Add support for WebGL2 read and draw buffer settings

Adds support for the `ReadBuffer` and `DrawBuffers`
WebGL2 calls and the related parameter getters.

See:

- https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.2
- https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.4
- https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.11
This commit is contained in:
Mátyás Mustoha 2020-02-25 10:47:59 +01:00
parent e8e0b70266
commit 0afe27ef18
17 changed files with 315 additions and 51 deletions

View file

@ -313,7 +313,7 @@ interface mixin WebGL2RenderingContextBase
void invalidateFramebuffer(GLenum target, sequence<GLenum> attachments);
void invalidateSubFramebuffer(GLenum target, sequence<GLenum> attachments,
GLint x, GLint y, GLsizei width, GLsizei height);
// void readBuffer(GLenum src);
void readBuffer(GLenum src);
/* Renderbuffer objects */
any getInternalformatParameter(GLenum target, GLenum internalformat, GLenum pname);
@ -475,7 +475,7 @@ interface mixin WebGL2RenderingContextBase
/*[AllowShared]*/ ArrayBufferView dstData, GLuint dstOffset);
/* Multiple Render Targets */
// void drawBuffers(sequence<GLenum> buffers);
void drawBuffers(sequence<GLenum> buffers);
void clearBufferfv(GLenum buffer, GLint drawbuffer, Float32List values,
optional GLuint srcOffset = 0);