gecko/dom/interfaces/canvas/nsICanvasRenderingContextWebGL.idl

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/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is canvas 3D.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either of the GNU General Public License Version 2 or later (the "GPL"),
* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "nsISupports.idl"
interface nsIDOMElement;
interface nsIDOMHTMLCanvasElement;
// XXX should we comment out these typedefs in the C++ header?
typedef unsigned long WebGLenum;
typedef boolean WebGLboolean;
typedef unsigned long WebGLbitfield;
typedef long WebGLint;
typedef long WebGLsizei;
typedef unsigned long WebGLuint;
typedef float WebGLfloat;
typedef float WebGLclampf;
%{C++
namespace js {
struct ArrayBuffer;
struct TypedArray;
}
/* Avoid conflict with WinAPI */
#undef NO_ERROR
%}
[ptr] native WebGLArrayBufferPtr (js::ArrayBuffer);
[ptr] native WebGLArrayPtr (js::TypedArray);
//
// OpenGL object wrappers
//
[scriptable, uuid(3b43762a-8305-11de-98ab-000c29206271)]
interface nsIWebGLTexture : nsISupports
{
[noscript] attribute WebGLuint name;
};
[scriptable, uuid(9eca9c32-8305-11de-b89b-000c29206271)]
interface nsIWebGLBuffer : nsISupports
{
[noscript] attribute WebGLuint name;
};
[scriptable, uuid(a6a19e74-8305-11de-9ce9-000c29206271)]
interface nsIWebGLProgram : nsISupports
{
[noscript] attribute WebGLuint name;
};
[scriptable, uuid(ac7440a4-8305-11de-807b-000c29206271)]
interface nsIWebGLShader : nsISupports
{
[noscript] attribute WebGLuint name;
};
[scriptable, uuid(beea4b38-3094-4e8d-b6e6-8b21d07e8994)]
interface nsIWebGLShaderArray : nsISupports
{
readonly attribute unsigned long length;
nsIWebGLShader item(in unsigned long index);
};
[scriptable, uuid(bce8be60-8305-11de-9f3c-000c29206271)]
interface nsIWebGLFramebuffer : nsISupports
{
[noscript] attribute WebGLuint name;
};
[scriptable, uuid(c82eacd0-8305-11de-9de9-000c29206271)]
interface nsIWebGLRenderbuffer : nsISupports
{
[noscript] attribute WebGLuint name;
};
[scriptable, uuid(a85d4fd0-5b9f-4cb8-aeee-5a2c5c5bad76)]
interface nsIWebGLActiveInfo : nsISupports
{
readonly attribute WebGLint size;
readonly attribute WebGLenum type;
readonly attribute DOMString name;
};
[scriptable, uuid(d38b0467-623e-4c82-9140-5f14a3bd1bad)]
interface nsIWebGLUniformLocation : nsISupports
{
[noscript] attribute WebGLint location;
};
[scriptable, uuid(f02c85e0-8305-11de-abe2-000c29206271)]
interface nsICanvasRenderingContextWebGL : nsISupports
{
//
// ARRAY CONSTRUCTORS
//
/*
nsIWebGLFloatArray createFloatArray();
nsIWebGLByteArray createByteArray();
nsIWebGLUnsignedByteArray createUnsignedByteArray();
nsIWebGLShortArray createShortArray();
nsIWebGLUnsignedShortArray createUnsignedShortArray();
nsIWebGLIntArray createIntArray();
nsIWebGLUnsignedIntArray createUnsignedIntArray();
*/
//
// CONSTANTS
//
/* ClearBufferMask */
const unsigned long DEPTH_BUFFER_BIT = 0x00000100;
const unsigned long STENCIL_BUFFER_BIT = 0x00000400;
const unsigned long COLOR_BUFFER_BIT = 0x00004000;
/* BeginMode */
const unsigned long POINTS = 0x0000;
const unsigned long LINES = 0x0001;
const unsigned long LINE_LOOP = 0x0002;
const unsigned long LINE_STRIP = 0x0003;
const unsigned long TRIANGLES = 0x0004;
const unsigned long TRIANGLE_STRIP = 0x0005;
const unsigned long TRIANGLE_FAN = 0x0006;
/* AlphaFunction (not supported in ES20) */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* BlendingFactorDest */
const unsigned long ZERO = 0;
const unsigned long ONE = 1;
const unsigned long SRC_COLOR = 0x0300;
const unsigned long ONE_MINUS_SRC_COLOR = 0x0301;
const unsigned long SRC_ALPHA = 0x0302;
const unsigned long ONE_MINUS_SRC_ALPHA = 0x0303;
const unsigned long DST_ALPHA = 0x0304;
const unsigned long ONE_MINUS_DST_ALPHA = 0x0305;
/* BlendingFactorSrc */
/* GL_ZERO */
/* GL_ONE */
const unsigned long DST_COLOR = 0x0306;
const unsigned long ONE_MINUS_DST_COLOR = 0x0307;
const unsigned long SRC_ALPHA_SATURATE = 0x0308;
/* GL_SRC_ALPHA */
/* GL_ONE_MINUS_SRC_ALPHA */
/* GL_DST_ALPHA */
/* GL_ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
