servo/components/script/dom/webidls/WebGLRenderingContext.webidl
2015-04-20 14:29:39 -07:00

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34 KiB
Text

// AUTOGENERATED FILE -- DO NOT EDIT -- SEE Makefile
//
// WebGL IDL definitions scraped from the Khronos specification:
// https://www.khronos.org/registry/webgl/specs/latest/
//
// This IDL depends on the typed array specification defined at:
// https://www.khronos.org/registry/typedarray/specs/latest/typedarrays.idl
typedef unsigned long GLenum;
typedef boolean GLboolean;
typedef unsigned long GLbitfield;
typedef byte GLbyte; /* 'byte' should be a signed 8 bit type. */
typedef short GLshort;
typedef long GLint;
typedef long GLsizei;
typedef long long GLintptr;
typedef long long GLsizeiptr;
// Ideally the typedef below would use 'unsigned byte', but that doesn't currently exist in Web IDL.
typedef octet GLubyte; /* 'octet' should be an unsigned 8 bit type. */
typedef unsigned short GLushort;
typedef unsigned long GLuint;
typedef unrestricted float GLfloat;
typedef unrestricted float GLclampf;
dictionary WebGLContextAttributes {
GLboolean alpha = true;
GLboolean depth = true;
GLboolean stencil = false;
GLboolean antialias = true;
GLboolean premultipliedAlpha = true;
GLboolean preserveDrawingBuffer = false;
GLboolean preferLowPowerToHighPerformance = false;
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;
// readonly attribute DOMString name;
//};
//interface WebGLShaderPrecisionFormat {
// readonly attribute GLint rangeMin;
// readonly attribute GLint rangeMax;
// readonly attribute GLint precision;
//};
[NoInterfaceObject]
interface WebGLRenderingContextBase
{
/* ClearBufferMask */
//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;
/* AlphaFunction (not supported in ES20) */
/* NEVER */
/* LESS */
/* EQUAL */
/* LEQUAL */
/* GREATER */
/* NOTEQUAL */
/* GEQUAL */
/* ALWAYS */
/* BlendingFactorDest */
//const GLenum ZERO = 0;
//const GLenum ONE = 1;
//const GLenum SRC_COLOR = 0x0300;
//const GLenum ONE_MINUS_SRC_COLOR = 0x0301;
//const GLenum SRC_ALPHA = 0x0302;
//const GLenum ONE_MINUS_SRC_ALPHA = 0x0303;
//const GLenum DST_ALPHA = 0x0304;
//const GLenum ONE_MINUS_DST_ALPHA = 0x0305;
/* BlendingFactorSrc */
/* ZERO */
/* ONE */
//const GLenum DST_COLOR = 0x0306;
//const GLenum ONE_MINUS_DST_COLOR = 0x0307;
//const GLenum SRC_ALPHA_SATURATE = 0x0308;
/* SRC_ALPHA */
/* ONE_MINUS_SRC_ALPHA */
/* DST_ALPHA */
/* ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
//const GLenum FUNC_ADD = 0x8006;
//const GLenum BLEND_EQUATION = 0x8009;
//const GLenum BLEND_EQUATION_RGB = 0x8009; /* same as BLEND_EQUATION */
//const GLenum BLEND_EQUATION_ALPHA = 0x883D;
/* BlendSubtract */
//const GLenum FUNC_SUBTRACT = 0x800A;
//const GLenum FUNC_REVERSE_SUBTRACT = 0x800B;
/* Separate Blend Functions */
//const GLenum BLEND_DST_RGB = 0x80C8;
//const GLenum BLEND_SRC_RGB = 0x80C9;
//const GLenum BLEND_DST_ALPHA = 0x80CA;
//const GLenum BLEND_SRC_ALPHA = 0x80CB;
//const GLenum CONSTANT_COLOR = 0x8001;
//const GLenum ONE_MINUS_CONSTANT_COLOR = 0x8002;
//const GLenum CONSTANT_ALPHA = 0x8003;
//const GLenum ONE_MINUS_CONSTANT_ALPHA = 0x8004;
//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 STREAM_DRAW = 0x88E0;
//const GLenum STATIC_DRAW = 0x88E4;
//const GLenum DYNAMIC_DRAW = 0x88E8;
//const GLenum BUFFER_SIZE = 0x8764;
//const GLenum BUFFER_USAGE = 0x8765;
//const GLenum CURRENT_VERTEX_ATTRIB = 0x8626;
/* CullFaceMode */
//const GLenum FRONT = 0x0404;
//const GLenum BACK = 0x0405;
//const GLenum FRONT_AND_BACK = 0x0408;
/* DepthFunction */
/* NEVER */
/* LESS */
/* EQUAL */
/* LEQUAL */
/* GREATER */
/* NOTEQUAL */
