mirror of
https://github.com/servo/servo.git
synced 2025-08-07 06:25:32 +01:00
parent
5df705a41f
commit
52ea5204a2
158 changed files with 1124 additions and 1124 deletions
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@ -286,33 +286,33 @@ interface mixin WebGL2RenderingContextBase
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const GLenum MAX_CLIENT_WAIT_TIMEOUT_WEBGL = 0x9247;
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/* Buffer objects */
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void copyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset,
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undefined copyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset,
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GLintptr writeOffset, GLsizeiptr size);
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// MapBufferRange, in particular its read-only and write-only modes,
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// can not be exposed safely to JavaScript. GetBufferSubData
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// replaces it for the purpose of fetching data back from the GPU.
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void getBufferSubData(GLenum target, GLintptr srcByteOffset, /*[AllowShared]*/ ArrayBufferView dstBuffer,
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undefined getBufferSubData(GLenum target, GLintptr srcByteOffset, /*[AllowShared]*/ ArrayBufferView dstBuffer,
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optional GLuint dstOffset = 0, optional GLuint length = 0);
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/* Framebuffer objects */
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// void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,
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// GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
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void framebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture? texture, GLint level,
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undefined framebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture? texture, GLint level,
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GLint layer);
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void invalidateFramebuffer(GLenum target, sequence<GLenum> attachments);
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void invalidateSubFramebuffer(GLenum target, sequence<GLenum> attachments,
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undefined invalidateFramebuffer(GLenum target, sequence<GLenum> attachments);
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undefined invalidateSubFramebuffer(GLenum target, sequence<GLenum> attachments,
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GLint x, GLint y, GLsizei width, GLsizei height);
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void readBuffer(GLenum src);
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undefined readBuffer(GLenum src);
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/* Renderbuffer objects */
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any getInternalformatParameter(GLenum target, GLenum internalformat, GLenum pname);
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void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,
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undefined renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,
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GLsizei width, GLsizei height);
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/* Texture objects */
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void texStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width,
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undefined texStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width,
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GLsizei height);
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void texStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width,
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undefined texStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width,
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GLsizei height, GLsizei depth);
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//[Throws]
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@ -365,155 +365,155 @@ interface mixin WebGL2RenderingContextBase
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[WebGLHandlesContextLoss] GLint getFragDataLocation(WebGLProgram program, DOMString name);
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/* Uniforms */
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void uniform1ui(WebGLUniformLocation? location, GLuint v0);
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void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1);
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void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
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void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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undefined uniform1ui(WebGLUniformLocation? location, GLuint v0);
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undefined uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1);
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undefined uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
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undefined uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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void uniform1uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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undefined uniform1uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform2uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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undefined uniform2uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform3uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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undefined uniform3uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform4uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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undefined uniform4uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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/* Vertex attribs */
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void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
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void vertexAttribI4iv(GLuint index, Int32List values);
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void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
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void vertexAttribI4uiv(GLuint index, Uint32List values);
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void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
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undefined vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
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undefined vertexAttribI4iv(GLuint index, Int32List values);
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undefined vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
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undefined vertexAttribI4uiv(GLuint index, Uint32List values);
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undefined vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
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/* Writing to the drawing buffer */
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void vertexAttribDivisor(GLuint index, GLuint divisor);
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void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
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void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount);
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void drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset);
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undefined vertexAttribDivisor(GLuint index, GLuint divisor);
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undefined drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
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undefined drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount);
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undefined drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset);
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/* Multiple Render Targets */
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void drawBuffers(sequence<GLenum> buffers);
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undefined drawBuffers(sequence<GLenum> buffers);
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void clearBufferfv(GLenum buffer, GLint drawbuffer, Float32List values,
