gecko/extensions/canvas3d/doc/glweb20spec.html
2007-04-04 20:47:20 -07:00

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<html>
<head>
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</head>
<body>
<h3>API Mapping</h3>
<table class="glfuncs">
<tr style="font-family: sans">
<th width="50%">GL ES 2.0</th>
<th>GLWeb20Context</th>
</tr>
<tr><td class="glgroup" colspan="2"><b><i>Core GL ES 2.0</i></b></td></tr>
<tr>
<td>ActiveTexture (GLenum texture)</td>
</tr>
<tr>
<td>AttachShader (GLuint program, GLuint shader)</td>
</tr>
<tr>
<td>BindAttribLocation (GLuint program, GLuint index, const char *name)</td>
</tr>
<tr>
<td>BindBuffer (GLenum target, GLuint buffer)</td>
</tr>
<tr>
<td>BindTexture (GLenum target, GLuint texture)</td>
</tr>
<tr>
<td>BlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)</td>
</tr>
<tr>
<td>BlendEquation (GLenum mode)</td>
</tr>
<tr>
<td>BlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha)</td>
</tr>
<tr>
<td>BlendFunc (GLenum sfactor, GLenum dfactor)</td>
</tr>
<tr>
<td>BlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)</td>
</tr>
<tr class="gldifferent">
<td>BufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage)</td>
<td>bufferData (uint target, Array data, uint elementType, uint usage)</td>
</tr>
<tr class="gldifferent">
<td>BufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data)</td>
<td>bufferSubData (uint target, uint offset, Array data, uint elementType)</td>
</tr>
<tr>
<td>Clear (GLbitfield mask)</td>
</tr>
<tr>
<td>ClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)</td>
</tr>
<tr class="gldifferent">
<td>ClearDepthf (GLclampf depth)</td>
<td>clearDepth (float depth);</td>
</tr>
<tr>
<td>ClearStencil (GLint s)</td>
</tr>
<tr>
<td>ColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)</td>
</tr>
<tr class="gldifferent">
<td>CompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)</td>
<td><i>see texImage2DHTML</i></td>
</tr>
<tr class="gldifferent">
<td>CompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)</td>
<td><i>see texSubImage2DHTML</i></td>
</tr>
<tr class="gldifferent">
<td>CopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)</td>
<td><i>TODO</i></td>
</tr>
<tr class="gldifferent">
<td>CopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)</td>
<td><i>TODO</i></td>
</tr>
<tr>
<td>uint glCreateProgram (void)</td>
</tr>
<tr>
<td>uint glCreateShader (GLenum type)</td>
</tr>
<tr>
<td>CullFace (GLenum mode)</td>
</tr>
<tr class="gldifferent">
<td>DeleteBuffers (GLsizei n, const GLuint *buffers)</td>
<td>deleteBuffers (Array buffers)</td>
</tr>
<tr class="gldifferent">
<td>DeleteTextures (GLsizei n, const GLuint *textures)</td>
<td>deleteTextures (Array textures)</td>
</tr>
<tr>
<td>DeleteProgram (GLuint program)</td>
</tr>
<tr>
<td>DeleteShader (GLuint shader)</td>
</tr>
<tr>
<td>DetachShader (GLuint program, GLuint shader)</td>
</tr>
<tr>
<td>DepthFunc (GLenum func)</td>
<td></td>
</tr>
<tr>
<td>DepthMask (GLboolean flag)</td>
<td></td>
</tr>
<tr>
<td>DepthRangef (GLclampf zNear, GLclampf zFar)</td>
<td></td>
</tr>
<tr>
<td>Disable (GLenum cap)</td>
<td></td>
</tr>
<tr>
<td>DisableVertexAttribArray (GLuint index)</td>
<td></td>
</tr>
<tr>
<td>DrawArrays (GLenum mode, GLint first, GLsizei count)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>DrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices)</td>
<td><i>TODO</i></td>
</tr>
<tr>
<td>Enable (GLenum cap)</td>
