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| 1 // Copyright 2015 The Chromium Authors. All rights reserved. | 1 // Copyright 2015 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 typedef long long GLint64; | 5 typedef long long GLint64; |
| 6 typedef unsigned long long GLuint64; | 6 typedef unsigned long long GLuint64; |
| 7 | 7 |
| 8 [ | 8 [ |
| 9 NoInterfaceObject, | 9 NoInterfaceObject, |
| 10 ] interface WebGL2RenderingContextBase { | 10 ] interface WebGL2RenderingContextBase { |
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| 351 GLsizei imageSize, GLintptr offset); | 351 GLsizei imageSize, GLintptr offset); |
| 352 | 352 |
| 353 /* Programs and shaders */ | 353 /* Programs and shaders */ |
| 354 GLint getFragDataLocation(WebGLProgram program, DOMString name); | 354 GLint getFragDataLocation(WebGLProgram program, DOMString name); |
| 355 | 355 |
| 356 /* Uniforms and attributes */ | 356 /* Uniforms and attributes */ |
| 357 void uniform1ui(WebGLUniformLocation? location, GLuint v0); | 357 void uniform1ui(WebGLUniformLocation? location, GLuint v0); |
| 358 void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1); | 358 void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1); |
| 359 void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint
v2); | 359 void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint
v2); |
| 360 void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint
v2, GLuint v3); | 360 void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint
v2, GLuint v3); |
| 361 void uniform1uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v); | 361 // The WebGL1 uniform*v signatures are visible here, so srcOffset has to be
non-optional |
| 362 void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> v); | 362 // to avoid conflicts. The effect is the same: if uniform*v is called with o
nly two arguments, |
| 363 void uniform2uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v); | 363 // it goes to the WebGL1 signatures; if it's called with three or four argum
ents, it goes to |
| 364 void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> v); | 364 // the WebGL2 specific signatures. |
| 365 void uniform3uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v); | 365 void uniform1fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl
oat32Array v, |
| 366 void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> v); | 366 GLuint srcOffset, optional GLuint srcLength = 0); |
| 367 void uniform4uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v); | 367 void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v, |
| 368 void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> v); | 368 GLuint srcOffset, optional GLuint srcLength = 0); |
| 369 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 369 void uniform2fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl
oat32Array v, |
| 370 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 370 GLuint srcOffset, optional GLuint srcLength = 0); |
| 371 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 371 void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v, |
| 372 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 372 GLuint srcOffset, optional GLuint srcLength = 0); |
| 373 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 373 void uniform3fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl
oat32Array v, |
| 374 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 374 GLuint srcOffset, optional GLuint srcLength = 0); |
| 375 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 375 void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v, |
| 376 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 376 GLuint srcOffset, optional GLuint srcLength = 0); |
| 377 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 377 void uniform4fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl
oat32Array v, |
| 378 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 378 GLuint srcOffset, optional GLuint srcLength = 0); |
| 379 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 379 void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v, |
| 380 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 380 GLuint srcOffset, optional GLuint srcLength = 0); |
| 381 void uniform1iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In
t32Array v, |
| 382 GLuint srcOffset, optional GLuint srcLength = 0); |
| 383 void uniform1iv(WebGLUniformLocation? location, sequence<GLint> v, |
| 384 GLuint srcOffset, optional GLuint srcLength = 0); |
| 385 void uniform2iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In
t32Array v, |
| 386 GLuint srcOffset, optional GLuint srcLength = 0); |
| 387 void uniform2iv(WebGLUniformLocation? location, sequence<GLint> v, |
| 388 GLuint srcOffset, optional GLuint srcLength = 0); |
| 389 void uniform3iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In
t32Array v, |
| 390 GLuint srcOffset, optional GLuint srcLength = 0); |
| 391 void uniform3iv(WebGLUniformLocation? location, sequence<GLint> v, |
| 392 GLuint srcOffset, optional GLuint srcLength = 0); |
| 393 void uniform4iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In
t32Array v, |
| 394 GLuint srcOffset, optional GLuint srcLength = 0); |
| 395 void uniform4iv(WebGLUniformLocation? location, sequence<GLint> v, |
| 396 GLuint srcOffset, optional GLuint srcLength = 0); |
| 397 void uniform1uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v, |
| 398 optional GLuint srcOffset = 0, optional GLuint srcLength =
0); |
| 399 void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> v, |