/* GEQUAL */
/* ALWAYS */
/* EnableCap */
/* TEXTURE_2D */
//const GLenum CULL_FACE = 0x0B44;
//const GLenum BLEND = 0x0BE2;
//const GLenum DITHER = 0x0BD0;
//const GLenum STENCIL_TEST = 0x0B90;
//const GLenum DEPTH_TEST = 0x0B71;
//const GLenum SCISSOR_TEST = 0x0C11;
//const GLenum POLYGON_OFFSET_FILL = 0x8037;
//const GLenum SAMPLE_ALPHA_TO_COVERAGE = 0x809E;
//const GLenum SAMPLE_COVERAGE = 0x80A0;
/* ErrorCode */
//const GLenum NO_ERROR = 0;
//const GLenum INVALID_ENUM = 0x0500;
//const GLenum INVALID_VALUE = 0x0501;
//const GLenum INVALID_OPERATION = 0x0502;
//const GLenum OUT_OF_MEMORY = 0x0505;
/* FrontFaceDirection */
//const GLenum CW = 0x0900;
//const GLenum CCW = 0x0901;
/* GetPName */
//const GLenum LINE_WIDTH = 0x0B21;
//const GLenum ALIASED_POINT_SIZE_RANGE = 0x846D;
//const GLenum ALIASED_LINE_WIDTH_RANGE = 0x846E;
//const GLenum CULL_FACE_MODE = 0x0B45;
//const GLenum FRONT_FACE = 0x0B46;
//const GLenum DEPTH_RANGE = 0x0B70;
//const GLenum DEPTH_WRITEMASK = 0x0B72;
//const GLenum DEPTH_CLEAR_VALUE = 0x0B73;
//const GLenum DEPTH_FUNC = 0x0B74;
//const GLenum STENCIL_CLEAR_VALUE = 0x0B91;
//const GLenum STENCIL_FUNC = 0x0B92;
//const GLenum STENCIL_FAIL = 0x0B94;
//const GLenum STENCIL_PASS_DEPTH_FAIL = 0x0B95;
//const GLenum STENCIL_PASS_DEPTH_PASS = 0x0B96;
//const GLenum STENCIL_REF = 0x0B97;
//const GLenum STENCIL_VALUE_MASK = 0x0B93;
//const GLenum STENCIL_WRITEMASK = 0x0B98;
//const GLenum STENCIL_BACK_FUNC = 0x8800;
//const GLenum STENCIL_BACK_FAIL = 0x8801;
//const GLenum STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802;
//const GLenum STENCIL_BACK_PASS_DEPTH_PASS = 0x8803;
//const GLenum STENCIL_BACK_REF = 0x8CA3;
//const GLenum STENCIL_BACK_VALUE_MASK = 0x8CA4;
//const GLenum STENCIL_BACK_WRITEMASK = 0x8CA5;
//const GLenum VIEWPORT = 0x0BA2;
//const GLenum SCISSOR_BOX = 0x0C10;
/* SCISSOR_TEST */
//const GLenum COLOR_CLEAR_VALUE = 0x0C22;
//const GLenum COLOR_WRITEMASK = 0x0C23;
//const GLenum UNPACK_ALIGNMENT = 0x0CF5;
//const GLenum PACK_ALIGNMENT = 0x0D05;
//const GLenum MAX_TEXTURE_SIZE = 0x0D33;
//const GLenum MAX_VIEWPORT_DIMS = 0x0D3A;
//const GLenum SUBPIXEL_BITS = 0x0D50;
//const GLenum RED_BITS = 0x0D52;
//const GLenum GREEN_BITS = 0x0D53;
//const GLenum BLUE_BITS = 0x0D54;
//const GLenum ALPHA_BITS = 0x0D55;
//const GLenum DEPTH_BITS = 0x0D56;
//const GLenum STENCIL_BITS = 0x0D57;
//const GLenum POLYGON_OFFSET_UNITS = 0x2A00;
/* POLYGON_OFFSET_FILL */
//const GLenum POLYGON_OFFSET_FACTOR = 0x8038;
//const GLenum TEXTURE_BINDING_2D = 0x8069;
//const GLenum SAMPLE_BUFFERS = 0x80A8;
//const GLenum SAMPLES = 0x80A9;
//const GLenum SAMPLE_COVERAGE_VALUE = 0x80AA;
//const GLenum SAMPLE_COVERAGE_INVERT = 0x80AB;
/* GetTextureParameter */
/* TEXTURE_MAG_FILTER */
/* TEXTURE_MIN_FILTER */
/* TEXTURE_WRAP_S */
/* TEXTURE_WRAP_T */
//const GLenum COMPRESSED_TEXTURE_FORMATS = 0x86A3;
/* HintMode */
//const GLenum DONT_CARE = 0x1100;
//const GLenum FASTEST = 0x1101;
//const GLenum NICEST = 0x1102;
/* HintTarget */
//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;
/* PixelFormat */
//const GLenum DEPTH_COMPONENT = 0x1902;
//const GLenum ALPHA = 0x1906;
//const GLenum RGB = 0x1907;
//const GLenum RGBA = 0x1908;
//const GLenum LUMINANCE = 0x1909;
//const GLenum LUMINANCE_ALPHA = 0x190A;
/* PixelType */
/* UNSIGNED_BYTE */
//const GLenum UNSIGNED_SHORT_4_4_4_4 = 0x8033;
//const GLenum UNSIGNED_SHORT_5_5_5_1 = 0x8034;
//const GLenum UNSIGNED_SHORT_5_6_5 = 0x8363;
/* Shaders */
//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;
//const GLenum MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;