<td></td>
</tr>
<tr>
<td>EnableVertexAttribArray (GLuint index)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>Finish (void)</td>
<td><i>NONE</i></td>
</tr>
<tr class="gldifferent">
<td>Flush (void)</td>
<td><i>NONE</i></td>
</tr>
<tr>
<td>FrontFace (GLenum mode)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>GetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, char *name)</td><td>Object getActiveAttrib (uint program, uint index)<br>
obj = { type: ..., size: ..., name: ... }</td>
</tr>
<tr class="gldifferent">
<td>GetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, char *name)</td>
<td>Object getActiveUniform (uint program, uint index)<br>
obj = { type: ..., size: ..., name: ... }</td>
</tr>
<tr class="gldifferent">
<td>GetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders)</td>
<td>Array getAttachedShaders (uint program)</td>
</tr>
<tr class="gldifferent">
<td>int glGetAttribLocation (GLuint program, const char *name)</td>
<td>int getAttribLocation (uint program, string name)</td>
</tr>
<tr class="gldifferent">
<td>GetBooleanv (GLenum pname, GLboolean *params)</td>
<td><i>see getParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GetBufferParameteriv (GLenum target, GLenum pname, GLint *params)</td>
<td><i>see getBufferParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GenBuffers (GLsizei n, GLuint *buffers)</td>
<td>Array genBuffers (uint n)</td>
</tr>
<tr class="gldifferent">
<td>GenTextures (GLsizei n, GLuint *textures)</td>
<td>Array genTextures (uint n)</td>
</tr>
<tr>
<td>enum glGetError (void)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>GetFloatv (GLenum pname, GLfloat *params)</td>
<td><i>see getParameter</i></td>
</tr>
<tr class="gldifferent">
<tr>
<td>GetIntegerv (GLenum pname, GLint *params)</td>
<td><i>see getParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GetPointerv (GLenum pname, void **params)</td>
<td><i>see getParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GetProgramiv (GLuint program, GLenum pname, GLint *params)</td>
<td><i>see getProgramParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei *length, char *infolog)</td>
<td>string getProgramInfoLog (uint program)</td>
</tr>
<tr class="gldifferent">
<td>const GLubyte * glGetString (GLenum name)</td>
<td><i>see getParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GetTexParameteriv (GLenum target, GLenum pname, GLint *params)</td>
<td><i>see getTexParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GetTexParameterfv (GLenum target, GLenum pname, GLfloat *params)</td>
<td><i>see getTexParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GetUniformfv (GLuint program, GLint location, GLfloat *params)</td>
<td><i>TODO</i></td>
</tr>
<tr class="gldifferent">
<td>GetUniformiv (GLuint program, GLint location, GLint *params)</td>
<td><i>TODO</i></td>
</tr>
<tr class="gldifferent">
<td>int glGetUniformLocation (GLuint program, const char *name)</td>
<td>int getUniformLocation (uint program, string name)</td>
</tr>
<tr class="gldifferent">
<td>GetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params)</td>
<td><i>see getVertexAttrib</i></td>
</tr>
<tr class="gldifferent">
<td>GetVertexAttribiv (GLuint index, GLenum pname, GLint *params)</td>
<td><i>see getVertexAttrib</i></td>
</tr>
<tr class="gldifferent">
<td>GetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer)</td>
<td><i>see getVertexAttrib</i></td>
