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1 /* | 1 /* |
2 * Copyright (C) 2009 Apple Inc. All rights reserved. | 2 * Copyright (C) 2009 Apple Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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483 void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
; | 483 void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
; |
484 void blendEquation(GLenum mode); | 484 void blendEquation(GLenum mode); |
485 void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); | 485 void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); |
486 void blendFunc(GLenum sfactor, GLenum dfactor); | 486 void blendFunc(GLenum sfactor, GLenum dfactor); |
487 void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum
dstAlpha); | 487 void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum
dstAlpha); |
488 // FIXME: should be union type | 488 // FIXME: should be union type |
489 // https://www.khronos.org/bugzilla/show_bug.cgi?id=1172 | 489 // https://www.khronos.org/bugzilla/show_bug.cgi?id=1172 |
490 void bufferData(GLenum target, GLsizeiptr size, GLenum usage); | 490 void bufferData(GLenum target, GLsizeiptr size, GLenum usage); |
491 void bufferData(GLenum target, ArrayBufferView data, GLenum usage); | 491 void bufferData(GLenum target, ArrayBufferView data, GLenum usage); |
492 void bufferData(GLenum target, ArrayBuffer? data, GLenum usage); | 492 void bufferData(GLenum target, ArrayBuffer? data, GLenum usage); |
493 void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView data); | 493 void bufferSubData(GLenum target, GLintptr offset, [FlexibleArrayBufferView]
ArrayBufferView data); |
494 void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data); | 494 void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data); |
495 | 495 |
496 GLenum checkFramebufferStatus(GLenum target); | 496 GLenum checkFramebufferStatus(GLenum target); |
497 void clear(GLbitfield mask); | 497 void clear(GLbitfield mask); |
498 void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
; | 498 void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
; |
499 void clearDepth(GLclampf depth); | 499 void clearDepth(GLclampf depth); |
500 void clearStencil(GLint s); | 500 void clearStencil(GLint s); |
501 void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alp
ha); | 501 void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alp
ha); |
502 void compileShader(WebGLShader? shader); | 502 void compileShader(WebGLShader? shader); |
503 | 503 |
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644 GLenum target, GLint level, GLint xoffset, GLint yoffset, | 644 GLenum target, GLint level, GLint xoffset, GLint yoffset, |
645 GLenum format, GLenum type, HTMLImageElement image); | 645 GLenum format, GLenum type, HTMLImageElement image); |
646 [RaisesException] void texSubImage2D( | 646 [RaisesException] void texSubImage2D( |
647 GLenum target, GLint level, GLint xoffset, GLint yoffset, | 647 GLenum target, GLint level, GLint xoffset, GLint yoffset, |
648 GLenum format, GLenum type, HTMLCanvasElement canvas); | 648 GLenum format, GLenum type, HTMLCanvasElement canvas); |
649 [RaisesException] void texSubImage2D( | 649 [RaisesException] void texSubImage2D( |
650 GLenum target, GLint level, GLint xoffset, GLint yoffset, | 650 GLenum target, GLint level, GLint xoffset, GLint yoffset, |
651 GLenum format, GLenum type, HTMLVideoElement video); | 651 GLenum format, GLenum type, HTMLVideoElement video); |
652 | 652 |
653 void uniform1f(WebGLUniformLocation? location, GLfloat x); | 653 void uniform1f(WebGLUniformLocation? location, GLfloat x); |
654 void uniform1fv(WebGLUniformLocation? location, Float32Array v); | 654 void uniform1fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl
oat32Array v); |
655 void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v); | 655 void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v); |
656 void uniform1i(WebGLUniformLocation? location, GLint x); | 656 void uniform1i(WebGLUniformLocation? location, GLint x); |
657 void uniform1iv(WebGLUniformLocation? location, Int32Array v); | 657 void uniform1iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In
t32Array v); |
658 void uniform1iv(WebGLUniformLocation? location, sequence<GLint> v); | 658 void uniform1iv(WebGLUniformLocation? location, sequence<GLint> v); |
659 void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y); | 659 void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y); |
660 void uniform2fv(WebGLUniformLocation? location, Float32Array v); | 660 void uniform2fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl
oat32Array v); |
661 void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v); | 661 void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v); |
662 void uniform2i(WebGLUniformLocation? location, GLint x, GLint y); | 662 void uniform2i(WebGLUniformLocation? location, GLint x, GLint y); |
663 void uniform2iv(WebGLUniformLocation? location, Int32Array v); | 663 void uniform2iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In
