It implements enough WebGL spec to draw a triangle

This commit is contained in:
Diego Marcos 2015-04-23 18:51:04 -07:00
parent a346f95e68
commit 79b8e7aa34
17 changed files with 741 additions and 70 deletions

View file

@ -1,4 +1,3 @@
// AUTOGENERATED FILE -- DO NOT EDIT -- SEE Makefile
//
// WebGL IDL definitions scraped from the Khronos specification:
// https://www.khronos.org/registry/webgl/specs/latest/
@ -34,30 +33,15 @@ dictionary WebGLContextAttributes {
GLboolean failIfMajorPerformanceCaveat = false;
};
//interface WebGLObject {
//};
//interface WebGLBuffer : WebGLObject {
//};
//interface WebGLFramebuffer : WebGLObject {
//};
//interface WebGLProgram : WebGLObject {
//};
//interface WebGLRenderbuffer : WebGLObject {
//};
//interface WebGLShader : WebGLObject {
//};
//interface WebGLTexture : WebGLObject {
//};
//interface WebGLUniformLocation {
//};
//interface WebGLActiveInfo {
// readonly attribute GLint size;
// readonly attribute GLenum type;
@ -75,18 +59,18 @@ interface WebGLRenderingContextBase
{
/* ClearBufferMask */
//const GLenum DEPTH_BUFFER_BIT = 0x00000100;
//const GLenum STENCIL_BUFFER_BIT = 0x00000400;
const GLenum DEPTH_BUFFER_BIT = 0x00000100;
const GLenum STENCIL_BUFFER_BIT = 0x00000400;
const GLenum COLOR_BUFFER_BIT = 0x00004000;
/* BeginMode */
//const GLenum POINTS = 0x0000;
//const GLenum LINES = 0x0001;
//const GLenum LINE_LOOP = 0x0002;
//const GLenum LINE_STRIP = 0x0003;
//const GLenum TRIANGLES = 0x0004;
//const GLenum TRIANGLE_STRIP = 0x0005;
//const GLenum TRIANGLE_FAN = 0x0006;
const GLenum POINTS = 0x0000;
const GLenum LINES = 0x0001;
const GLenum LINE_LOOP = 0x0002;
const GLenum LINE_STRIP = 0x0003;
const GLenum TRIANGLES = 0x0004;
const GLenum TRIANGLE_STRIP = 0x0005;
const GLenum TRIANGLE_FAN = 0x0006;
/* AlphaFunction (not supported in ES20) */
/* NEVER */
@ -141,14 +125,14 @@ interface WebGLRenderingContextBase
//const GLenum BLEND_COLOR = 0x8005;
/* Buffer Objects */
//const GLenum ARRAY_BUFFER = 0x8892;
//const GLenum ELEMENT_ARRAY_BUFFER = 0x8893;
//const GLenum ARRAY_BUFFER_BINDING = 0x8894;
//const GLenum ELEMENT_ARRAY_BUFFER_BINDING = 0x8895;
const GLenum ARRAY_BUFFER = 0x8892;
const GLenum ELEMENT_ARRAY_BUFFER = 0x8893;
const GLenum ARRAY_BUFFER_BINDING = 0x8894;
const GLenum ELEMENT_ARRAY_BUFFER_BINDING = 0x8895;
//const GLenum STREAM_DRAW = 0x88E0;
//const GLenum STATIC_DRAW = 0x88E4;
//const GLenum DYNAMIC_DRAW = 0x88E8;
const GLenum STREAM_DRAW = 0x88E0;
const GLenum STATIC_DRAW = 0x88E4;
const GLenum DYNAMIC_DRAW = 0x88E8;
//const GLenum BUFFER_SIZE = 0x8764;
//const GLenum BUFFER_USAGE = 0x8765;
@ -260,13 +244,13 @@ interface WebGLRenderingContextBase
//const GLenum GENERATE_MIPMAP_HINT = 0x8192;
/* DataType */
//const GLenum BYTE = 0x1400;
//const GLenum UNSIGNED_BYTE = 0x1401;
//const GLenum SHORT = 0x1402;
//const GLenum UNSIGNED_SHORT = 0x1403;
//const GLenum INT = 0x1404;
//const GLenum UNSIGNED_INT = 0x1405;
//const GLenum FLOAT = 0x1406;
const GLenum BYTE = 0x1400;
const GLenum UNSIGNED_BYTE = 0x1401;
const GLenum SHORT = 0x1402;
const GLenum UNSIGNED_SHORT = 0x1403;
const GLenum INT = 0x1404;
const GLenum UNSIGNED_INT = 0x1405;
const GLenum FLOAT = 0x1406;
/* PixelFormat */
//const GLenum DEPTH_COMPONENT = 0x1902;
@ -283,8 +267,8 @@ interface WebGLRenderingContextBase
//const GLenum UNSIGNED_SHORT_5_6_5 = 0x8363;
/* Shaders */
//const GLenum FRAGMENT_SHADER = 0x8B30;
//const GLenum VERTEX_SHADER = 0x8B31;
const GLenum FRAGMENT_SHADER = 0x8B30;
const GLenum VERTEX_SHADER = 0x8B31;
//const GLenum MAX_VERTEX_ATTRIBS = 0x8869;
