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https://github.com/servo/servo.git
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parent
5df705a41f
commit
52ea5204a2
158 changed files with 1124 additions and 1124 deletions
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@ -475,32 +475,32 @@ interface mixin WebGLRenderingContextBase
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sequence<DOMString>? getSupportedExtensions();
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object? getExtension(DOMString name);
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void activeTexture(GLenum texture);
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void attachShader(WebGLProgram program, WebGLShader shader);
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void bindAttribLocation(WebGLProgram program, GLuint index, DOMString name);
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void bindBuffer(GLenum target, WebGLBuffer? buffer);
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void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
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void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
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void bindTexture(GLenum target, WebGLTexture? texture);
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void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void blendEquation(GLenum mode);
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void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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void blendFunc(GLenum sfactor, GLenum dfactor);
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void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
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undefined activeTexture(GLenum texture);
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undefined attachShader(WebGLProgram program, WebGLShader shader);
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undefined bindAttribLocation(WebGLProgram program, GLuint index, DOMString name);
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undefined bindBuffer(GLenum target, WebGLBuffer? buffer);
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undefined bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
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undefined bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
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undefined bindTexture(GLenum target, WebGLTexture? texture);
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undefined blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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undefined blendEquation(GLenum mode);
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undefined blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
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undefined blendFunc(GLenum sfactor, GLenum dfactor);
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undefined blendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
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GLenum srcAlpha, GLenum dstAlpha);
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[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
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void clear(GLbitfield mask);
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void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void clearDepth(GLclampf depth);
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void clearStencil(GLint s);
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void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void compileShader(WebGLShader shader);
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undefined clear(GLbitfield mask);
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undefined clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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undefined clearDepth(GLclampf depth);
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undefined clearStencil(GLint s);
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undefined colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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undefined compileShader(WebGLShader shader);
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void copyTexImage2D(GLenum target, GLint level, GLenum internalformat,
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undefined copyTexImage2D(GLenum target, GLint level, GLenum internalformat,
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GLint x, GLint y, GLsizei width, GLsizei height,
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GLint border);
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void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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undefined copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLint x, GLint y, GLsizei width, GLsizei height);
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WebGLBuffer? createBuffer();
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@ -510,36 +510,36 @@ interface mixin WebGLRenderingContextBase
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WebGLShader? createShader(GLenum type);
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WebGLTexture? createTexture();
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void cullFace(GLenum mode);
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undefined cullFace(GLenum mode);
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void deleteBuffer(WebGLBuffer? buffer);
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void deleteFramebuffer(WebGLFramebuffer? framebuffer);
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void deleteProgram(WebGLProgram? program);
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void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);
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void deleteShader(WebGLShader? shader);
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void deleteTexture(WebGLTexture? texture);
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undefined deleteBuffer(WebGLBuffer? buffer);
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undefined deleteFramebuffer(WebGLFramebuffer? framebuffer);
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undefined deleteProgram(WebGLProgram? program);
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undefined deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);
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undefined deleteShader(WebGLShader? shader);
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undefined deleteTexture(WebGLTexture? texture);
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void depthFunc(GLenum func);
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void depthMask(GLboolean flag);
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void depthRange(GLclampf zNear, GLclampf zFar);
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void detachShader(WebGLProgram program, WebGLShader shader);
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void disable(GLenum cap);
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void disableVertexAttribArray(GLuint index);
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void drawArrays(GLenum mode, GLint first, GLsizei count);
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void drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset);
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undefined depthFunc(GLenum func);
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undefined depthMask(GLboolean flag);
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undefined depthRange(GLclampf zNear, GLclampf zFar);
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undefined detachShader(WebGLProgram program, WebGLShader shader);
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undefined disable(GLenum cap);
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undefined disableVertexAttribArray(GLuint index);
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undefined drawArrays(GLenum mode, GLint first, GLsizei count);
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undefined drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset);
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void enable(GLenum cap);
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void enableVertexAttribArray(GLuint index);
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void finish();
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void flush();
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void framebufferRenderbuffer(GLenum target, GLenum attachment,
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undefined enable(GLenum cap);
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undefined enableVertexAttribArray(GLuint index);
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undefined finish();
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undefined flush();
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undefined framebufferRenderbuffer(GLenum target, GLenum attachment,
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GLenum renderbuffertarget,
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WebGLRenderbuffer? renderbuffer);
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void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget,
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undefined framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget,
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WebGLTexture? texture, GLint level);
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void frontFace(GLenum mode);
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undefined frontFace(GLenum mode);
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void generateMipmap(GLenum target);
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undefined generateMipmap(GLenum target);
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WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);
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WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);
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@ -573,7 +573,7 @@ interface mixin WebGLRenderingContextBase
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[WebGLHandlesContextLoss] GLsizeiptr getVertexAttribOffset(GLuint index, GLenum pname);
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void hint(GLenum target, GLenum mode);
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undefined hint(GLenum target, GLenum mode);
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[WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer);
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[WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap);
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[WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);
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@ -581,108 +581,108 @@ interface mixin WebGLRenderingContextBase
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[WebGLHandlesContextLoss] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);
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[WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader);
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[WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture);
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void lineWidth(GLfloat width);
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void linkProgram(WebGLProgram program);
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void pixelStorei(GLenum pname, GLint param);
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void polygonOffset(GLfloat factor, GLfloat units);
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undefined lineWidth(GLfloat width);
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undefined linkProgram(WebGLProgram program);
