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Clean up WebGLRenderingContext.webidl
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0a3ffc0c60
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84adede785
1 changed files with 39 additions and 53 deletions
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@ -470,7 +470,8 @@ interface WebGLRenderingContextBase
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readonly attribute GLsizei drawingBufferHeight;
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readonly attribute GLsizei drawingBufferHeight;
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[WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();
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[WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();
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//[WebGLHandlesContextLoss] boolean isContextLost();
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// FIXME: https://github.com/servo/servo/issues/15266
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// [WebGLHandlesContextLoss] boolean isContextLost();
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sequence<DOMString>? getSupportedExtensions();
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sequence<DOMString>? getSupportedExtensions();
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object? getExtension(DOMString name);
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object? getExtension(DOMString name);
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@ -489,15 +490,12 @@ interface WebGLRenderingContextBase
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void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
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void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
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GLenum srcAlpha, GLenum dstAlpha);
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GLenum srcAlpha, GLenum dstAlpha);
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// FIXME(xanewok) from CodegenRust.py:
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// FIXME(xanewok): https://github.com/servo/servo/issues/20513
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// 'No support for unions as distinguishing arguments yet' for below
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// original WebIDL function definition
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// void bufferData(GLenum target, BufferDataSource? data, GLenum usage);
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[Throws]
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[Throws]
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void bufferData(GLenum target, object? data, GLenum usage);
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void bufferData(GLenum target, object? data, GLenum usage);
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[Throws]
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[Throws]
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void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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void bufferSubData(GLenum target, GLintptr offset, BufferDataSource? data);
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void bufferSubData(GLenum target, GLintptr offset, /*[AllowShared]*/ BufferDataSource? data);
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[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
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[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
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void clear(GLbitfield mask);
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void clear(GLbitfield mask);
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@ -509,17 +507,15 @@ interface WebGLRenderingContextBase
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void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
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void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border,
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GLsizei width, GLsizei height, GLint border,
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ArrayBufferView data);
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/*[AllowShared]*/ ArrayBufferView data);
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void compressedTexSubImage2D(GLenum target, GLint level,
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void compressedTexSubImage2D(GLenum target, GLint level,
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GLint xoffset, GLint yoffset,
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GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height, GLenum format,
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GLsizei width, GLsizei height, GLenum format,
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ArrayBufferView data);
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/*[AllowShared]*/ ArrayBufferView data);
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.8
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void copyTexImage2D(GLenum target, GLint level, GLenum internalformat,
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void copyTexImage2D(GLenum target, GLint level, GLenum internalformat,
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GLint x, GLint y, GLsizei width, GLsizei height,
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GLint x, GLint y, GLsizei width, GLsizei height,
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GLint border);
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GLint border);
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.8
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void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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void 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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GLint x, GLint y, GLsizei width, GLsizei height);
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@ -576,7 +572,8 @@ interface WebGLRenderingContextBase
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GLenum pname);
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GLenum pname);
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any getProgramParameter(WebGLProgram program, GLenum pname);
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any getProgramParameter(WebGLProgram program, GLenum pname);
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DOMString? getProgramInfoLog(WebGLProgram program);
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DOMString? getProgramInfoLog(WebGLProgram program);
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//any getRenderbufferParameter(GLenum target, GLenum pname);
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// FIXME: https://github.com/servo/servo/issues/20514
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// any getRenderbufferParameter(GLenum target, GLenum pname);
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any getShaderParameter(WebGLShader shader, GLenum pname);
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any getShaderParameter(WebGLShader shader, GLenum pname);
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WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
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WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
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DOMString? getShaderInfoLog(WebGLShader shader);
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DOMString? getShaderInfoLog(WebGLShader shader);
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@ -585,7 +582,7 @@ interface WebGLRenderingContextBase
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any getTexParameter(GLenum target, GLenum pname);
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any getTexParameter(GLenum target, GLenum pname);
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//any getUniform(WebGLProgram program, WebGLUniformLocation location);
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// any getUniform(WebGLProgram program, WebGLUniformLocation location);
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WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);
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WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);
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@ -607,7 +604,7 @@ interface WebGLRenderingContextBase
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void polygonOffset(GLfloat factor, GLfloat units);
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void polygonOffset(GLfloat factor, GLfloat units);
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
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GLenum format, GLenum type, ArrayBufferView? pixels);
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GLenum format, GLenum type, /*[AllowShared]*/ ArrayBufferView? pixels);
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void renderbufferStorage(GLenum target, GLenum internalformat,
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void renderbufferStorage(GLenum target, GLenum internalformat,
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GLsizei width, GLsizei height);
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GLsizei width, GLsizei height);
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@ -623,11 +620,11 @@ interface WebGLRenderingContextBase
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void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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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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void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
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// FIXME: Codegen requires that this have [Throws] to match the other one.
