gecko/dom/webidl/WebGLRenderingContext.webidl
Boris Zbarsky f17771a580 Bug 778150 part 3. Default attributes to infallible. Allow annotation of fallible attributes in WebIDL. r=peterv
The valid annotations are [Throws], [GetterThrows], and [SetterThrows], which can all either take no value or
be set to MainThread or Workers if the throwing behavior is only happening on main thread or in workers
2012-09-05 09:21:33 -04:00

795 lines
36 KiB
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/* -*- Mode: IDL; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/.
*
* The origin of this IDL file is
* https://www.khronos.org/registry/webgl/specs/latest/webgl.idl
*
* Copyright © 2012 Khronos Group
*/
// 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
// XXXbz all sorts of forward declarations for things that are not new
// bindings yet.
interface Event;
interface HTMLCanvasElement;
interface HTMLImageElement;
interface HTMLVideoElement;
interface ImageData;
interface WebGLContextAttributes;
/*dictionary WebGLContextAttributes {
boolean alpha = true;
boolean depth = true;
boolean stencil = false;
boolean antialias = true;
boolean premultipliedAlpha = true;
boolean preserveDrawingBuffer = false;
};*/
interface WebGLExtension;
interface WebGLBuffer;
interface WebGLFramebuffer;
interface WebGLProgram;
interface WebGLRenderbuffer;
interface WebGLShader;
interface WebGLTexture;
interface WebGLUniformLocation {
};
interface WebGLActiveInfo;
interface WebGLShaderPrecisionFormat;
interface WebGLRenderingContext {
/* 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) */
/* NEVER */
/* LESS */
/* EQUAL */
/* LEQUAL */
/* GREATER */
/* NOTEQUAL */
/* GEQUAL */
/* 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 */
/* ZERO */
/* ONE */
const unsigned long DST_COLOR = 0x0306;
const unsigned long ONE_MINUS_DST_COLOR = 0x0307;
const unsigned long SRC_ALPHA_SATURATE = 0x0308;
/* SRC_ALPHA */
/* ONE_MINUS_SRC_ALPHA */
/* DST_ALPHA */
/* 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 */
/* NEVER */
/* LESS */
/* EQUAL */
/* LEQUAL */
/* GREATER */
/* NOTEQUAL */
/* GEQUAL */
/* ALWAYS */
/* EnableCap */
/* TEXTURE_2D */
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 = 0x0BA2;
const unsigned long SCISSOR_BOX = 0x0C10;
/* 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;
/* 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 */
/* TEXTURE_MAG_FILTER */
/* TEXTURE_MIN_FILTER */
/* TEXTURE_WRAP_S */
/* TEXTURE_WRAP_T */
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;
/* 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 */
/* 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_ATTRIBUTES = 0x8B89;
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 */
/* 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;
/* TextureMagFilter */
const unsigned long NEAREST = 0x2600;
const unsigned long LINEAR = 0x2601;
/* TextureMinFilter */
/* NEAREST */
/* 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 */
const unsigned long TEXTURE_2D = 0x0DE1;
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;
/* Shader Source */
const unsigned long COMPILE_STATUS = 0x8B81;
/* 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 DEPTH_STENCIL = 0x84F9;
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 DEPTH_STENCIL_ATTACHMENT = 0x821A;
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;
/* WebGL-specific enums */
const unsigned long UNPACK_FLIP_Y_WEBGL = 0x9240;
const unsigned long UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;
const unsigned long CONTEXT_LOST_WEBGL = 0x9242;
const unsigned long UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;
const unsigned long BROWSER_DEFAULT_WEBGL = 0x9244;
readonly attribute HTMLCanvasElement canvas;
readonly attribute long drawingBufferWidth;
readonly attribute long drawingBufferHeight;
[WebGLHandlesContextLoss, Throws] WebGLContextAttributes getContextAttributes();
[WebGLHandlesContextLoss] boolean isContextLost();
sequence<DOMString>? getSupportedExtensions();
// XXXbz In the spec, this is "object?"; I'm making it
// WebGLExtension? just for ease of implementation.