const unsigned long FUNC_ADD = 0x8006;
const unsigned long BLEND_EQUATION = 0x8009;
const unsigned long BLEND_EQUATION_RGB = 0x8009; /* same as BLEND_EQUATION */
const unsigned long BLEND_EQUATION_ALPHA = 0x883D;
/* BlendSubtract */
const unsigned long FUNC_SUBTRACT = 0x800A;
const unsigned long FUNC_REVERSE_SUBTRACT = 0x800B;
/* Separate Blend Functions */
const unsigned long BLEND_DST_RGB = 0x80C8;
const unsigned long BLEND_SRC_RGB = 0x80C9;
const unsigned long BLEND_DST_ALPHA = 0x80CA;
const unsigned long BLEND_SRC_ALPHA = 0x80CB;
const unsigned long CONSTANT_COLOR = 0x8001;
const unsigned long ONE_MINUS_CONSTANT_COLOR = 0x8002;
const unsigned long CONSTANT_ALPHA = 0x8003;
const unsigned long ONE_MINUS_CONSTANT_ALPHA = 0x8004;
const unsigned long BLEND_COLOR = 0x8005;
/* Buffer Objects */
const unsigned long ARRAY_BUFFER = 0x8892;
const unsigned long ELEMENT_ARRAY_BUFFER = 0x8893;
const unsigned long ARRAY_BUFFER_BINDING = 0x8894;
const unsigned long ELEMENT_ARRAY_BUFFER_BINDING = 0x8895;
const unsigned long STREAM_DRAW = 0x88E0;
const unsigned long STATIC_DRAW = 0x88E4;
const unsigned long DYNAMIC_DRAW = 0x88E8;
const unsigned long BUFFER_SIZE = 0x8764;
const unsigned long BUFFER_USAGE = 0x8765;
const unsigned long CURRENT_VERTEX_ATTRIB = 0x8626;
/* CullFaceMode */
const unsigned long FRONT = 0x0404;
const unsigned long BACK = 0x0405;
const unsigned long FRONT_AND_BACK = 0x0408;
/* DepthFunction */
/* GL_NEVER */
/* GL_LESS */
/* GL_EQUAL */
/* GL_LEQUAL */
/* GL_GREATER */
/* GL_NOTEQUAL */
/* GL_GEQUAL */
/* GL_ALWAYS */
/* EnableCap */
const unsigned long TEXTURE_2D = 0x0DE1;
const unsigned long CULL_FACE = 0x0B44;
const unsigned long BLEND = 0x0BE2;
const unsigned long DITHER = 0x0BD0;
const unsigned long STENCIL_TEST = 0x0B90;
const unsigned long DEPTH_TEST = 0x0B71;
const unsigned long SCISSOR_TEST = 0x0C11;
const unsigned long POLYGON_OFFSET_FILL = 0x8037;
const unsigned long SAMPLE_ALPHA_TO_COVERAGE = 0x809E;
const unsigned long SAMPLE_COVERAGE = 0x80A0;
/* ErrorCode */
const unsigned long NO_ERROR = 0;
const unsigned long INVALID_ENUM = 0x0500;
const unsigned long INVALID_VALUE = 0x0501;
const unsigned long INVALID_OPERATION = 0x0502;
const unsigned long OUT_OF_MEMORY = 0x0505;
/* FrontFaceDirection */
const unsigned long CW = 0x0900;
const unsigned long CCW = 0x0901;
/* GetPName */
const unsigned long LINE_WIDTH = 0x0B21;
const unsigned long ALIASED_POINT_SIZE_RANGE = 0x846D;
const unsigned long ALIASED_LINE_WIDTH_RANGE = 0x846E;
const unsigned long CULL_FACE_MODE = 0x0B45;
const unsigned long FRONT_FACE = 0x0B46;
const unsigned long DEPTH_RANGE = 0x0B70;
const unsigned long DEPTH_WRITEMASK = 0x0B72;
const unsigned long DEPTH_CLEAR_VALUE = 0x0B73;
const unsigned long DEPTH_FUNC = 0x0B74;
const unsigned long STENCIL_CLEAR_VALUE = 0x0B91;
const unsigned long STENCIL_FUNC = 0x0B92;
const unsigned long STENCIL_FAIL = 0x0B94;
const unsigned long STENCIL_PASS_DEPTH_FAIL = 0x0B95;
const unsigned long STENCIL_PASS_DEPTH_PASS = 0x0B96;
const unsigned long STENCIL_REF = 0x0B97;
const unsigned long STENCIL_VALUE_MASK = 0x0B93;
const unsigned long STENCIL_WRITEMASK = 0x0B98;
const unsigned long STENCIL_BACK_FUNC = 0x8800;
const unsigned long STENCIL_BACK_FAIL = 0x8801;
const unsigned long STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802;
const unsigned long STENCIL_BACK_PASS_DEPTH_PASS = 0x8803;
const unsigned long STENCIL_BACK_REF = 0x8CA3;
const unsigned long STENCIL_BACK_VALUE_MASK = 0x8CA4;
const unsigned long STENCIL_BACK_WRITEMASK = 0x8CA5;
const unsigned long VIEWPORT_RECT = 0x0BA2;
const unsigned long SCISSOR_BOX = 0x0C10;
/* GL_SCISSOR_TEST */
const unsigned long COLOR_CLEAR_VALUE = 0x0C22;
const unsigned long COLOR_WRITEMASK = 0x0C23;
const unsigned long UNPACK_ALIGNMENT = 0x0CF5;
const unsigned long PACK_ALIGNMENT = 0x0D05;
const unsigned long MAX_TEXTURE_SIZE = 0x0D33;
const unsigned long MAX_VIEWPORT_DIMS = 0x0D3A;
const unsigned long SUBPIXEL_BITS = 0x0D50;
const unsigned long RED_BITS = 0x0D52;
const unsigned long GREEN_BITS = 0x0D53;
const unsigned long BLUE_BITS = 0x0D54;