t32Array v); |
664 void uniform2iv(WebGLUniformLocation? location, sequence<GLint> v); | 664 void uniform2iv(WebGLUniformLocation? location, sequence<GLint> v); |
665 void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat
z); | 665 void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat
z); |
666 void uniform3fv(WebGLUniformLocation? location, Float32Array v); | 666 void uniform3fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl
oat32Array v); |
667 void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v); | 667 void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v); |
668 void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z); | 668 void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z); |
669 void uniform3iv(WebGLUniformLocation? location, Int32Array v); | 669 void uniform3iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In
t32Array v); |
670 void uniform3iv(WebGLUniformLocation? location, sequence<GLint> v); | 670 void uniform3iv(WebGLUniformLocation? location, sequence<GLint> v); |
671 void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat
z, GLfloat w); | 671 void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat
z, GLfloat w); |
672 void uniform4fv(WebGLUniformLocation? location, Float32Array v); | 672 void uniform4fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl
oat32Array v); |
673 void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v); | 673 void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v); |
674 void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GL
int w); | 674 void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GL
int w); |
675 void uniform4iv(WebGLUniformLocation? location, Int32Array v); | 675 void uniform4iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In
t32Array v); |
676 void uniform4iv(WebGLUniformLocation? location, sequence<GLint> v); | 676 void uniform4iv(WebGLUniformLocation? location, sequence<GLint> v); |
677 | 677 |
678 void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array); | 678 void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array); |
679 void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array); | 679 void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array); |
680 void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array); | 680 void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array); |
681 void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array); | 681 void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array); |
682 void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array); | 682 void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array); |
683 void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array); | 683 void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array); |
684 | 684 |
685 void useProgram(WebGLProgram? program); | 685 void useProgram(WebGLProgram? program); |
686 void validateProgram(WebGLProgram? program); | 686 void validateProgram(WebGLProgram? program); |
687 | 687 |
688 void vertexAttrib1f(GLuint indx, GLfloat x); | 688 void vertexAttrib1f(GLuint indx, GLfloat x); |
689 void vertexAttrib1fv(GLuint indx, Float32Array values); | 689 void vertexAttrib1fv(GLuint indx, Float32Array values); |
690 void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values); | 690 void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values); |
691 void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); | 691 void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); |
692 void vertexAttrib2fv(GLuint indx, Float32Array values); | 692 void vertexAttrib2fv(GLuint indx, Float32Array values); |
693 void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values); | 693 void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values); |
694 void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); | 694 void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); |
695 void vertexAttrib3fv(GLuint indx, Float32Array values); | 695 void vertexAttrib3fv(GLuint indx, Float32Array values); |
696 void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values); | 696 void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values); |
697 void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
; | 697 void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
; |
698 void vertexAttrib4fv(GLuint indx, Float32Array values); | 698 void vertexAttrib4fv(GLuint indx, Float32Array values); |
699 void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values); | 699 void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values); |
700 void vertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean nor
malized, | 700 void vertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean nor
malized, |
701 GLsizei stride, GLintptr offset); | 701 GLsizei stride, GLintptr offset); |
702 | 702 |
703 void viewport(GLint x, GLint y, GLsizei width, GLsizei height); | 703 void viewport(GLint x, GLint y, GLsizei width, GLsizei height); |
704 }; | 704 }; |
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