WebGLExtension? getExtension(DOMString name);
void activeTexture(unsigned long texture);
void attachShader(WebGLProgram? program, WebGLShader? shader);
void bindAttribLocation(WebGLProgram? program, unsigned long index, DOMString name);
void bindBuffer(unsigned long target, WebGLBuffer? buffer);
void bindFramebuffer(unsigned long target, WebGLFramebuffer? framebuffer);
void bindRenderbuffer(unsigned long target, WebGLRenderbuffer? renderbuffer);
void bindTexture(unsigned long target, WebGLTexture? texture);
void blendColor(float red, float green, float blue, float alpha);
void blendEquation(unsigned long mode);
void blendEquationSeparate(unsigned long modeRGB, unsigned long modeAlpha);
void blendFunc(unsigned long sfactor, unsigned long dfactor);
void blendFuncSeparate(unsigned long srcRGB, unsigned long dstRGB,
unsigned long srcAlpha, unsigned long dstAlpha);
void bufferData(unsigned long target, long long size, unsigned long usage);
void bufferData(unsigned long target, ArrayBufferView data, unsigned long usage);
void bufferData(unsigned long target, ArrayBuffer? data, unsigned long usage);
void bufferSubData(unsigned long target, long long offset, ArrayBufferView data);
void bufferSubData(unsigned long target, long long offset, ArrayBuffer? data);
[WebGLHandlesContextLoss]
unsigned long checkFramebufferStatus(unsigned long target);
void clear(unsigned long mask);
void clearColor(float red, float green, float blue, float alpha);
void clearDepth(float depth);
void clearStencil(long s);
void colorMask(boolean red, boolean green, boolean blue, boolean alpha);
void compileShader(WebGLShader? shader);
void compressedTexImage2D(unsigned long target, long level, unsigned long internalformat,
long width, long height, long border,
ArrayBufferView data);
void compressedTexSubImage2D(unsigned long target, long level,
long xoffset, long yoffset,
long width, long height, unsigned long format,
ArrayBufferView data);
void copyTexImage2D(unsigned long target, long level, unsigned long internalformat,
long x, long y, long width, long height,
long border);
void copyTexSubImage2D(unsigned long target, long level, long xoffset, long yoffset,
long x, long y, long width, long height);
WebGLBuffer? createBuffer();
WebGLFramebuffer? createFramebuffer();
WebGLProgram? createProgram();
WebGLRenderbuffer? createRenderbuffer();
WebGLShader? createShader(unsigned long type);
WebGLTexture? createTexture();
void cullFace(unsigned long 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(unsigned long func);
void depthMask(boolean flag);
void depthRange(float zNear, float zFar);
void detachShader(WebGLProgram? program, WebGLShader? shader);
void disable(unsigned long cap);
void disableVertexAttribArray(unsigned long index);
void drawArrays(unsigned long mode, long first, long count);
void drawElements(unsigned long mode, long count, unsigned long type, long long offset);
void enable(unsigned long cap);
void enableVertexAttribArray(unsigned long index);
void finish();
void flush();
void framebufferRenderbuffer(unsigned long target, unsigned long attachment,
unsigned long renderbuffertarget,
WebGLRenderbuffer? renderbuffer);
void framebufferTexture2D(unsigned long target, unsigned long attachment, unsigned long textarget,
WebGLTexture? texture, long level);
void frontFace(unsigned long mode);
void generateMipmap(unsigned long target);
WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, unsigned long index);
WebGLActiveInfo? getActiveUniform(WebGLProgram? program, unsigned long index);
sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program);
[WebGLHandlesContextLoss]
long getAttribLocation(WebGLProgram? program, DOMString name);
any getBufferParameter(unsigned long target, unsigned long pname);
[Throws]
any getParameter(unsigned long pname);
[WebGLHandlesContextLoss] unsigned long getError();
[Throws]