const unsigned long ALPHA_BITS = 0x0D55;
const unsigned long DEPTH_BITS = 0x0D56;
const unsigned long STENCIL_BITS = 0x0D57;
const unsigned long POLYGON_OFFSET_UNITS = 0x2A00;
/* GL_POLYGON_OFFSET_FILL */
const unsigned long POLYGON_OFFSET_FACTOR = 0x8038;
const unsigned long TEXTURE_BINDING_2D = 0x8069;
const unsigned long SAMPLE_BUFFERS = 0x80A8;
const unsigned long SAMPLES = 0x80A9;
const unsigned long SAMPLE_COVERAGE_VALUE = 0x80AA;
const unsigned long SAMPLE_COVERAGE_INVERT = 0x80AB;
/* GetTextureParameter */
/* GL_TEXTURE_MAG_FILTER */
/* GL_TEXTURE_MIN_FILTER */
/* GL_TEXTURE_WRAP_S */
/* GL_TEXTURE_WRAP_T */
const unsigned long NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2;
const unsigned long COMPRESSED_TEXTURE_FORMATS = 0x86A3;
/* HintMode */
const unsigned long DONT_CARE = 0x1100;
const unsigned long FASTEST = 0x1101;
const unsigned long NICEST = 0x1102;
/* HintTarget */
const unsigned long GENERATE_MIPMAP_HINT = 0x8192;
/* DataType */
const unsigned long BYTE = 0x1400;
const unsigned long UNSIGNED_BYTE = 0x1401;
const unsigned long SHORT = 0x1402;
const unsigned long UNSIGNED_SHORT = 0x1403;
const unsigned long INT = 0x1404;
const unsigned long UNSIGNED_INT = 0x1405;
const unsigned long FLOAT = 0x1406;
const unsigned long FIXED = 0x140C;
/* PixelFormat */
const unsigned long DEPTH_COMPONENT = 0x1902;
const unsigned long ALPHA = 0x1906;
const unsigned long RGB = 0x1907;
const unsigned long RGBA = 0x1908;
const unsigned long LUMINANCE = 0x1909;
const unsigned long LUMINANCE_ALPHA = 0x190A;
/* PixelType */
/* GL_UNSIGNED_BYTE */
const unsigned long UNSIGNED_SHORT_4_4_4_4 = 0x8033;
const unsigned long UNSIGNED_SHORT_5_5_5_1 = 0x8034;
const unsigned long UNSIGNED_SHORT_5_6_5 = 0x8363;
/* Shaders */
const unsigned long FRAGMENT_SHADER = 0x8B30;
const unsigned long VERTEX_SHADER = 0x8B31;
const unsigned long MAX_VERTEX_ATTRIBS = 0x8869;
const unsigned long MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB;
const unsigned long MAX_VARYING_VECTORS = 0x8DFC;
const unsigned long MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;
const unsigned long MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C;
const unsigned long MAX_TEXTURE_IMAGE_UNITS = 0x8872;
const unsigned long MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
const unsigned long SHADER_TYPE = 0x8B4F;
const unsigned long DELETE_STATUS = 0x8B80;
const unsigned long LINK_STATUS = 0x8B82;
const unsigned long VALIDATE_STATUS = 0x8B83;
const unsigned long ATTACHED_SHADERS = 0x8B85;
const unsigned long ACTIVE_UNIFORMS = 0x8B86;
const unsigned long ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87;
const unsigned long ACTIVE_ATTRIBUTES = 0x8B89;
const unsigned long ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A;
const unsigned long SHADING_LANGUAGE_VERSION = 0x8B8C;
const unsigned long CURRENT_PROGRAM = 0x8B8D;
/* StencilFunction */
const unsigned long NEVER = 0x0200;
const unsigned long LESS = 0x0201;
const unsigned long EQUAL = 0x0202;
const unsigned long LEQUAL = 0x0203;
const unsigned long GREATER = 0x0204;
const unsigned long NOTEQUAL = 0x0205;
const unsigned long GEQUAL = 0x0206;
const unsigned long ALWAYS = 0x0207;
/* StencilOp */
/* GL_ZERO */
const unsigned long KEEP = 0x1E00;
const unsigned long REPLACE = 0x1E01;
const unsigned long INCR = 0x1E02;
const unsigned long DECR = 0x1E03;
const unsigned long INVERT = 0x150A;
const unsigned long INCR_WRAP = 0x8507;
const unsigned long DECR_WRAP = 0x8508;
/* StringName */
const unsigned long VENDOR = 0x1F00;
const unsigned long RENDERER = 0x1F01;
const unsigned long VERSION = 0x1F02;
const unsigned long EXTENSIONS = 0x1F03;
/* TextureMagFilter */
const unsigned long NEAREST = 0x2600;
const unsigned long LINEAR = 0x2601;
/* TextureMinFilter */
/* GL_NEAREST */
/* GL_LINEAR */
const unsigned long NEAREST_MIPMAP_NEAREST = 0x2700;
const unsigned long LINEAR_MIPMAP_NEAREST = 0x2701;
const unsigned long NEAREST_MIPMAP_LINEAR = 0x2702;
const unsigned long LINEAR_MIPMAP_LINEAR = 0x2703;
/* TextureParameterName */
const unsigned long TEXTURE_MAG_FILTER = 0x2800;
