Convert Web IDL void to undefined

Fixes #27660
This commit is contained in:
Kagami Sascha Rosylight 2022-01-05 03:39:33 +01:00
parent 5df705a41f
commit 52ea5204a2
158 changed files with 1124 additions and 1124 deletions

View file

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