any getFramebufferAttachmentParameter(unsigned long target, unsigned long attachment,
unsigned long pname);
any getProgramParameter(WebGLProgram? program, unsigned long pname);
DOMString? getProgramInfoLog(WebGLProgram? program);
any getRenderbufferParameter(unsigned long target, unsigned long pname);
any getShaderParameter(WebGLShader? shader, unsigned long pname);
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(unsigned long shadertype, unsigned long precisiontype);
DOMString? getShaderInfoLog(WebGLShader? shader);
DOMString? getShaderSource(WebGLShader? shader);
any getTexParameter(unsigned long target, unsigned long pname);
[Throws]
any getUniform(WebGLProgram? program, WebGLUniformLocation? location);
[Creator]
WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name);
[Throws]
any getVertexAttrib(unsigned long index, unsigned long pname);
[WebGLHandlesContextLoss]
long long getVertexAttribOffset(unsigned long index, unsigned long pname);
void hint(unsigned long target, unsigned long mode);
[WebGLHandlesContextLoss]
boolean isBuffer(WebGLBuffer? buffer);
[WebGLHandlesContextLoss]
boolean isEnabled(unsigned long cap);
[WebGLHandlesContextLoss]
boolean isFramebuffer(WebGLFramebuffer? framebuffer);
[WebGLHandlesContextLoss]
boolean isProgram(WebGLProgram? program);
[WebGLHandlesContextLoss]
boolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);
[WebGLHandlesContextLoss]
boolean isShader(WebGLShader? shader);
[WebGLHandlesContextLoss]
boolean isTexture(WebGLTexture? texture);
void lineWidth(float width);
void linkProgram(WebGLProgram? program);
void pixelStorei(unsigned long pname, long param);
void polygonOffset(float factor, float units);
[Throws]
void readPixels(long x, long y, long width, long height,
unsigned long format, unsigned long type, ArrayBufferView? pixels);
void renderbufferStorage(unsigned long target, unsigned long internalformat,
long width, long height);
void sampleCoverage(float value, boolean invert);
void scissor(long x, long y, long width, long height);
void shaderSource(WebGLShader? shader, DOMString source);
void stencilFunc(unsigned long func, long ref, unsigned long mask);
void stencilFuncSeparate(unsigned long face, unsigned long func, long ref, unsigned long mask);
void stencilMask(unsigned long mask);
void stencilMaskSeparate(unsigned long face, unsigned long mask);
void stencilOp(unsigned long fail, unsigned long zfail, unsigned long zpass);
void stencilOpSeparate(unsigned long face, unsigned long fail, unsigned long zfail, unsigned long zpass);
[Throws]
void texImage2D(unsigned long target, long level, unsigned long internalformat,
long width, long height, long border, unsigned long format,
unsigned long type, ArrayBufferView? pixels);
[Throws]
void texImage2D(unsigned long target, long level, unsigned long internalformat,
unsigned long format, unsigned long type, ImageData? pixels);
[Throws]
void texImage2D(unsigned long target, long level, unsigned long internalformat,
unsigned long format, unsigned long type, HTMLImageElement image); // May throw DOMException
[Throws]
void texImage2D(unsigned long target, long level, unsigned long internalformat,
unsigned long format, unsigned long type, HTMLCanvasElement canvas); // May throw DOMException
[Throws]
void texImage2D(unsigned long target, long level, unsigned long internalformat,
unsigned long format, unsigned long type, HTMLVideoElement video); // May throw DOMException
void texParameterf(unsigned long target, unsigned long pname, float param);
void texParameteri(unsigned long target, unsigned long pname, long param);
[Throws]
void texSubImage2D(unsigned long target, long level, long xoffset, long yoffset,
long width, long height,
unsigned long format, unsigned long type, ArrayBufferView? pixels);
[Throws]
void texSubImage2D(unsigned long target, long level, long xoffset, long yoffset,