const unsigned long TEXTURE_MIN_FILTER = 0x2801;
const unsigned long TEXTURE_WRAP_S = 0x2802;
const unsigned long TEXTURE_WRAP_T = 0x2803;
/* TextureTarget */
/* GL_TEXTURE_2D */
const unsigned long TEXTURE = 0x1702;
const unsigned long TEXTURE_CUBE_MAP = 0x8513;
const unsigned long TEXTURE_BINDING_CUBE_MAP = 0x8514;
const unsigned long TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515;
const unsigned long TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516;
const unsigned long TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517;
const unsigned long TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518;
const unsigned long TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519;
const unsigned long TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A;
const unsigned long MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
/* TextureUnit */
const unsigned long TEXTURE0 = 0x84C0;
const unsigned long TEXTURE1 = 0x84C1;
const unsigned long TEXTURE2 = 0x84C2;
const unsigned long TEXTURE3 = 0x84C3;
const unsigned long TEXTURE4 = 0x84C4;
const unsigned long TEXTURE5 = 0x84C5;
const unsigned long TEXTURE6 = 0x84C6;
const unsigned long TEXTURE7 = 0x84C7;
const unsigned long TEXTURE8 = 0x84C8;
const unsigned long TEXTURE9 = 0x84C9;
const unsigned long TEXTURE10 = 0x84CA;
const unsigned long TEXTURE11 = 0x84CB;
const unsigned long TEXTURE12 = 0x84CC;
const unsigned long TEXTURE13 = 0x84CD;
const unsigned long TEXTURE14 = 0x84CE;
const unsigned long TEXTURE15 = 0x84CF;
const unsigned long TEXTURE16 = 0x84D0;
const unsigned long TEXTURE17 = 0x84D1;
const unsigned long TEXTURE18 = 0x84D2;
const unsigned long TEXTURE19 = 0x84D3;
const unsigned long TEXTURE20 = 0x84D4;
const unsigned long TEXTURE21 = 0x84D5;
const unsigned long TEXTURE22 = 0x84D6;
const unsigned long TEXTURE23 = 0x84D7;
const unsigned long TEXTURE24 = 0x84D8;
const unsigned long TEXTURE25 = 0x84D9;
const unsigned long TEXTURE26 = 0x84DA;
const unsigned long TEXTURE27 = 0x84DB;
const unsigned long TEXTURE28 = 0x84DC;
const unsigned long TEXTURE29 = 0x84DD;
const unsigned long TEXTURE30 = 0x84DE;
const unsigned long TEXTURE31 = 0x84DF;
const unsigned long ACTIVE_TEXTURE = 0x84E0;
/* TextureWrapMode */
const unsigned long REPEAT = 0x2901;
const unsigned long CLAMP_TO_EDGE = 0x812F;
const unsigned long MIRRORED_REPEAT = 0x8370;
/* Uniform Types */
const unsigned long FLOAT_VEC2 = 0x8B50;
const unsigned long FLOAT_VEC3 = 0x8B51;
const unsigned long FLOAT_VEC4 = 0x8B52;
const unsigned long INT_VEC2 = 0x8B53;
const unsigned long INT_VEC3 = 0x8B54;
const unsigned long INT_VEC4 = 0x8B55;
const unsigned long BOOL = 0x8B56;
const unsigned long BOOL_VEC2 = 0x8B57;
const unsigned long BOOL_VEC3 = 0x8B58;
const unsigned long BOOL_VEC4 = 0x8B59;
const unsigned long FLOAT_MAT2 = 0x8B5A;
const unsigned long FLOAT_MAT3 = 0x8B5B;
const unsigned long FLOAT_MAT4 = 0x8B5C;
const unsigned long SAMPLER_2D = 0x8B5E;
const unsigned long SAMPLER_CUBE = 0x8B60;
/* Vertex Arrays */
const unsigned long VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622;
const unsigned long VERTEX_ATTRIB_ARRAY_SIZE = 0x8623;
const unsigned long VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624;
const unsigned long VERTEX_ATTRIB_ARRAY_TYPE = 0x8625;
const unsigned long VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A;
const unsigned long VERTEX_ATTRIB_ARRAY_POINTER = 0x8645;
const unsigned long VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F;
/* Read Format */
const unsigned long IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A;
const unsigned long IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B;
/* Shader Source */
const unsigned long COMPILE_STATUS = 0x8B81;
const unsigned long INFO_LOG_LENGTH = 0x8B84;
const unsigned long SHADER_SOURCE_LENGTH = 0x8B88;
const unsigned long SHADER_COMPILER = 0x8DFA;
/* Shader Precision-Specified Types */
const unsigned long LOW_FLOAT = 0x8DF0;
const unsigned long MEDIUM_FLOAT = 0x8DF1;
const unsigned long HIGH_FLOAT = 0x8DF2;
const unsigned long LOW_INT = 0x8DF3;