//const GLenum MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C;
//const GLenum MAX_TEXTURE_IMAGE_UNITS = 0x8872;
//const GLenum MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
//const GLenum SHADER_TYPE = 0x8B4F;
//const GLenum DELETE_STATUS = 0x8B80;
//const GLenum LINK_STATUS = 0x8B82;
//const GLenum VALIDATE_STATUS = 0x8B83;
//const GLenum ATTACHED_SHADERS = 0x8B85;
//const GLenum ACTIVE_UNIFORMS = 0x8B86;
//const GLenum ACTIVE_ATTRIBUTES = 0x8B89;
//const GLenum SHADING_LANGUAGE_VERSION = 0x8B8C;
//const GLenum CURRENT_PROGRAM = 0x8B8D;
/* StencilFunction */
//const GLenum NEVER = 0x0200;
//const GLenum LESS = 0x0201;
//const GLenum EQUAL = 0x0202;
//const GLenum LEQUAL = 0x0203;
//const GLenum GREATER = 0x0204;
//const GLenum NOTEQUAL = 0x0205;
//const GLenum GEQUAL = 0x0206;
//const GLenum ALWAYS = 0x0207;
/* StencilOp */
/* ZERO */
//const GLenum KEEP = 0x1E00;
//const GLenum REPLACE = 0x1E01;
//const GLenum INCR = 0x1E02;
//const GLenum DECR = 0x1E03;
//const GLenum INVERT = 0x150A;
//const GLenum INCR_WRAP = 0x8507;
//const GLenum DECR_WRAP = 0x8508;
/* StringName */
//const GLenum VENDOR = 0x1F00;
//const GLenum RENDERER = 0x1F01;
//const GLenum VERSION = 0x1F02;
/* TextureMagFilter */
//const GLenum NEAREST = 0x2600;
//const GLenum LINEAR = 0x2601;
/* TextureMinFilter */
/* NEAREST */
/* LINEAR */
//const GLenum NEAREST_MIPMAP_NEAREST = 0x2700;
//const GLenum LINEAR_MIPMAP_NEAREST = 0x2701;
//const GLenum NEAREST_MIPMAP_LINEAR = 0x2702;
//const GLenum LINEAR_MIPMAP_LINEAR = 0x2703;
/* TextureParameterName */
//const GLenum TEXTURE_MAG_FILTER = 0x2800;
//const GLenum TEXTURE_MIN_FILTER = 0x2801;
//const GLenum TEXTURE_WRAP_S = 0x2802;
//const GLenum TEXTURE_WRAP_T = 0x2803;
/* TextureTarget */
//const GLenum TEXTURE_2D = 0x0DE1;
//const GLenum TEXTURE = 0x1702;
//const GLenum TEXTURE_CUBE_MAP = 0x8513;
//const GLenum TEXTURE_BINDING_CUBE_MAP = 0x8514;
//const GLenum TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;
//const GLenum TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;
//const GLenum TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;
//const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;
//const GLenum TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;
//const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A;
//const GLenum MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
/* TextureUnit */
//const GLenum TEXTURE0 = 0x84C0;
//const GLenum TEXTURE1 = 0x84C1;
//const GLenum TEXTURE2 = 0x84C2;
//const GLenum TEXTURE3 = 0x84C3;
//const GLenum TEXTURE4 = 0x84C4;
//const GLenum TEXTURE5 = 0x84C5;
//const GLenum TEXTURE6 = 0x84C6;
//const GLenum TEXTURE7 = 0x84C7;
//const GLenum TEXTURE8 = 0x84C8;
//const GLenum TEXTURE9 = 0x84C9;
//const GLenum TEXTURE10 = 0x84CA;
//const GLenum TEXTURE11 = 0x84CB;
//const GLenum TEXTURE12 = 0x84CC;
//const GLenum TEXTURE13 = 0x84CD;
//const GLenum TEXTURE14 = 0x84CE;
//const GLenum TEXTURE15 = 0x84CF;
//const GLenum TEXTURE16 = 0x84D0;
//const GLenum TEXTURE17 = 0x84D1;
//const GLenum TEXTURE18 = 0x84D2;
//const GLenum TEXTURE19 = 0x84D3;
//const GLenum TEXTURE20 = 0x84D4;
//const GLenum TEXTURE21 = 0x84D5;
//const GLenum TEXTURE22 = 0x84D6;
//const GLenum TEXTURE23 = 0x84D7;
//const GLenum TEXTURE24 = 0x84D8;
//const GLenum TEXTURE25 = 0x84D9;
//const GLenum TEXTURE26 = 0x84DA;
//const GLenum TEXTURE27 = 0x84DB;
//const GLenum TEXTURE28 = 0x84DC;
//const GLenum TEXTURE29 = 0x84DD;
//const GLenum TEXTURE30 = 0x84DE;
//const GLenum TEXTURE31 = 0x84DF;
//const GLenum ACTIVE_TEXTURE = 0x84E0;
/* TextureWrapMode */
//const GLenum REPEAT = 0x2901;
//const GLenum CLAMP_TO_EDGE = 0x812F;
