List v);
void uniform2fv(WebGLUniformLocation? location, Float32List v);
void uniform3fv(WebGLUniformLocation? location, Float32List v);
void uniform4fv(WebGLUniformLocation? location, Float32List v);
void uniform1iv(WebGLUniformLocation? location, Int32List v);
void uniform2iv(WebGLUniformLocation? location, Int32List v);
void uniform3iv(WebGLUniformLocation? location, Int32List v);
void uniform4iv(WebGLUniformLocation? location, Int32List v);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void useProgram(WebGLProgram? program);
void validateProgram(WebGLProgram program);
void vertexAttrib1f(GLuint index, GLfloat x);
void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib1fv(GLuint index, Float32List values);
void vertexAttrib2fv(GLuint index, Float32List values);
void vertexAttrib3fv(GLuint index, Float32List values);
void vertexAttrib4fv(GLuint index, Float32List values);
void vertexAttribPointer(GLuint index, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, GLintptr offset);
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
};
[Exposed=(Window,Worker)]
interface WebGLRenderingContext
{
};
WebGLRenderingContext includes WebGLRenderingContextBase;
[Exposed=(Window,Worker),
Constructor(DOMString type,
optional WebGLContextEventInit eventInit)]
interface WebGLContextEvent : Event {
readonly attribute DOMString statusMessage;
};
// EventInit is defined in the DOM4 specification.
dictionary WebGLContextEventInit : EventInit {
DOMString statusMessage = "";
};