const unsigned long MEDIUM_INT = 0x8DF4;
const unsigned long HIGH_INT = 0x8DF5;
/* Framebuffer Object. */
const unsigned long FRAMEBUFFER = 0x8D40;
const unsigned long RENDERBUFFER = 0x8D41;
const unsigned long RGBA4 = 0x8056;
const unsigned long RGB5_A1 = 0x8057;
const unsigned long RGB565 = 0x8D62;
const unsigned long DEPTH_COMPONENT16 = 0x81A5;
const unsigned long STENCIL_INDEX = 0x1901;
const unsigned long STENCIL_INDEX8 = 0x8D48;
const unsigned long RENDERBUFFER_WIDTH = 0x8D42;
const unsigned long RENDERBUFFER_HEIGHT = 0x8D43;
const unsigned long RENDERBUFFER_INTERNAL_FORMAT = 0x8D44;
const unsigned long RENDERBUFFER_RED_SIZE = 0x8D50;
const unsigned long RENDERBUFFER_GREEN_SIZE = 0x8D51;
const unsigned long RENDERBUFFER_BLUE_SIZE = 0x8D52;
const unsigned long RENDERBUFFER_ALPHA_SIZE = 0x8D53;
const unsigned long RENDERBUFFER_DEPTH_SIZE = 0x8D54;
const unsigned long RENDERBUFFER_STENCIL_SIZE = 0x8D55;
const unsigned long FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0;
const unsigned long FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1;
const unsigned long FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2;
const unsigned long FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3;
const unsigned long COLOR_ATTACHMENT0 = 0x8CE0;
const unsigned long DEPTH_ATTACHMENT = 0x8D00;
const unsigned long STENCIL_ATTACHMENT = 0x8D20;
const unsigned long NONE = 0;
const unsigned long FRAMEBUFFER_COMPLETE = 0x8CD5;
const unsigned long FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6;
const unsigned long FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7;
const unsigned long FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9;
const unsigned long FRAMEBUFFER_UNSUPPORTED = 0x8CDD;
const unsigned long FRAMEBUFFER_BINDING = 0x8CA6;
const unsigned long RENDERBUFFER_BINDING = 0x8CA7;
const unsigned long MAX_RENDERBUFFER_SIZE = 0x84E8;
const unsigned long INVALID_FRAMEBUFFER_OPERATION = 0x0506;
//
// ATTRIBUTES
//
readonly attribute nsIDOMHTMLCanvasElement canvas;
//
// METHODS
//
void present();
long sizeInBytes(in WebGLenum type);
void activeTexture(in WebGLenum texture);
void attachShader(in nsIWebGLProgram program, in nsIWebGLShader shader);
void bindAttribLocation(in nsIWebGLProgram program, in WebGLuint index, in DOMString name);
void bindBuffer(in WebGLenum target, in nsIWebGLBuffer buffer);
void bindFramebuffer(in WebGLenum target, in nsIWebGLFramebuffer framebuffer);
void bindRenderbuffer(in WebGLenum target, in nsIWebGLRenderbuffer renderbuffer);
void bindTexture(in WebGLenum target, in nsIWebGLTexture texture);
void blendColor(in WebGLclampf red, in WebGLclampf green, in WebGLclampf blue, in WebGLclampf alpha);
void blendEquation(in WebGLenum mode);
void blendEquationSeparate(in WebGLenum modeRGB, in WebGLenum modeAlpha);
void blendFunc(in WebGLenum sfactor, in WebGLenum dfactor);
void blendFuncSeparate(in WebGLenum srcRGB, in WebGLenum dstRGB, in WebGLenum srcAlpha, in WebGLenum dstAlpha);
// Modified: void glBufferData(WebGLenum target, long size, const void* data, WebGLenum usage);
void bufferData([optional] in long dummy);
[noscript] void bufferData_size(in WebGLenum target, in WebGLsizei size, in WebGLenum usage);
[noscript] void bufferData_buf(in WebGLenum target, in WebGLArrayBufferPtr data, in WebGLenum usage);
[noscript] void bufferData_array(in WebGLenum target, in WebGLArrayPtr data, in WebGLenum usage);
void bufferSubData([optional] in long dummy);
[noscript] void bufferSubData_buf(in WebGLenum target, in long offset, in WebGLArrayBufferPtr data);
[noscript] void bufferSubData_array(in WebGLenum target, in long offset, in WebGLArrayPtr data);
WebGLenum checkFramebufferStatus(in WebGLenum target);
void clear(in WebGLbitfield mask);
void clearColor(in WebGLclampf red, in WebGLclampf green, in WebGLclampf blue, in WebGLclampf alpha);
void clearDepth(in WebGLclampf depth);
void clearStencil(in WebGLint s);
void colorMask(in WebGLboolean red, in WebGLboolean green, in WebGLboolean blue, in WebGLboolean alpha);
void compileShader(in nsIWebGLShader shader);