//const GLenum MIRRORED_REPEAT = 0x8370;
/* Uniform Types */
//const GLenum FLOAT_VEC2 = 0x8B50;
//const GLenum FLOAT_VEC3 = 0x8B51;
//const GLenum FLOAT_VEC4 = 0x8B52;
//const GLenum INT_VEC2 = 0x8B53;
//const GLenum INT_VEC3 = 0x8B54;
//const GLenum INT_VEC4 = 0x8B55;
//const GLenum BOOL = 0x8B56;
//const GLenum BOOL_VEC2 = 0x8B57;
//const GLenum BOOL_VEC3 = 0x8B58;
//const GLenum BOOL_VEC4 = 0x8B59;
//const GLenum FLOAT_MAT2 = 0x8B5A;
//const GLenum FLOAT_MAT3 = 0x8B5B;
//const GLenum FLOAT_MAT4 = 0x8B5C;
//const GLenum SAMPLER_2D = 0x8B5E;
//const GLenum SAMPLER_CUBE = 0x8B60;
/* Vertex Arrays */
//const GLenum VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622;
//const GLenum VERTEX_ATTRIB_ARRAY_SIZE = 0x8623;
//const GLenum VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624;
//const GLenum VERTEX_ATTRIB_ARRAY_TYPE = 0x8625;
//const GLenum VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A;
//const GLenum VERTEX_ATTRIB_ARRAY_POINTER = 0x8645;
//const GLenum VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F;
/* Read Format */
//const GLenum IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A;
//const GLenum IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B;
/* Shader Source */
//const GLenum COMPILE_STATUS = 0x8B81;
/* Shader Precision-Specified Types */
//const GLenum LOW_FLOAT = 0x8DF0;
//const GLenum MEDIUM_FLOAT = 0x8DF1;
//const GLenum HIGH_FLOAT = 0x8DF2;
//const GLenum LOW_INT = 0x8DF3;
//const GLenum MEDIUM_INT = 0x8DF4;
//const GLenum HIGH_INT = 0x8DF5;
/* Framebuffer Object. */
//const GLenum FRAMEBUFFER = 0x8D40;
//const GLenum RENDERBUFFER = 0x8D41;
//const GLenum RGBA4 = 0x8056;
//const GLenum RGB5_A1 = 0x8057;
//const GLenum RGB565 = 0x8D62;
//const GLenum DEPTH_COMPONENT16 = 0x81A5;
//const GLenum STENCIL_INDEX = 0x1901;
//const GLenum STENCIL_INDEX8 = 0x8D48;
//const GLenum DEPTH_STENCIL = 0x84F9;
//const GLenum RENDERBUFFER_WIDTH = 0x8D42;
//const GLenum RENDERBUFFER_HEIGHT = 0x8D43;
//const GLenum RENDERBUFFER_INTERNAL_FORMAT = 0x8D44;
//const GLenum RENDERBUFFER_RED_SIZE = 0x8D50;
//const GLenum RENDERBUFFER_GREEN_SIZE = 0x8D51;
//const GLenum RENDERBUFFER_BLUE_SIZE = 0x8D52;
//const GLenum RENDERBUFFER_ALPHA_SIZE = 0x8D53;
//const GLenum RENDERBUFFER_DEPTH_SIZE = 0x8D54;
//const GLenum RENDERBUFFER_STENCIL_SIZE = 0x8D55;
//const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0;
//const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1;
//const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2;
//const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3;
//const GLenum COLOR_ATTACHMENT0 = 0x8CE0;
//const GLenum DEPTH_ATTACHMENT = 0x8D00;
//const GLenum STENCIL_ATTACHMENT = 0x8D20;
//const GLenum DEPTH_STENCIL_ATTACHMENT = 0x821A;
//const GLenum NONE = 0;
//const GLenum FRAMEBUFFER_COMPLETE = 0x8CD5;
//const GLenum FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6;
//const GLenum FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7;
//const GLenum FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9;
//const GLenum FRAMEBUFFER_UNSUPPORTED = 0x8CDD;
//const GLenum FRAMEBUFFER_BINDING = 0x8CA6;
//const GLenum RENDERBUFFER_BINDING = 0x8CA7;
//const GLenum MAX_RENDERBUFFER_SIZE = 0x84E8;
//const GLenum INVALID_FRAMEBUFFER_OPERATION = 0x0506;
/* WebGL-specific enums */
//const GLenum UNPACK_FLIP_Y_WEBGL = 0x9240;
//const GLenum UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;
//const GLenum CONTEXT_LOST_WEBGL = 0x9242;
//const GLenum UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;
//const GLenum BROWSER_DEFAULT_WEBGL = 0x9244;
//readonly attribute HTMLCanvasElement canvas;
