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

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