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undefined pixelStorei(GLenum pname, GLint param);
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undefined polygonOffset(GLfloat factor, GLfloat units);
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void renderbufferStorage(GLenum target, GLenum internalformat,
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undefined renderbufferStorage(GLenum target, GLenum internalformat,
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GLsizei width, GLsizei height);
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void sampleCoverage(GLclampf value, GLboolean invert);
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void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
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undefined sampleCoverage(GLclampf value, GLboolean invert);
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undefined scissor(GLint x, GLint y, GLsizei width, GLsizei height);
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void shaderSource(WebGLShader shader, DOMString source);
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undefined shaderSource(WebGLShader shader, DOMString source);
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void stencilFunc(GLenum func, GLint ref, GLuint mask);
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void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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void stencilMask(GLuint mask);
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void stencilMaskSeparate(GLenum face, GLuint mask);
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void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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undefined stencilFunc(GLenum func, GLint ref, GLuint mask);
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undefined stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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undefined stencilMask(GLuint mask);
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undefined stencilMaskSeparate(GLenum face, GLuint mask);
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undefined stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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undefined stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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void texParameterf(GLenum target, GLenum pname, GLfloat param);
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void texParameteri(GLenum target, GLenum pname, GLint param);
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undefined texParameterf(GLenum target, GLenum pname, GLfloat param);
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undefined texParameteri(GLenum target, GLenum pname, GLint param);
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void uniform1f(WebGLUniformLocation? location, GLfloat x);
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void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
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void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
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void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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undefined uniform1f(WebGLUniformLocation? location, GLfloat x);
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undefined uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
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undefined uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
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undefined uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void uniform1i(WebGLUniformLocation? location, GLint x);
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void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
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void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
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undefined uniform1i(WebGLUniformLocation? location, GLint x);
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undefined uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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undefined uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
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undefined uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
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void useProgram(WebGLProgram? program);
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void validateProgram(WebGLProgram program);
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undefined useProgram(WebGLProgram? program);
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undefined validateProgram(WebGLProgram program);
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void vertexAttrib1f(GLuint indx, GLfloat x);
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void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
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void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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undefined vertexAttrib1f(GLuint indx, GLfloat x);
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undefined vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
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undefined vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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undefined vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void vertexAttrib1fv(GLuint indx, Float32List values);
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void vertexAttrib2fv(GLuint indx, Float32List values);
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void vertexAttrib3fv(GLuint indx, Float32List values);
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void vertexAttrib4fv(GLuint indx, Float32List values);
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undefined vertexAttrib1fv(GLuint indx, Float32List values);
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undefined vertexAttrib2fv(GLuint indx, Float32List values);
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undefined vertexAttrib3fv(GLuint indx, Float32List values);
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undefined vertexAttrib4fv(GLuint indx, Float32List values);
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void vertexAttribPointer(GLuint indx, GLint size, GLenum type,
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undefined vertexAttribPointer(GLuint indx, GLint size, GLenum type,
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GLboolean normalized, GLsizei stride, GLintptr offset);
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void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
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undefined viewport(GLint x, GLint y, GLsizei width, GLsizei height);
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};
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interface mixin WebGLRenderingContextOverloads
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{
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void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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void bufferData(GLenum target, /*[AllowShared]*/ BufferSource? data, GLenum usage);
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void bufferSubData(GLenum target, GLintptr offset, /*[AllowShared]*/ BufferSource data);
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undefined bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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undefined bufferData(GLenum target, /*[AllowShared]*/ BufferSource? data, GLenum usage);
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undefined bufferSubData(GLenum target, GLintptr offset, /*[AllowShared]*/ BufferSource data);
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void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
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undefined compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border,
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/*[AllowShared]*/ ArrayBufferView data);
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void compressedTexSubImage2D(GLenum target, GLint level,
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undefined compressedTexSubImage2D(GLenum target, GLint level,
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GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height, GLenum format,
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/*[AllowShared]*/ ArrayBufferView data);
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
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undefined readPixels(GLint x, GLint y, 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 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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void uniform1fv(WebGLUniformLocation? location, Float32List v);
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void uniform2fv(WebGLUniformLocation? location, Float32List v);
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void uniform3fv(WebGLUniformLocation? location, Float32List v);
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void uniform4fv(WebGLUniformLocation? location, Float32List v);
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undefined uniform1fv(WebGLUniformLocation? location, Float32List v);
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undefined uniform2fv(WebGLUniformLocation? location, Float32List v);
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undefined uniform3fv(WebGLUniformLocation? location, Float32List v);
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undefined uniform4fv(WebGLUniformLocation? location, Float32List v);
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void uniform1iv(WebGLUniformLocation? location, Int32List v);
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void uniform2iv(WebGLUniformLocation? location, Int32List v);
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void uniform3iv(WebGLUniformLocation? location, Int32List v);
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void uniform4iv(WebGLUniformLocation? location, Int32List v);
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undefined uniform1iv(WebGLUniformLocation? location, Int32List v);
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undefined uniform2iv(WebGLUniformLocation? location, Int32List v);
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undefined uniform3iv(WebGLUniformLocation? location, Int32List v);
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undefined uniform4iv(WebGLUniformLocation? location, Int32List v);
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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undefined uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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undefined uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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undefined uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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};
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interface mixin WebGLRenderingContextExtensions {
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[Throws, Pref="dom.webgl.dom_to_texture.enabled"]
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void texImageDOM(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
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undefined texImageDOM(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
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GLenum format, GLenum type, HTMLIFrameElement source); // May throw DOMException
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};
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