//readonly attribute GLsizei drawingBufferWidth;
//readonly attribute GLsizei drawingBufferHeight;
//[WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();
//[WebGLHandlesContextLoss] boolean isContextLost();
//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,
// GLenum srcAlpha, GLenum dstAlpha);
//typedef (ArrayBuffer or ArrayBufferView) BufferDataSource;
//void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
//void bufferData(GLenum target, BufferDataSource? data, GLenum usage);
//void bufferSubData(GLenum target, GLintptr offset, BufferDataSource? data);
//[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);
//void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
// GLsizei width, GLsizei height, GLint border,
// ArrayBufferView data);
//void compressedTexSubImage2D(GLenum target, GLint level,
// GLint xoffset, GLint yoffset,
// GLsizei width, GLsizei height, GLenum format,
// ArrayBufferView data);
//void 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,
// GLint x, GLint y, GLsizei width, GLsizei height);
//WebGLBuffer? createBuffer();
//WebGLFramebuffer? createFramebuffer();
//WebGLProgram? createProgram();
//WebGLRenderbuffer? createRenderbuffer();
//WebGLShader? createShader(GLenum type);
//WebGLTexture? createTexture();
//void 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);
//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);
//void enable(GLenum cap);
//void enableVertexAttribArray(GLuint index);
//void finish();
//void flush();
//void framebufferRenderbuffer(GLenum target, GLenum attachment,
// GLenum renderbuffertarget,
// WebGLRenderbuffer? renderbuffer);
//void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget,
// WebGLTexture? texture, GLint level);
//void frontFace(GLenum mode);
//void generateMipmap(GLenum target);
//WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint index);
//WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index);
//sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program);
//[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram? program, DOMString name);
//any getBufferParameter(GLenum target, GLenum pname);
//any getParameter(GLenum pname);
//[WebGLHandlesContextLoss] GLenum getError();
//any getFramebufferAttachmentParameter(GLenum target, GLenum attachment,
// GLenum pname);
//any getProgramParameter(WebGLProgram? program, GLenum pname);
//DOMString? getProgramInfoLog(WebGLProgram? program);
//any getRenderbufferParameter(GLenum target, GLenum pname);
//any getShaderParameter(WebGLShader? shader, GLenum pname);
//WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
//DOMString? getShaderInfoLog(WebGLShader? shader);
//DOMString? getShaderSource(WebGLShader? shader);
//any getTexParameter(GLenum target, GLenum pname);
//any getUniform(WebGLProgram? program, WebGLUniformLocation? location);
//WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name);
//any getVertexAttrib(GLuint index, GLenum pname);
//[WebGLHandlesContextLoss] GLsizeiptr getVertexAttribOffset(GLuint index, GLenum pname);
//void hint(GLenum target, GLenum mode);
//[WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer);
//[WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap);
//[WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);
//[WebGLHandlesContextLoss] GLboolean isProgram(WebGLProgram? program);
//[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);
//void readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
// GLenum format, GLenum type, ArrayBufferView? pixels);
//void 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);
//void 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);