</tr>
<tr>
<td>Hint (GLenum target, GLenum mode)</td>
<td></td>
</tr>
<tr>
<td>boolean glIsBuffer (GLuint buffer)</td>
<td></td>
</tr>
<tr>
<td>boolean glIsEnabled (GLenum cap)</td>
<td></td>
</tr>
<tr>
<td>boolean glIsProgram (GLuint program)</td>
<td></td>
</tr>
<tr>
<td>boolean glIsShader (GLuint shader)</td>
<td></td>
</tr>
<tr>
<td>boolean glIsTexture (GLuint texture)</td>
<td></td>
</tr>
<tr>
<td>LineWidth (GLfloat width)</td>
<td></td>
</tr>
<tr>
<td>LinkProgram (GLuint program)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>PixelStorei (GLenum pname, GLint param)</td>
<td><i>NONE</i></td>
</tr>
<tr>
<td>PointSize (GLfloat size)</td>
<td></td>
</tr>
<tr>
<td>PolygonOffset (GLfloat factor, GLfloat units)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>ReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)</td>
<td><i>NONE</i></td>
</tr>
<tr>
<td>SampleCoverage (GLclampf value, GLboolean invert)</td>
<td></td>
</tr>
<tr>
<td>Scissor (GLint x, GLint y, GLsizei width, GLsizei height)</td>
<td></td>
</tr>
<tr>
<td>StencilFunc (GLenum func, GLint ref, GLuint mask)</td>
<td></td>
</tr>
<tr>
<td>StencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask)</td>
<td></td>
</tr>
<tr>
<td>StencilMask (GLuint mask)</td>
<td></td>
</tr>
<tr>
<td>StencilMaskSeparate (GLenum face, GLuint mask)</td>
<td></td>
</tr>
<tr>
<td>StencilOp (GLenum fail, GLenum zfail, GLenum zpass)</td>
<td></td>
</tr>
<tr>
<td>StencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>TexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)</td>
<td><i>see texImage2DHTML</i></td>
</tr>
<tr class="gldifferent">
<td>TexParameteri (GLenum target, GLenum pname, GLint param)</td>
<td><i>see texParameter</i></td>
</tr>
<tr class="gldifferent">
<td>TexParameterf (GLenum target, GLenum pname, GLfloat param)</td>
<td><i>see texParameter</i></td>
</tr>
<tr class="gldifferent">
<td>TexParameteriv (GLenum target, GLenum pname, const GLint *params)</td>
<td><i>see texParameter</i></td>
</tr>
<tr class="gldifferent">
<td>TexParameterfv (GLenum target, GLenum pname, const GLfloat *params)</td>
<td><i>see texParameter</i></td>
</tr>
<tr class="gldifferent">
<td>TexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)</td>
<td><i>see texSubImage2DHTML</i></td>
</tr>
<tr class="gldifferent">
<td>Uniform1i (GLint location, GLint x)<br>
Uniform2i (GLint location, GLint x, GLint y)<br>
Uniform3i (GLint location, GLint x, GLint y, GLint z)<br>
Uniform4i (GLint location, GLint x, GLint y, GLint z, GLint w)<br>
Uniform1iv (GLint location, GLsizei count, const GLint *v)<br>
Uniform2iv (GLint location, GLsizei count, const GLint *v)<br>
Uniform3iv (GLint location, GLsizei count, const GLint *v)<br>
Uniform4iv (GLint location, GLsizei count, const GLint *v)</td>
<td><i>see uniformi</i></td>
</tr>
<tr class="gldifferent">
<td>Uniform1f (GLint location, GLfloat x)<br>
Uniform2f (GLint location, GLfloat x, GLfloat y)<br>
Uniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z)<br>
Uniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)<br>
Uniform1fv (GLint location, GLsizei count, const GLfloat *v)<br>
Uniform2fv (GLint location, GLsizei count, const GLfloat *v)<br>
Uniform3fv (GLint location, GLsizei count, const GLfloat *v)<br>
Uniform4fv (GLint location, GLsizei count, const GLfloat *v)</td>
<td><i>see uniformf</i></td>
</tr>
<tr class="gldifferent">