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// FIXME: https://github.com/servo/servo/issues/20516
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[Throws]
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[Throws]
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border, GLenum format,
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GLsizei width, GLsizei height, GLint border, GLenum format,
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GLenum type, ArrayBufferView? pixels);
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GLenum type, /*[AllowShared]*/ ArrayBufferView? pixels);
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[Throws]
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[Throws]
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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GLenum format, GLenum type, TexImageSource source); // May throw DOMException
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GLenum format, GLenum type, TexImageSource source); // May throw DOMException
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@ -638,78 +635,67 @@ interface WebGLRenderingContextBase
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void texParameterf(GLenum target, GLenum pname, GLfloat param);
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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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void texParameteri(GLenum target, GLenum pname, GLint param);
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// FIXME: Codegen requires that this have [Throws] to match the other one.
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// FIXME: https://github.com/servo/servo/issues/20516
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[Throws]
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[Throws]
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height,
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GLsizei width, GLsizei height,
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GLenum format, GLenum type, ArrayBufferView? pixels);
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GLenum format, GLenum type, /*[AllowShared]*/ ArrayBufferView? pixels);
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[Throws]
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[Throws]
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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void 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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GLenum format, GLenum type, TexImageSource source); // May throw DOMException
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void uniform1f(WebGLUniformLocation? location, GLfloat x);
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void uniform1f(WebGLUniformLocation? location, GLfloat x);
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void uniform1fv(WebGLUniformLocation? location, Float32Array v);
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void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
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void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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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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void uniform1i(WebGLUniformLocation? location, GLint x);
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void uniform1i(WebGLUniformLocation? location, GLint x);
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void uniform1iv(WebGLUniformLocation? location, Int32Array v);
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void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
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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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void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
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void uniform1fv(WebGLUniformLocation? location, Float32Array v);
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void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform2fv(WebGLUniformLocation? location, Float32Array v);
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void uniform2fv(WebGLUniformLocation? location, Float32Array v);
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void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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void uniform2iv(WebGLUniformLocation? location, Int32Array v);
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void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
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void uniform3fv(WebGLUniformLocation? location, Float32Array v);
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void uniform3fv(WebGLUniformLocation? location, Float32Array v);
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void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
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void uniform3iv(WebGLUniformLocation? location, Int32Array v);
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void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void uniform4fv(WebGLUniformLocation? location, Float32Array v);
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void uniform4fv(WebGLUniformLocation? location, Float32Array v);
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void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
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void uniform1iv(WebGLUniformLocation? location, Int32Array v);
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void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform2iv(WebGLUniformLocation? location, Int32Array v);
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void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform3iv(WebGLUniformLocation? location, Int32Array v);
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void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform4iv(WebGLUniformLocation? location, Int32Array v);
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void uniform4iv(WebGLUniformLocation? location, Int32Array v);
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void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
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Float32Array value);
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
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sequence<GLfloat> value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
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Float32Array value);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
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sequence<GLfloat> value);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
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Float32Array value);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
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sequence<GLfloat> value);
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void useProgram(WebGLProgram? program);
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void useProgram(WebGLProgram? program);
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void validateProgram(WebGLProgram program);
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void validateProgram(WebGLProgram program);
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void vertexAttrib1f(GLuint indx, GLfloat x);
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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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void vertexAttrib1fv(GLuint indx, Float32Array values);
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void vertexAttrib1fv(GLuint indx, Float32Array values);
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void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
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void vertexAttrib2fv(GLuint indx, Float32Array values);
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void vertexAttrib2fv(GLuint indx, Float32Array values);
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void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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void vertexAttrib3fv(GLuint indx, Float32Array values);
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void vertexAttrib3fv(GLuint indx, Float32Array values);
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void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void vertexAttrib4fv(GLuint indx, Float32Array values);
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void vertexAttrib4fv(GLuint indx, Float32Array values);
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void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttribPointer(GLuint indx, GLint size, GLenum type,
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void vertexAttribPointer(GLuint indx, GLint size, GLenum type,
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GLboolean normalized, GLsizei stride, GLintptr offset);
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GLboolean normalized, GLsizei stride, GLintptr offset);
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