//const GLenum MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB;
//const GLenum MAX_VARYING_VECTORS = 0x8DFC;
@ -430,7 +414,7 @@ interface WebGLRenderingContextBase
//const GLenum IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B;
/* Shader Source */
//const GLenum COMPILE_STATUS = 0x8B81;
const GLenum COMPILE_STATUS = 0x8B81;
/* Shader Precision-Specified Types */
//const GLenum LOW_FLOAT = 0x8DF0;
@ -504,9 +488,9 @@ interface WebGLRenderingContextBase
//object? getExtension(DOMString name);
//void activeTexture(GLenum texture);
//void attachShader(WebGLProgram? program, WebGLShader? shader);
void attachShader(WebGLProgram? program, WebGLShader? shader);
//void bindAttribLocation(WebGLProgram? program, GLuint index, DOMString name);
//void bindBuffer(GLenum target, WebGLBuffer? buffer);
void bindBuffer(GLenum target, WebGLBuffer? buffer);
//void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
//void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
//void bindTexture(GLenum target, WebGLTexture? texture);
@ -517,9 +501,13 @@ interface WebGLRenderingContextBase
//void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
// GLenum srcAlpha, GLenum dstAlpha);
//typedef (ArrayBuffer or ArrayBufferView) BufferDataSource;
// typedef (ArrayBuffer or ArrayBufferView) BufferDataSource;
//void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
//void bufferData(GLenum target, BufferDataSource? data, GLenum usage);
// FIXME(dmarcos) The function below is the original function in the webIdl:
// void bufferData(GLenum target, BufferDataSource? data, GLenum usage);
// The Code genearator doesn't handle BufferDataSource so we're using 'optional object'
// in the meantime
void bufferData(GLenum target, optional object data, GLenum usage);
//void bufferSubData(GLenum target, GLintptr offset, BufferDataSource? data);
//[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
@ -528,7 +516,7 @@ interface WebGLRenderingContextBase
//void clearDepth(GLclampf depth);
//void clearStencil(GLint s);
//void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
//void compileShader(WebGLShader? shader);
void compileShader(WebGLShader? shader);
//void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
// GLsizei width, GLsizei height, GLint border,
@ -544,11 +532,11 @@ interface WebGLRenderingContextBase
//void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLint x, GLint y, GLsizei width, GLsizei height);
//WebGLBuffer? createBuffer();
WebGLBuffer? createBuffer();
//WebGLFramebuffer? createFramebuffer();
//WebGLProgram? createProgram();
WebGLProgram? createProgram();
//WebGLRenderbuffer? createRenderbuffer();
//WebGLShader? createShader(GLenum type);
WebGLShader? createShader(GLenum type);
//WebGLTexture? createTexture();
//void cullFace(GLenum mode);
@ -566,11 +554,11 @@ interface WebGLRenderingContextBase
//void detachShader(WebGLProgram? program, WebGLShader? shader);
//void disable(GLenum cap);
//void disableVertexAttribArray(GLuint index);
//void drawArrays(GLenum mode, GLint first, GLsizei count);
void drawArrays(GLenum mode, GLint first, GLsizei count);
//void drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset);
//void enable(GLenum cap);
//void enableVertexAttribArray(GLuint index);
void enableVertexAttribArray(GLuint index);
//void finish();
//void flush();
//void framebufferRenderbuffer(GLenum target, GLenum attachment,
@ -586,7 +574,7 @@ interface WebGLRenderingContextBase
//WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index);
//sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program);