| 400 optional GLuint srcOffset = 0, optional GLuint srcLength =
0); |
| 401 void uniform2uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v, |
| 402 optional GLuint srcOffset = 0, optional GLuint srcLength =
0); |
| 403 void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> v, |
| 404 optional GLuint srcOffset = 0, optional GLuint srcLength =
0); |
| 405 void uniform3uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v, |
| 406 optional GLuint srcOffset = 0, optional GLuint srcLength =
0); |
| 407 void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> v, |
| 408 optional GLuint srcOffset = 0, optional GLuint srcLength =
0); |
| 409 void uniform4uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v, |
| 410 optional GLuint srcOffset = 0, optional GLuint srcLength =
0); |
| 411 void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> v, |
| 412 optional GLuint srcOffset = 0, optional GLuint srcLength =
0); |
| 413 void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array, |
| 414 GLuint srcOffset, optional GLuint srcLength = 0); |
| 415 void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array, |
| 416 GLuint srcOffset, optional GLuint srcLength = 0); |
| 417 void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array, |
| 418 GLuint srcOffset, optional GLuint srcLength = 0); |
| 419 void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array, |
| 420 GLuint srcOffset, optional GLuint srcLength = 0); |
| 421 void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, F
loat32Array array, |
| 422 GLuint srcOffset, optional GLuint srcLength = 0); |
| 423 void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, s
equence<GLfloat> array, |
| 424 GLuint srcOffset, optional GLuint srcLength = 0); |
| 425 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value, |
| 426 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 427 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value, |
| 428 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 429 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value, |
| 430 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 431 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value, |
| 432 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 433 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value, |
| 434 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 435 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value, |
| 436 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 437 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value, |
| 438 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 439 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value, |
| 440 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 441 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value, |
| 442 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 443 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value, |
| 444 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 445 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value, |
| 446 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 447 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value, |
| 448 optional GLuint srcOffset = 0, optional GLuint srcLe
ngth = 0); |
| 381 | 449 |
| 382 void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); | 450 void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); |
| 383 void vertexAttribI4iv(GLuint index, Int32Array v); | 451 void vertexAttribI4iv(GLuint index, Int32Array v); |
| 384 void vertexAttribI4iv(GLuint index, sequence<GLint> v); | 452 void vertexAttribI4iv(GLuint index, sequence<GLint> v); |
| 385 void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); | 453 void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); |
| 386 void vertexAttribI4uiv(GLuint index, Uint32Array v); | 454 void vertexAttribI4uiv(GLuint index, Uint32Array v); |
| 387 void vertexAttribI4uiv(GLuint index, sequence<GLuint> v); | 455 void vertexAttribI4uiv(GLuint index, sequence<GLuint> v); |
| 388 void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei str
ide, GLintptr offset); | 456 void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei str
ide, GLintptr offset); |
| 389 | 457 |
| 390 /* Writing to the drawing buffer */ | 458 /* Writing to the drawing buffer */ |
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| 457 WebGLVertexArrayObject? createVertexArray(); | 525 WebGLVertexArrayObject? createVertexArray(); |
| 458 void deleteVertexArray(WebGLVertexArrayObject? vertexArray); | 526 void deleteVertexArray(WebGLVertexArrayObject? vertexArray); |
| 459 GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray); | 527 GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray); |
| 460 void bindVertexArray(WebGLVertexArrayObject? vertexArray); | 528 void bindVertexArray(WebGLVertexArrayObject? vertexArray); |
| 461 | 529 |
| 462 /* Reading */ | 530 /* Reading */ |
| 463 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form
at, GLenum type, ArrayBufferView dstData, GLintptr offset); | 531 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form
at, GLenum type, ArrayBufferView dstData, GLintptr offset); |
| 464 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form
at, GLenum type, GLintptr offset); | 532 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form
at, GLenum type, GLintptr offset); |
| 465 }; | 533 }; |
| 466 WebGL2RenderingContextBase implements WebGLRenderingContextBase; | 534 WebGL2RenderingContextBase implements WebGLRenderingContextBase; |
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