//typedef (ImageData or
// HTMLImageElement or
// HTMLCanvasElement or
// HTMLVideoElement) TexImageSource;
//void texImage2D(GLenum target, GLint level, GLenum internalformat,
// GLsizei width, GLsizei height, GLint border, GLenum format,
// GLenum type, ArrayBufferView? pixels);
//void texImage2D(GLenum target, GLint level, GLenum internalformat,
// GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
//void texParameterf(GLenum target, GLenum pname, GLfloat param);
//void texParameteri(GLenum target, GLenum pname, GLint param);
//void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLsizei width, GLsizei height,
// GLenum format, GLenum type, ArrayBufferView? pixels);
//void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
// GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
//void uniform1f(WebGLUniformLocation? location, GLfloat x);
//void uniform1fv(WebGLUniformLocation? location, Float32Array v);
//void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
//void uniform1i(WebGLUniformLocation? location, GLint x);
//void uniform1iv(WebGLUniformLocation? location, Int32Array v);
//void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
//void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
//void uniform2fv(WebGLUniformLocation? location, Float32Array v);
//void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
//void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
//void uniform2iv(WebGLUniformLocation? location, Int32Array v);
//void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
//void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
//void uniform3fv(WebGLUniformLocation? location, Float32Array v);
//void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
//void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
//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);
//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);
//void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
//void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
// Float32Array value);
//void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
// sequence<GLfloat> value);
//void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
// Float32Array value);
//void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
// sequence<GLfloat> value);
//void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
// Float32Array value);
//void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
// sequence<GLfloat> value);
//void useProgram(WebGLProgram? program);
//void validateProgram(WebGLProgram? program);
//void vertexAttrib1f(GLuint indx, GLfloat x);
//void vertexAttrib1fv(GLuint indx, Float32Array values);
//void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values);
//void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
//void vertexAttrib2fv(GLuint indx, Float32Array values);
//void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values);
//void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
//void vertexAttrib3fv(GLuint indx, Float32Array values);
//void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values);
//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 viewport(GLint x, GLint y, GLsizei width, GLsizei height);
};
interface WebGLRenderingContext
{
};
WebGLRenderingContext implements WebGLRenderingContextBase;
//[Constructor(DOMString type, optional WebGLContextEventInit eventInit)]
//interface WebGLContextEvent : Event {
// readonly attribute DOMString statusMessage;
//};
// EventInit is defined in the DOM4 specification.
//dictionary WebGLContextEventInit : EventInit {
// DOMString statusMessage;
//};