<td>UniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)<br>
UniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)<br>
UniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)</td>
<td><i>see uniformMatrix</i></td>
</tr>
<tr>
<td>UseProgram (GLuint program)</td>
<td></td>
</tr>
<tr>
<td>ValidateProgram (GLuint program)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>VertexAttrib1f (GLuint indx, GLfloat x)<br>
VertexAttrib2f (GLuint indx, GLfloat x, GLfloat y)<br>
VertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z)<br>
VertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)<br>
VertexAttrib1fv (GLuint indx, const GLfloat *values)<br>
VertexAttrib2fv (GLuint indx, const GLfloat *values)<br>
VertexAttrib3fv (GLuint indx, const GLfloat *values)<br>
VertexAttrib4fv (GLuint indx, const GLfloat *values)</td>
<td><i>TODO</i></td>
</tr>
<tr class="gldifferent">
<td>VertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *ptr)</td>
<td>vertexAttribPointer (uint index, Object bufferObject)<br>
vertexAttribPointer (uint index, uint size, uint elementType, Array data)
</td>
</tr>
<tr>
<td>Viewport (GLint x, GLint y, GLsizei width, GLsizei height)</td>
<td></td>
</tr>
<tr><td class="glgroup" colspan="2"><b><i>OES_framebuffer_object</i></b></td></tr>
<tr><td class="gldifferent"><i>TODO</i></td></tr>
<tr><td class="glgroup" colspan="2"><b><i>OES_mapbuffer</i></b></td></tr>
<tr><td class="gldifferent"><i>NOT SUPPORTED</i></td></tr>
<tr><td class="glgroup" colspan="2"><b><i>OES_texture_3D</i></b></td></tr>
<tr><td class="gldifferent"><i>TODO</i></td></tr>
<tr><td class="glgroup" colspan="2"><b><i>OES_shader_source</i></b></td></tr>
<tr><td class="gldifferent"><i>TODO</i></td></tr>
<tr>
<td>CompileShader (GLuint shader)</td>
<td></td>
</tr>
<tr class="gldifferent">
<td>GetShaderiv (GLuint shader, GLenum pname, GLint *params)</td>
<td><i>see getShaderParameter</i></td>
</tr>
<tr class="gldifferent">
<td>GetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei *length, char *infolog)</td>
<td>string getShaderInfoLog (uint shader)</td>
</tr>
<tr class="gldifferent">
<td>GetShaderSource (GLuint shader, GLsizei bufsize, GLsizei *length, char *source)</td>
<td><i>TODO</i></td>
</tr>
<tr class="gldifferent">
<td>ReleaseShaderCompilerOES(void)</td>
<td><i>NONE</i></td>
</tr>
<tr class="gldifferent">
<td>ShaderSource(GLuint shader, GLsizei count, const char **string, const GLint *length)</td>
<td>shaderSource(uint shader, string source)</td>
</table>
<tr><td class="glgroup" colspan="2"><b><i>OES_shader_binary</i></b></td></tr>
<tr><td class="gldifferent"><i>NOT SUPPORTED</i></td></tr>
<h3>API Additions</h3>
<table>
<tr>
<td>texImage2DHTML (uint target, DOMImageElement image)<br>
texImage2DHTML (uint target, int level, DOMImageElement image)</td>
</tr>
<tr>
<td>texSubImage2DHTML (uint target, DOMImageElement image, int xoff, int yoff, int width, int height)<br>
texSubImage2DHTML (uint target, int level, DOMImageElement image, int xoff, int yoff, int width, int height)</td>
</tr>
<tr>
<td>getParameter (uint pname)</td>
</tr>
<tr>
<td>getBufferParameter (uint target, uint pname)</td>
</tr>
<tr>
<td>getProgramParameter</td>
</tr>
<tr>
<td>getShaderParameter</td>
</tr>
<tr>
<td>getTexParameter</td>
</tr>
<tr>
<td>getVertexAttrib</td>
</tr>
<tr>
<td>texParameter</td>
</tr>
<tr>
<td>uniformf</td>
</tr>
<tr>
<td>uniformi</td>
</tr>
<tr>
<td>uniformMatrix</td>
</tr>
</table>
</body>