unsigned long format, unsigned long type, ImageData? pixels);
[Throws]
void texSubImage2D(unsigned long target, long level, long xoffset, long yoffset,
unsigned long format, unsigned long type, HTMLImageElement image); // May throw DOMException
[Throws]
void texSubImage2D(unsigned long target, long level, long xoffset, long yoffset,
unsigned long format, unsigned long type, HTMLCanvasElement canvas); // May throw DOMException
[Throws]
void texSubImage2D(unsigned long target, long level, long xoffset, long yoffset,
unsigned long format, unsigned long type, HTMLVideoElement video); // May throw DOMException
void uniform1f(WebGLUniformLocation? location, float x);
void uniform1fv(WebGLUniformLocation? location, Float32Array v);
void uniform1fv(WebGLUniformLocation? location, sequence<float> v);
void uniform1i(WebGLUniformLocation? location, long x);
void uniform1iv(WebGLUniformLocation? location, Int32Array v);
void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
void uniform2f(WebGLUniformLocation? location, float x, float y);
void uniform2fv(WebGLUniformLocation? location, Float32Array v);
void uniform2fv(WebGLUniformLocation? location, sequence<float> v);
void uniform2i(WebGLUniformLocation? location, long x, long y);
void uniform2iv(WebGLUniformLocation? location, Int32Array v);
void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
void uniform3f(WebGLUniformLocation? location, float x, float y, float z);
void uniform3fv(WebGLUniformLocation? location, Float32Array v);
void uniform3fv(WebGLUniformLocation? location, sequence<float> v);
void uniform3i(WebGLUniformLocation? location, long x, long y, long z);
void uniform3iv(WebGLUniformLocation? location, Int32Array v);
void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
void uniform4f(WebGLUniformLocation? location, float x, float y, float z, float w);
void uniform4fv(WebGLUniformLocation? location, Float32Array v);
void uniform4fv(WebGLUniformLocation? location, sequence<float> v);
void uniform4i(WebGLUniformLocation? location, long x, long y, long z, long w);
void uniform4iv(WebGLUniformLocation? location, Int32Array v);
void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
void uniformMatrix2fv(WebGLUniformLocation? location, boolean transpose,
Float32Array value);
void uniformMatrix2fv(WebGLUniformLocation? location, boolean transpose,
sequence<float> value);
void uniformMatrix3fv(WebGLUniformLocation? location, boolean transpose,
Float32Array value);
void uniformMatrix3fv(WebGLUniformLocation? location, boolean transpose,
sequence<float> value);
void uniformMatrix4fv(WebGLUniformLocation? location, boolean transpose,
Float32Array value);
void uniformMatrix4fv(WebGLUniformLocation? location, boolean transpose,
sequence<float> value);
void useProgram(WebGLProgram? program);
void validateProgram(WebGLProgram? program);
void vertexAttrib1f(unsigned long indx, float x);
void vertexAttrib1fv(unsigned long indx, Float32Array values);
void vertexAttrib1fv(unsigned long indx, sequence<float> values);
void vertexAttrib2f(unsigned long indx, float x, float y);
void vertexAttrib2fv(unsigned long indx, Float32Array values);
void vertexAttrib2fv(unsigned long indx, sequence<float> values);
void vertexAttrib3f(unsigned long indx, float x, float y, float z);
void vertexAttrib3fv(unsigned long indx, Float32Array values);
void vertexAttrib3fv(unsigned long indx, sequence<float> values);
void vertexAttrib4f(unsigned long indx, float x, float y, float z, float w);
void vertexAttrib4fv(unsigned long indx, Float32Array values);
void vertexAttrib4fv(unsigned long indx, sequence<float> values);
void vertexAttribPointer(unsigned long indx, long size, unsigned long type,
boolean normalized, long stride, long long offset);
void viewport(long x, long y, long width, long height);
};
/*[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;
};*/