void copyTexImage2D(in WebGLenum target, in WebGLint level, in WebGLenum internalformat,
in WebGLint x, in WebGLint y, in WebGLsizei width, in WebGLsizei height, in WebGLint border);
void copyTexSubImage2D(in WebGLenum target, in WebGLint level, in WebGLint xoffset, in WebGLint yoffset,
in WebGLint x, in WebGLint y, in WebGLsizei width, in WebGLsizei height);
nsIWebGLBuffer createBuffer();
nsIWebGLProgram createProgram();
nsIWebGLFramebuffer createFramebuffer();
nsIWebGLRenderbuffer createRenderbuffer();
nsIWebGLShader createShader(in WebGLenum type);
nsIWebGLTexture createTexture();
void cullFace(in WebGLenum mode);
void deleteBuffer(in nsIWebGLBuffer buffer);
void deleteProgram(in nsIWebGLProgram program);
void deleteFramebuffer(in nsIWebGLFramebuffer framebuffer);
void deleteRenderbuffer(in nsIWebGLRenderbuffer renderbuffer);
void deleteShader(in nsIWebGLShader shader);
void deleteTexture(in nsIWebGLTexture texture);
void depthFunc(in WebGLenum func);
void depthMask(in WebGLboolean flag);
void depthRange(in WebGLclampf zNear, in WebGLclampf zFar);
void detachShader(in nsIWebGLProgram program, in nsIWebGLShader shader);
void disable(in WebGLenum cap);
void disableVertexAttribArray(in WebGLuint index);
void drawArrays(in WebGLenum mode, in WebGLint first, in WebGLsizei count);
// Modified: void glDrawElements(WebGLenum mode, WebGLsizei count, WebGLenum type, const void* indices);
void drawElements(in WebGLenum mode, in WebGLsizei count, in WebGLenum type, in WebGLint offset);
void enable(in WebGLenum cap);
void enableVertexAttribArray(in WebGLuint index);
void finish();
void flush();
void framebufferRenderbuffer(in WebGLenum target, in WebGLenum attachment, in WebGLenum renderbuffertarget,
in nsIWebGLRenderbuffer renderbuffer);
void framebufferTexture2D(in WebGLenum target, in WebGLenum attachment, in WebGLenum textarget,
in nsIWebGLTexture texture, in WebGLint level);
void frontFace(in WebGLenum mode);
void generateMipmap(in WebGLenum target);
nsIWebGLActiveInfo getActiveAttrib(in nsIWebGLProgram program, in PRUint32 index);
nsIWebGLActiveInfo getActiveUniform(in nsIWebGLProgram program, in PRUint32 index);
// TBD
// void glGetAttachedShaders(WebGLuint program, WebGLsizei maxcount, WebGLsizei* count, WebGLuint* shaders);
//nsIWebGLShaderArray glGetAttachedShaders(in WebGLuint program);
WebGLint getAttribLocation(in nsIWebGLProgram program, in DOMString name);
void getParameter(in WebGLenum pname);
// Modified: void glGetBufferParameteriv(WebGLenum target, WebGLenum pname, WebGLint* params);
void getBufferParameter(in WebGLenum target, in WebGLenum pname);
WebGLenum getError();
// Modified: void glGetFramebufferAttachmentParameteriv(WebGLenum target, WebGLenum attachment, WebGLenum pname, WebGLint* params);
void getFramebufferAttachmentParameter(in WebGLenum target, in WebGLenum attachment, in WebGLenum pname);
// Modified: void glGetProgramiv(nsIWebGLProgram program, WebGLenum pname, WebGLint* params);
void getProgramParameter(in nsIWebGLProgram program, in WebGLenum pname);
// Modified: void glGetProgramInfoLog(WebGLuint program, WebGLsizei bufsize, WebGLsizei* length, char* infolog);
DOMString getProgramInfoLog(in nsIWebGLProgram program);
// Modified: void glGetRenderbufferParameteriv(WebGLenum target, WebGLenum pname, WebGLint* params);
//nsIWebGLIntArray getRenderbufferParameteriv(in WebGLenum target, in WebGLenum pname);
void getRenderbufferParameter(in WebGLenum target, in WebGLenum pname);
void getShaderParameter(in nsIWebGLShader shader, in WebGLenum pname);
// Modified: void glGetShaderInfoLog(WebGLuint shader, WebGLsizei bufsize, WebGLsizei* length, char* infolog);
DOMString getShaderInfoLog(in nsIWebGLShader shader);
// TBD
//void glGetShaderPrecisionFormat(WebGLenum shadertype, WebGLenum precisiontype, WebGLint* range, WebGLint* precision);
DOMString getShaderSource(in nsIWebGLShader shader);
DOMString getString(in WebGLenum name);
void getTexParameter(in WebGLenum target, in WebGLenum pname);
void getUniform (in nsIWebGLProgram program, in nsIWebGLUniformLocation location);