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undefined clearBufferfv(GLenum buffer, GLint drawbuffer, Float32List values,
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optional GLuint srcOffset = 0);
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void clearBufferiv(GLenum buffer, GLint drawbuffer, Int32List values,
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undefined clearBufferiv(GLenum buffer, GLint drawbuffer, Int32List values,
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optional GLuint srcOffset = 0);
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void clearBufferuiv(GLenum buffer, GLint drawbuffer, Uint32List values,
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undefined clearBufferuiv(GLenum buffer, GLint drawbuffer, Uint32List values,
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optional GLuint srcOffset = 0);
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void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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undefined clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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/* Query Objects */
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WebGLQuery? createQuery();
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void deleteQuery(WebGLQuery? query);
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undefined deleteQuery(WebGLQuery? query);
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/*[WebGLHandlesContextLoss]*/ GLboolean isQuery(WebGLQuery? query);
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void beginQuery(GLenum target, WebGLQuery query);
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void endQuery(GLenum target);
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undefined beginQuery(GLenum target, WebGLQuery query);
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undefined endQuery(GLenum target);
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WebGLQuery? getQuery(GLenum target, GLenum pname);
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any getQueryParameter(WebGLQuery query, GLenum pname);
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/* Sampler Objects */
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WebGLSampler? createSampler();
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void deleteSampler(WebGLSampler? sampler);
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undefined deleteSampler(WebGLSampler? sampler);
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[WebGLHandlesContextLoss] GLboolean isSampler(WebGLSampler? sampler);
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void bindSampler(GLuint unit, WebGLSampler? sampler);
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void samplerParameteri(WebGLSampler sampler, GLenum pname, GLint param);
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void samplerParameterf(WebGLSampler sampler, GLenum pname, GLfloat param);
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undefined bindSampler(GLuint unit, WebGLSampler? sampler);
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undefined samplerParameteri(WebGLSampler sampler, GLenum pname, GLint param);
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undefined samplerParameterf(WebGLSampler sampler, GLenum pname, GLfloat param);
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any getSamplerParameter(WebGLSampler sampler, GLenum pname);
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/* Sync objects */
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WebGLSync? fenceSync(GLenum condition, GLbitfield flags);
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[WebGLHandlesContextLoss] GLboolean isSync(WebGLSync? sync);
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void deleteSync(WebGLSync? sync);
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undefined deleteSync(WebGLSync? sync);
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GLenum clientWaitSync(WebGLSync sync, GLbitfield flags, GLuint64 timeout);
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void waitSync(WebGLSync sync, GLbitfield flags, GLint64 timeout);
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undefined waitSync(WebGLSync sync, GLbitfield flags, GLint64 timeout);
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any getSyncParameter(WebGLSync sync, GLenum pname);
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/* Transform Feedback */
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WebGLTransformFeedback? createTransformFeedback();
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void deleteTransformFeedback(WebGLTransformFeedback? tf);
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undefined deleteTransformFeedback(WebGLTransformFeedback? tf);
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[WebGLHandlesContextLoss] GLboolean isTransformFeedback(WebGLTransformFeedback? tf);
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void bindTransformFeedback (GLenum target, WebGLTransformFeedback? tf);
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void beginTransformFeedback(GLenum primitiveMode);
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void endTransformFeedback();
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void transformFeedbackVaryings(WebGLProgram program, sequence<DOMString> varyings, GLenum bufferMode);
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undefined bindTransformFeedback (GLenum target, WebGLTransformFeedback? tf);
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undefined beginTransformFeedback(GLenum primitiveMode);
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undefined endTransformFeedback();
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undefined transformFeedbackVaryings(WebGLProgram program, sequence<DOMString> varyings, GLenum bufferMode);
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WebGLActiveInfo? getTransformFeedbackVarying(WebGLProgram program, GLuint index);
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void pauseTransformFeedback();
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void resumeTransformFeedback();
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undefined pauseTransformFeedback();
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undefined resumeTransformFeedback();
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/* Uniform Buffer Objects and Transform Feedback Buffers */
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void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer);
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void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLintptr offset, GLsizeiptr size);
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undefined bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer);
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undefined bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLintptr offset, GLsizeiptr size);
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any getIndexedParameter(GLenum target, GLuint index);
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sequence<GLuint>? getUniformIndices(WebGLProgram program, sequence<DOMString> uniformNames);
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any getActiveUniforms(WebGLProgram program, sequence<GLuint> uniformIndices, GLenum pname);
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GLuint getUniformBlockIndex(WebGLProgram program, DOMString uniformBlockName);
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any getActiveUniformBlockParameter(WebGLProgram program, GLuint uniformBlockIndex, GLenum pname);
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DOMString? getActiveUniformBlockName(WebGLProgram program, GLuint uniformBlockIndex);
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void uniformBlockBinding(WebGLProgram program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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undefined uniformBlockBinding(WebGLProgram program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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/* Vertex Array Objects */
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WebGLVertexArrayObject? createVertexArray();
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void deleteVertexArray(WebGLVertexArrayObject? vertexArray);
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undefined deleteVertexArray(WebGLVertexArrayObject? vertexArray);
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[WebGLHandlesContextLoss] GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray);
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void bindVertexArray(WebGLVertexArrayObject? array);
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undefined bindVertexArray(WebGLVertexArrayObject? array);
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};
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interface mixin WebGL2RenderingContextOverloads
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{