//[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram? program, DOMString name);
[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram? program, DOMString name);
//any getBufferParameter(GLenum target, GLenum pname);
//any getParameter(GLenum pname);
@ -598,9 +586,9 @@ interface WebGLRenderingContextBase
//any getProgramParameter(WebGLProgram? program, GLenum pname);
//DOMString? getProgramInfoLog(WebGLProgram? program);
//any getRenderbufferParameter(GLenum target, GLenum pname);
//any getShaderParameter(WebGLShader? shader, GLenum pname);
any getShaderParameter(WebGLShader? shader, GLenum pname);
//WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
//DOMString? getShaderInfoLog(WebGLShader? shader);
DOMString? getShaderInfoLog(WebGLShader? shader);
//DOMString? getShaderSource(WebGLShader? shader);
@ -608,7 +596,7 @@ interface WebGLRenderingContextBase
//any getUniform(WebGLProgram? program, WebGLUniformLocation? location);
//WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name);
WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name);
//any getVertexAttrib(GLuint index, GLenum pname);
@ -623,7 +611,7 @@ interface WebGLRenderingContextBase
//[WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader);
//[WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture);
//void lineWidth(GLfloat width);
//void linkProgram(WebGLProgram? program);
void linkProgram(WebGLProgram? program);
//void pixelStorei(GLenum pname, GLint param);
//void polygonOffset(GLfloat factor, GLfloat units);
@ -635,7 +623,7 @@ interface WebGLRenderingContextBase
//void sampleCoverage(GLclampf value, GLboolean invert);
//void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
//void shaderSource(WebGLShader? shader, DOMString source);
void shaderSource(WebGLShader? shader, DOMString source);
//void stencilFunc(GLenum func, GLint ref, GLuint mask);
//void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
@ -682,7 +670,11 @@ interface WebGLRenderingContextBase
//void uniform3iv(WebGLUniformLocation? location, Int32Array v);
//void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
//void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
//void uniform4fv(WebGLUniformLocation? location, Float32Array v);
// FIXME(dmarcos) The function below is the original function in the webIdl:
// void uniform4fv(WebGLUniformLocation? location, Float32Array v);
// The Code genearator doesn't handle BufferDataSource so we're using 'optional object'
// in the meantime
void uniform4fv(WebGLUniformLocation? location, optional object v);
//void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
//void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
//void uniform4iv(WebGLUniformLocation? location, Int32Array v);
@ -701,7 +693,7 @@ interface WebGLRenderingContextBase
//void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
// sequence<GLfloat> value);
//void useProgram(WebGLProgram? program);
void useProgram(WebGLProgram? program);
//void validateProgram(WebGLProgram? program);
//void vertexAttrib1f(GLuint indx, GLfloat x);
@ -716,10 +708,10 @@ interface WebGLRenderingContextBase
//void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
//void vertexAttrib4fv(GLuint indx, Float32Array values);
//void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
//void vertexAttribPointer(GLuint indx, GLint size, GLenum type,
// GLboolean normalized, GLsizei stride, GLintptr offset);
void vertexAttribPointer(GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, GLintptr offset);
//void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
};
interface WebGLRenderingContext