nsIWebGLUniformLocation getUniformLocation (in nsIWebGLProgram program, in DOMString name);
void getVertexAttrib(in WebGLuint index, in WebGLenum pname);
// TBD
// void glGetVertexAttribPointerv(WebGLuint index, WebGLenum pname, void** pointer);
WebGLuint getVertexAttribOffset(in WebGLuint index, in WebGLenum pname);
void hint(in WebGLenum target, in WebGLenum mode);
WebGLboolean isBuffer(in nsIWebGLBuffer buffer);
WebGLboolean isFramebuffer(in nsIWebGLFramebuffer framebuffer);
WebGLboolean isProgram(in nsIWebGLProgram program);
WebGLboolean isRenderbuffer(in nsIWebGLRenderbuffer renderbuffer);
WebGLboolean isShader(in nsIWebGLShader shader);
WebGLboolean isTexture(in nsIWebGLTexture texture);
WebGLboolean isEnabled(in WebGLenum cap);
void lineWidth(in WebGLfloat width);
void linkProgram(in nsIWebGLProgram program);
void pixelStorei(in WebGLenum pname, in WebGLint param);
void polygonOffset(in WebGLfloat factor, in WebGLfloat units);
// TBD
//ZZ void glReadPixels(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height, WebGLenum format, WebGLenum type, void* pixels);
void readPixels(in WebGLint x, in WebGLint y, in WebGLsizei width, in WebGLsizei height, in WebGLenum format, in WebGLenum type);
//void glReleaseShaderCompiler();
void renderbufferStorage(in WebGLenum target, in WebGLenum internalformat, in WebGLsizei width, in WebGLsizei height);
void sampleCoverage(in WebGLclampf value, in WebGLboolean invert);
void scissor(in WebGLint x, in WebGLint y, in WebGLsizei width, in WebGLsizei height);
// Modified: void glShaderSource(WebGLuint shader, WebGLsizei count, const char** string, const WebGLint* length);
void shaderSource(in nsIWebGLShader shader, in DOMString source);
void stencilFunc(in WebGLenum func, in WebGLint ref, in WebGLuint mask);
void stencilFuncSeparate(in WebGLenum face, in WebGLenum func, in WebGLint ref, in WebGLuint mask);
void stencilMask(in WebGLuint mask);
void stencilMaskSeparate(in WebGLenum face, in WebGLuint mask);
void stencilOp(in WebGLenum fail, in WebGLenum zfail, in WebGLenum zpass);
void stencilOpSeparate(in WebGLenum face, in WebGLenum fail, in WebGLenum zfail, in WebGLenum zpass);
void texImage2D([optional] in long dummy);
[noscript] void texImage2D_buf(in WebGLenum target, in WebGLint level, in WebGLenum internalformat,
in WebGLsizei width, in WebGLsizei height,
in WebGLint border, in WebGLenum format, in WebGLenum type, in WebGLArrayBufferPtr pixels);
[noscript] void texImage2D_array(in WebGLenum target, in WebGLint level, in WebGLenum internalformat,
in WebGLsizei width, in WebGLsizei height,
in WebGLint border, in WebGLenum format, in WebGLenum type, in WebGLArrayPtr pixels);
// HTMLImageElement, HTMLCanvasElement, HTMLVideoElement
[noscript] void texImage2D_dom(in WebGLenum target, in WebGLint level, in nsIDOMElement element,
[optional] in WebGLboolean premultiply, [optional] in WebGLboolean asPremultipliedAlpha);
void texSubImage2D([optional] in long dummy);
[noscript] void texSubImage2D_buf(in WebGLenum target, in WebGLint level,
in WebGLint xoffset, in WebGLint yoffset, in WebGLsizei width, in WebGLsizei height,
in WebGLenum format, in WebGLenum type, in WebGLArrayBufferPtr pixels);
[noscript] void texSubImage2D_array(in WebGLenum target, in WebGLint level,
in WebGLint xoffset, in WebGLint yoffset, in WebGLsizei width, in WebGLsizei height,
in WebGLenum format, in WebGLenum type, in WebGLArrayPtr pixels);
// HTMLImageElement, HTMLCanvasElement, HTMLVideoElement
[noscript] void texSubImage2D_dom(in WebGLenum target, in WebGLint level,
in WebGLint xoffset, in WebGLint yoffset, in WebGLsizei width, in WebGLsizei height,
in nsIDOMElement element,
[optional] in WebGLboolean premultiply, [optional] in WebGLboolean asPremultipliedAlpha);
// Modified: This replaces glTexParameterf, glTexParameterfv, glTexParameteri and glTexParameteriv
void texParameterf(in WebGLenum target, in WebGLenum pname, in WebGLfloat param);
void texParameteri(in WebGLenum target, in WebGLenum pname, in WebGLint param);
//void glTexParameter(in WebGLenum target, in WebGLenum pname, in nsIWebGLArray params);