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// WebGL1:
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void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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void bufferData(GLenum target, /*[AllowShared]*/ BufferSource? srcData, GLenum usage);
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void bufferSubData(GLenum target, GLintptr dstByteOffset, /*[AllowShared]*/ BufferSource srcData);
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undefined bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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undefined bufferData(GLenum target, /*[AllowShared]*/ BufferSource? srcData, GLenum usage);
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undefined bufferSubData(GLenum target, GLintptr dstByteOffset, /*[AllowShared]*/ BufferSource srcData);
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// WebGL2:
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void bufferData(GLenum target, /*[AllowShared]*/ ArrayBufferView srcData, GLenum usage, GLuint srcOffset,
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undefined bufferData(GLenum target, /*[AllowShared]*/ ArrayBufferView srcData, GLenum usage, GLuint srcOffset,
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optional GLuint length = 0);
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void bufferSubData(GLenum target, GLintptr dstByteOffset, /*[AllowShared]*/ ArrayBufferView srcData,
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undefined bufferSubData(GLenum target, GLintptr dstByteOffset, /*[AllowShared]*/ ArrayBufferView srcData,
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GLuint srcOffset, optional GLuint length = 0);
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// WebGL1 legacy entrypoints:
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[Throws]
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void texImage2D(GLenum target, GLint level, GLint internalformat,
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undefined texImage2D(GLenum target, GLint level, GLint internalformat,
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GLsizei width, GLsizei height, GLint border, GLenum format,
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GLenum type, /*[AllowShared]*/ ArrayBufferView? pixels);
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[Throws]
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void texImage2D(GLenum target, GLint level, GLint internalformat,
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undefined texImage2D(GLenum target, GLint level, GLint internalformat,
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GLenum format, GLenum type, TexImageSource source); // May throw DOMException
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[Throws]
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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undefined texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height,
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GLenum format, GLenum type, /*[AllowShared]*/ ArrayBufferView? pixels);
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[Throws]
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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undefined texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLenum format, GLenum type, TexImageSource source); // May throw DOMException
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// WebGL2 entrypoints:
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[Throws]
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void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
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undefined texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
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GLint border, GLenum format, GLenum type, GLintptr pboOffset);
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[Throws]
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void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
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undefined texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
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GLint border, GLenum format, GLenum type,
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TexImageSource source); // May throw DOMException
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[Throws]
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void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
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undefined texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
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GLint border, GLenum format, GLenum type, /*[AllowShared]*/ ArrayBufferView srcData,
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GLuint srcOffset);
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@ -531,51 +531,51 @@ interface mixin WebGL2RenderingContextOverloads
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//void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width,
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// GLsizei height, GLint border, GLsizei imageSize, GLintptr offset);
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void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width,
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undefined compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width,
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GLsizei height, GLint border, /*[AllowShared]*/ ArrayBufferView srcData,
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optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0);
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//void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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// GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLintptr offset);
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void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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undefined compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height, GLenum format,
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/*[AllowShared]*/ ArrayBufferView srcData,
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optional GLuint srcOffset = 0,
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optional GLuint srcLengthOverride = 0);
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void uniform1fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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undefined uniform1fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform2fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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undefined uniform2fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform3fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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undefined uniform3fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform4fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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undefined uniform4fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform1iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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undefined uniform1iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform2iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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undefined uniform2iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform3iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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undefined uniform3iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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undefined uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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undefined uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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/* Reading back pixels */
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// WebGL1:
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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undefined readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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/*[AllowShared]*/ ArrayBufferView? dstData);
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// WebGL2:
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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undefined readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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GLintptr offset);
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
|
||||
undefined readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
|
||||
/*[AllowShared]*/ ArrayBufferView dstData, GLuint dstOffset);
|
||||
};
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue