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Unified Diff: Source/core/html/canvas/WebGLRenderingContext.idl

Issue 146423002: Move [StrictTypeChecking] to interface (from members), where possible (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Rebased Created 6 years, 11 months ago
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Index: Source/core/html/canvas/WebGLRenderingContext.idl
diff --git a/Source/core/html/canvas/WebGLRenderingContext.idl b/Source/core/html/canvas/WebGLRenderingContext.idl
index 98fa7cf98e5b07a6275e46526c562b74a471bbb4..ef8746e290f41f7cb7a3ebf1d41a3780c87db2c7 100644
--- a/Source/core/html/canvas/WebGLRenderingContext.idl
+++ b/Source/core/html/canvas/WebGLRenderingContext.idl
@@ -39,7 +39,8 @@ typedef /*unrestricted*/ float GLfloat;
typedef /*unrestricted*/ float GLclampf;
[
- DoNotCheckConstants
+ DoNotCheckConstants,
+ StrictTypeChecking,
] interface WebGLRenderingContext : CanvasRenderingContext {
/* ClearBufferMask */
@@ -460,203 +461,214 @@ typedef /*unrestricted*/ float GLclampf;
readonly attribute GLsizei drawingBufferWidth;
readonly attribute GLsizei drawingBufferHeight;
- [StrictTypeChecking] void activeTexture(GLenum texture);
- [StrictTypeChecking] void attachShader(WebGLProgram? program, WebGLShader? shader);
- [StrictTypeChecking] void bindAttribLocation(WebGLProgram? program, GLuint index, DOMString name);
- [StrictTypeChecking] void bindBuffer(GLenum target, WebGLBuffer? buffer);
- [StrictTypeChecking] void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
- [StrictTypeChecking] void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
- [StrictTypeChecking] void bindTexture(GLenum target, WebGLTexture? texture);
- [StrictTypeChecking] void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
- [StrictTypeChecking] void blendEquation(GLenum mode);
- [StrictTypeChecking] void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
- [StrictTypeChecking] void blendFunc(GLenum sfactor, GLenum dfactor);
- [StrictTypeChecking] void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
- [StrictTypeChecking] void bufferData(GLenum target, ArrayBuffer? data, GLenum usage);
- [StrictTypeChecking] void bufferData(GLenum target, ArrayBufferView? data, GLenum usage);
- [StrictTypeChecking] void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
- [StrictTypeChecking] void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data);
- [StrictTypeChecking] void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView? data);
-
- [StrictTypeChecking] GLenum checkFramebufferStatus(GLenum target);
- [StrictTypeChecking] void clear(GLbitfield mask);
- [StrictTypeChecking] void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
- [StrictTypeChecking] void clearDepth(GLclampf depth);
- [StrictTypeChecking] void clearStencil(GLint s);
- [StrictTypeChecking] void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
- [StrictTypeChecking] void compileShader(WebGLShader? shader);
-
- [StrictTypeChecking] void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
- GLsizei width, GLsizei height, GLint border, ArrayBufferView? data);
- [StrictTypeChecking] void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLsizei width, GLsizei height, GLenum format, ArrayBufferView? data);
-
- [StrictTypeChecking] void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
- [StrictTypeChecking] void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
-
- [StrictTypeChecking] WebGLBuffer createBuffer();
- [StrictTypeChecking] WebGLFramebuffer createFramebuffer();
- [StrictTypeChecking] WebGLProgram createProgram();
- [StrictTypeChecking] WebGLRenderbuffer createRenderbuffer();
- [StrictTypeChecking] WebGLShader createShader(GLenum type);
- [StrictTypeChecking] WebGLTexture createTexture();
-
- [StrictTypeChecking] void cullFace(GLenum mode);
-
- [StrictTypeChecking] void deleteBuffer(WebGLBuffer? buffer);
- [StrictTypeChecking] void deleteFramebuffer(WebGLFramebuffer? framebuffer);
- [StrictTypeChecking] void deleteProgram(WebGLProgram? program);
- [StrictTypeChecking] void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);
- [StrictTypeChecking] void deleteShader(WebGLShader? shader);
- [StrictTypeChecking] void deleteTexture(WebGLTexture? texture);
-
- [StrictTypeChecking] void depthFunc(GLenum func);
- [StrictTypeChecking] void depthMask(GLboolean flag);
- [StrictTypeChecking] void depthRange(GLclampf zNear, GLclampf zFar);
- [StrictTypeChecking] void detachShader(WebGLProgram? program, WebGLShader? shader);
- [StrictTypeChecking] void disable(GLenum cap);
- [StrictTypeChecking] void disableVertexAttribArray(GLuint index);
- [StrictTypeChecking] void drawArrays(GLenum mode, GLint first, GLsizei count);
- [StrictTypeChecking] void drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset);
-
- [StrictTypeChecking] void enable(GLenum cap);
- [StrictTypeChecking] void enableVertexAttribArray(GLuint index);
- [StrictTypeChecking] void finish();
- [StrictTypeChecking] void flush();
- [StrictTypeChecking] void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer? renderbuffer);
- [StrictTypeChecking] void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture? texture, GLint level);
- [StrictTypeChecking] void frontFace(GLenum mode);
- [StrictTypeChecking] void generateMipmap(GLenum target);
-
- [StrictTypeChecking] WebGLActiveInfo getActiveAttrib(WebGLProgram? program, GLuint index);
- [StrictTypeChecking] WebGLActiveInfo getActiveUniform(WebGLProgram? program, GLuint index);
-
- [StrictTypeChecking, Custom] void getAttachedShaders(WebGLProgram? program);
-
- [StrictTypeChecking] GLint getAttribLocation(WebGLProgram? program, DOMString name);
-
- [StrictTypeChecking, Custom] any getBufferParameter(GLenum target, GLenum pname);
-
- [StrictTypeChecking] WebGLContextAttributes getContextAttributes();
-
- [StrictTypeChecking] GLenum getError();
+ 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);
+ void bufferData(GLenum target, ArrayBuffer? data, GLenum usage);
+ void bufferData(GLenum target, ArrayBufferView? data, GLenum usage);
+ void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
+ void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data);
+ void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView? data);
+
+ 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);
+
+ [Custom] void getAttachedShaders(WebGLProgram? program);
+
+ GLint getAttribLocation(WebGLProgram? program, DOMString name);
+
+ [Custom] any getBufferParameter(GLenum target, GLenum pname);
+
+ WebGLContextAttributes getContextAttributes();
+
+ GLenum getError();
// object getExtension(DOMString name);
- [StrictTypeChecking, Custom] any getExtension(DOMString name);
+ [Custom] any getExtension(DOMString name);
- [StrictTypeChecking, Custom] any getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname);
- [StrictTypeChecking, Custom] any getParameter(GLenum pname);
- [StrictTypeChecking, Custom] any getProgramParameter(WebGLProgram? program, GLenum pname);
- [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getProgramInfoLog(WebGLProgram? program);
- [StrictTypeChecking, Custom] any getRenderbufferParameter(GLenum target, GLenum pname);
- [StrictTypeChecking, Custom] any getShaderParameter(WebGLShader? shader, GLenum pname);
+ [Custom] any getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname);
+ [Custom] any getParameter(GLenum pname);
+ [Custom] any getProgramParameter(WebGLProgram? program, GLenum pname);
+ [TreatReturnedNullStringAs=Null] DOMString getProgramInfoLog(WebGLProgram? program);
+ [Custom] any getRenderbufferParameter(GLenum target, GLenum pname);
+ [Custom] any getShaderParameter(WebGLShader? shader, GLenum pname);
- [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getShaderInfoLog(WebGLShader? shader);
+ [TreatReturnedNullStringAs=Null] DOMString getShaderInfoLog(WebGLShader? shader);
- [StrictTypeChecking] WebGLShaderPrecisionFormat getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
+ WebGLShaderPrecisionFormat getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
- [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getShaderSource(WebGLShader? shader);
+ [TreatReturnedNullStringAs=Null] DOMString getShaderSource(WebGLShader? shader);
- [StrictTypeChecking, Custom] sequence<DOMString> getSupportedExtensions();
+ [Custom] sequence<DOMString> getSupportedExtensions();
- [StrictTypeChecking, Custom] any getTexParameter(GLenum target, GLenum pname);
+ [Custom] any getTexParameter(GLenum target, GLenum pname);
- [StrictTypeChecking, Custom] any getUniform(WebGLProgram? program, WebGLUniformLocation location);
+ [Custom] any getUniform(WebGLProgram? program, WebGLUniformLocation location);
- [StrictTypeChecking] WebGLUniformLocation getUniformLocation(WebGLProgram? program, DOMString name);
+ WebGLUniformLocation getUniformLocation(WebGLProgram? program, DOMString name);
- [StrictTypeChecking, Custom] any getVertexAttrib(GLuint index, GLenum pname);
+ [Custom] any getVertexAttrib(GLuint index, GLenum pname);
- [StrictTypeChecking] GLsizeiptr getVertexAttribOffset(GLuint index, GLenum pname);
+ GLsizeiptr getVertexAttribOffset(GLuint index, GLenum pname);
- [StrictTypeChecking] void hint(GLenum target, GLenum mode);
- [StrictTypeChecking] GLboolean isBuffer(WebGLBuffer? buffer);
- [StrictTypeChecking] GLboolean isContextLost();
- [StrictTypeChecking] GLboolean isEnabled(GLenum cap);
- [StrictTypeChecking] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);
- [StrictTypeChecking] GLboolean isProgram(WebGLProgram? program);
- [StrictTypeChecking] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);
- [StrictTypeChecking] GLboolean isShader(WebGLShader? shader);
- [StrictTypeChecking] GLboolean isTexture(WebGLTexture? texture);
- [StrictTypeChecking] void lineWidth(GLfloat width);
- [StrictTypeChecking] void linkProgram(WebGLProgram? program);
- [StrictTypeChecking] void pixelStorei(GLenum pname, GLint param);
- [StrictTypeChecking] void polygonOffset(GLfloat factor, GLfloat units);
+ void hint(GLenum target, GLenum mode);
+ GLboolean isBuffer(WebGLBuffer? buffer);
+ GLboolean isContextLost();
+ GLboolean isEnabled(GLenum cap);
+ GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);
+ GLboolean isProgram(WebGLProgram? program);
+ GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);
+ GLboolean isShader(WebGLShader? shader);
+ GLboolean isTexture(WebGLTexture? texture);
+ void lineWidth(GLfloat width);
+ void linkProgram(WebGLProgram? program);
+ void pixelStorei(GLenum pname, GLint param);
+ void polygonOffset(GLfloat factor, GLfloat units);
- [StrictTypeChecking] void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? pixels);
+ void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? pixels);
- [StrictTypeChecking] void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
- [StrictTypeChecking] void sampleCoverage(GLclampf value, GLboolean invert);
- [StrictTypeChecking] void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
- [StrictTypeChecking] void shaderSource(WebGLShader? shader, DOMString string);
- [StrictTypeChecking] void stencilFunc(GLenum func, GLint ref, GLuint mask);
- [StrictTypeChecking] void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
- [StrictTypeChecking] void stencilMask(GLuint mask);
- [StrictTypeChecking] void stencilMaskSeparate(GLenum face, GLuint mask);
- [StrictTypeChecking] void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
- [StrictTypeChecking] void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
+ 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 string);
+ 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);
- [StrictTypeChecking] void texParameterf(GLenum target, GLenum pname, GLfloat param);
- [StrictTypeChecking] void texParameteri(GLenum target, GLenum pname, GLint param);
+ void texParameterf(GLenum target, GLenum pname, GLfloat param);
+ void texParameteri(GLenum target, GLenum pname, GLint param);
// Supported forms:
- [StrictTypeChecking, RaisesException] void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
- GLint border, GLenum format, GLenum type, ArrayBufferView? pixels);
- [StrictTypeChecking, RaisesException] void texImage2D(GLenum target, GLint level, GLenum internalformat,
- GLenum format, GLenum type, ImageData? pixels);
- [StrictTypeChecking, RaisesException] void texImage2D(GLenum target, GLint level, GLenum internalformat,
- GLenum format, GLenum type, HTMLImageElement? image);
- [StrictTypeChecking, RaisesException] void texImage2D(GLenum target, GLint level, GLenum internalformat,
- GLenum format, GLenum type, HTMLCanvasElement? canvas);
- [StrictTypeChecking, RaisesException] void texImage2D(GLenum target, GLint level, GLenum internalformat,
- GLenum format, GLenum type, HTMLVideoElement? video);
-
- [StrictTypeChecking, RaisesException] void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLsizei width, GLsizei height,
- GLenum format, GLenum type, ArrayBufferView? pixels);
- [StrictTypeChecking, RaisesException] void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLenum format, GLenum type, ImageData? pixels);
- [StrictTypeChecking, RaisesException] void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLenum format, GLenum type, HTMLImageElement? image);
- [StrictTypeChecking, RaisesException] void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLenum format, GLenum type, HTMLCanvasElement? canvas);
- [StrictTypeChecking, RaisesException] void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLenum format, GLenum type, HTMLVideoElement? video);
-
- [StrictTypeChecking] void uniform1f(WebGLUniformLocation? location, GLfloat x);
- [StrictTypeChecking, Custom] void uniform1fv(WebGLUniformLocation? location, Float32Array v);
- [StrictTypeChecking] void uniform1i(WebGLUniformLocation? location, GLint x);
- [StrictTypeChecking, Custom] void uniform1iv(WebGLUniformLocation? location, Int32Array v);
- [StrictTypeChecking] void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
- [StrictTypeChecking, Custom] void uniform2fv(WebGLUniformLocation? location, Float32Array v);
- [StrictTypeChecking] void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
- [StrictTypeChecking, Custom] void uniform2iv(WebGLUniformLocation? location, Int32Array v);
- [StrictTypeChecking] void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
- [StrictTypeChecking, Custom] void uniform3fv(WebGLUniformLocation? location, Float32Array v);
- [StrictTypeChecking] void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
- [StrictTypeChecking, Custom] void uniform3iv(WebGLUniformLocation? location, Int32Array v);
- [StrictTypeChecking] void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- [StrictTypeChecking, Custom] void uniform4fv(WebGLUniformLocation? location, Float32Array v);
- [StrictTypeChecking] void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
- [StrictTypeChecking, Custom] void uniform4iv(WebGLUniformLocation? location, Int32Array v);
-
- [StrictTypeChecking, Custom] void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
- [StrictTypeChecking, Custom] void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
- [StrictTypeChecking, Custom] void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
-
- [StrictTypeChecking] void useProgram(WebGLProgram? program);
- [StrictTypeChecking] void validateProgram(WebGLProgram? program);
-
- [StrictTypeChecking] void vertexAttrib1f(GLuint indx, GLfloat x);
- [StrictTypeChecking, Custom] void vertexAttrib1fv(GLuint indx, Float32Array values);
- [StrictTypeChecking] void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
- [StrictTypeChecking, Custom] void vertexAttrib2fv(GLuint indx, Float32Array values);
- [StrictTypeChecking] void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
- [StrictTypeChecking, Custom] void vertexAttrib3fv(GLuint indx, Float32Array values);
- [StrictTypeChecking] void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- [StrictTypeChecking, Custom] void vertexAttrib4fv(GLuint indx, Float32Array values);
- [StrictTypeChecking] void vertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized,
- GLsizei stride, GLintptr offset);
-
- [StrictTypeChecking] void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
+ [RaisesException] void texImage2D(
+ GLenum target, GLint level, GLenum internalformat,
+ GLsizei width, GLsizei height, GLint border,
+ GLenum format, GLenum type, ArrayBufferView? pixels);
+ [RaisesException] void texImage2D(
+ GLenum target, GLint level, GLenum internalformat,
+ GLenum format, GLenum type, ImageData? pixels);
+ [RaisesException] void texImage2D(
+ GLenum target, GLint level, GLenum internalformat,
+ GLenum format, GLenum type, HTMLImageElement? image);
+ [RaisesException] void texImage2D(
+ GLenum target, GLint level, GLenum internalformat,
+ GLenum format, GLenum type, HTMLCanvasElement? canvas);
+ [RaisesException] void texImage2D(
+ GLenum target, GLint level, GLenum internalformat,
+ GLenum format, GLenum type, HTMLVideoElement? video);
+
+ [RaisesException] void texSubImage2D(
+ GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type, ArrayBufferView? pixels);
+ [RaisesException] void texSubImage2D(
+ GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLenum format, GLenum type, ImageData? pixels);
+ [RaisesException] void texSubImage2D(
+ GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLenum format, GLenum type, HTMLImageElement? image);
+ [RaisesException] void texSubImage2D(
+ GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLenum format, GLenum type, HTMLCanvasElement? canvas);
+ [RaisesException] void texSubImage2D(
+ GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLenum format, GLenum type, HTMLVideoElement? video);
+
+ void uniform1f(WebGLUniformLocation? location, GLfloat x);
+ [Custom] void uniform1fv(WebGLUniformLocation? location, Float32Array v);
+ void uniform1i(WebGLUniformLocation? location, GLint x);
+ [Custom] void uniform1iv(WebGLUniformLocation? location, Int32Array v);
+ void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
+ [Custom] void uniform2fv(WebGLUniformLocation? location, Float32Array v);
+ void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
+ [Custom] void uniform2iv(WebGLUniformLocation? location, Int32Array v);
+ void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
+ [Custom] void uniform3fv(WebGLUniformLocation? location, Float32Array v);
+ void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
+ [Custom] void uniform3iv(WebGLUniformLocation? location, Int32Array v);
+ void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ [Custom] void uniform4fv(WebGLUniformLocation? location, Float32Array v);
+ void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
+ [Custom] void uniform4iv(WebGLUniformLocation? location, Int32Array v);
+
+ [Custom] void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
+ [Custom] void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
+ [Custom] void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
+
+ void useProgram(WebGLProgram? program);
+ void validateProgram(WebGLProgram? program);
+
+ void vertexAttrib1f(GLuint indx, GLfloat x);
+ [Custom] void vertexAttrib1fv(GLuint indx, Float32Array values);
+ void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
+ [Custom] void vertexAttrib2fv(GLuint indx, Float32Array values);
+ void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
+ [Custom] void vertexAttrib3fv(GLuint indx, Float32Array values);
+ void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ [Custom] void vertexAttrib4fv(GLuint indx, Float32Array 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);
};
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