// Modified: All the glUniform*v forms below are modified by replacing 'count' and 'v' with a nsIWebGLArray
void uniform1f (in nsIWebGLUniformLocation location, in WebGLfloat x);
void uniform1i (in nsIWebGLUniformLocation location, in WebGLint x);
void uniform2f (in nsIWebGLUniformLocation location, in WebGLfloat x, in WebGLfloat y);
void uniform2i (in nsIWebGLUniformLocation location, in WebGLint x, in WebGLint y);
void uniform3f (in nsIWebGLUniformLocation location, in WebGLfloat x, in WebGLfloat y, in WebGLfloat z);
void uniform3i (in nsIWebGLUniformLocation location, in WebGLint x, in WebGLint y, in WebGLint z);
void uniform4f (in nsIWebGLUniformLocation location, in WebGLfloat x, in WebGLfloat y, in WebGLfloat z, in WebGLfloat w);
void uniform4i (in nsIWebGLUniformLocation location, in WebGLint x, in WebGLint y, in WebGLint z, in WebGLint w);
void uniform1fv([optional] in long dummy);
void uniform1iv([optional] in long dummy);
void uniform2fv([optional] in long dummy);
void uniform2iv([optional] in long dummy);
void uniform3fv([optional] in long dummy);
void uniform3iv([optional] in long dummy);
void uniform4fv([optional] in long dummy);
void uniform4iv([optional] in long dummy);
[noscript] void uniform1fv_array (in nsIWebGLUniformLocation location, in WebGLArrayPtr v);
[noscript] void uniform1iv_array (in nsIWebGLUniformLocation location, in WebGLArrayPtr v);
[noscript] void uniform2fv_array (in nsIWebGLUniformLocation location, in WebGLArrayPtr v);
[noscript] void uniform2iv_array (in nsIWebGLUniformLocation location, in WebGLArrayPtr v);
[noscript] void uniform3fv_array (in nsIWebGLUniformLocation location, in WebGLArrayPtr v);
[noscript] void uniform3iv_array (in nsIWebGLUniformLocation location, in WebGLArrayPtr v);
[noscript] void uniform4fv_array (in nsIWebGLUniformLocation location, in WebGLArrayPtr v);
[noscript] void uniform4iv_array (in nsIWebGLUniformLocation location, in WebGLArrayPtr v);
// Modified. These are modified by replacing 'count' and 'value' with a WebGLArrayPtr
void uniformMatrix2fv([optional] in long dummy);
void uniformMatrix3fv([optional] in long dummy);
void uniformMatrix4fv([optional] in long dummy);
[noscript] void uniformMatrix2fv_array (in nsIWebGLUniformLocation location, in WebGLboolean transpose, in WebGLArrayPtr value);
[noscript] void uniformMatrix3fv_array (in nsIWebGLUniformLocation location, in WebGLboolean transpose, in WebGLArrayPtr value);
[noscript] void uniformMatrix4fv_array (in nsIWebGLUniformLocation location, in WebGLboolean transpose, in WebGLArrayPtr value);
// Added API using top entry from the passed nsIWebGLMatrixStack
//ZZ void glUniformMatrix(in WebGLint location, in WebGLboolean transpose, in nsIWebGLMatrixStack value);
void useProgram(in nsIWebGLProgram program);
void validateProgram(in nsIWebGLProgram program);
// Modified: All the glVertexAttrib*v forms below are modified by replacing 'values' with a WebGLArrayPtr
void vertexAttrib1f(in WebGLuint indx, in WebGLfloat x);
void vertexAttrib2f(in WebGLuint indx, in WebGLfloat x, in WebGLfloat y);
void vertexAttrib3f(in WebGLuint indx, in WebGLfloat x, in WebGLfloat y, in WebGLfloat z);
void vertexAttrib4f(in WebGLuint indx, in WebGLfloat x, in WebGLfloat y, in WebGLfloat z, in WebGLfloat w);
void vertexAttrib1fv([optional] in long dummy);
void vertexAttrib2fv([optional] in long dummy);
void vertexAttrib3fv([optional] in long dummy);
void vertexAttrib4fv([optional] in long dummy);
[noscript] void vertexAttrib1fv_array(in WebGLuint indx, in WebGLArrayPtr values);
[noscript] void vertexAttrib2fv_array(in WebGLuint indx, in WebGLArrayPtr values);
[noscript] void vertexAttrib3fv_array(in WebGLuint indx, in WebGLArrayPtr values);
[noscript] void vertexAttrib4fv_array(in WebGLuint indx, in WebGLArrayPtr values);
// size is number of elements per attrib; offset, stride are in bytes
void vertexAttribPointer(in WebGLuint idx, in WebGLint size, in WebGLenum type, in WebGLboolean normalized, in WebGLuint stride, in WebGLuint offset);
void viewport(in WebGLint x, in WebGLint y, in WebGLsizei width, in WebGLsizei height);
};