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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 unsigned long GLenum; | 5 typedef unsigned long GLenum; |
6 typedef boolean GLboolean; | 6 typedef boolean GLboolean; |
7 typedef unsigned long GLbitfield; | 7 typedef unsigned long GLbitfield; |
8 typedef byte GLbyte; // 'byte' should be a signed 8 bit type. | 8 typedef byte GLbyte; // 'byte' should be a signed 8 bit type. |
9 typedef short GLshort; | 9 typedef short GLshort; |
10 typedef long GLint; | 10 typedef long GLint; |
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290 const GLenum COMPRESSED_RGB8_ETC2 = 0x9274; | 290 const GLenum COMPRESSED_RGB8_ETC2 = 0x9274; |
291 const GLenum COMPRESSED_SRGB8_ETC2 = 0x9275; | 291 const GLenum COMPRESSED_SRGB8_ETC2 = 0x9275; |
292 const GLenum COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9276; | 292 const GLenum COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9276; |
293 const GLenum COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277; | 293 const GLenum COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277; |
294 const GLenum COMPRESSED_RGBA8_ETC2_EAC = 0x9278; | 294 const GLenum COMPRESSED_RGBA8_ETC2_EAC = 0x9278; |
295 const GLenum COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9279; | 295 const GLenum COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9279; |
296 const GLenum TEXTURE_IMMUTABLE_FORMAT = 0x912F; | 296 const GLenum TEXTURE_IMMUTABLE_FORMAT = 0x912F; |
297 const GLenum MAX_ELEMENT_INDEX = 0x8D6B; | 297 const GLenum MAX_ELEMENT_INDEX = 0x8D6B; |
298 const GLenum NUM_SAMPLE_COUNTS = 0x9380; | 298 const GLenum NUM_SAMPLE_COUNTS = 0x9380; |
299 const GLenum TEXTURE_IMMUTABLE_LEVELS = 0x82DF; | 299 const GLenum TEXTURE_IMMUTABLE_LEVELS = 0x82DF; |
300 | 300 const GLint TIMEOUT_IGNORED = -1; |
301 // FIXME: This currently differs from the WebGL2 spec. | |
302 const GLuint TIMEOUT_IGNORED = 0xFFFFFFFF; | |
303 | 301 |
304 /* WebGL-specific enums */ | 302 /* WebGL-specific enums */ |
305 const GLenum MAX_CLIENT_WAIT_TIMEOUT_WEBGL = 0x9247; | 303 const GLenum MAX_CLIENT_WAIT_TIMEOUT_WEBGL = 0x9247; |
306 | 304 |
307 /* Buffer objects */ | 305 /* Buffer objects */ |
308 void copyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readO
ffset, GLintptr writeOffset, GLsizeiptr size); | 306 void copyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readO
ffset, GLintptr writeOffset, GLsizeiptr size); |
309 void getBufferSubData(GLenum target, GLintptr offset, ArrayBuffer returnedDa
ta); | 307 void getBufferSubData(GLenum target, GLintptr offset, ArrayBuffer? returnedD
ata); |
310 | 308 |
311 /* Framebuffer objects */ | 309 /* Framebuffer objects */ |
312 void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLi
nt dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
; | 310 void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLi
nt dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
; |
313 void framebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture
texture, GLint level, GLint layer); | 311 [CallWith=ScriptState] void framebufferTextureLayer(GLenum target, GLenum at
tachment, WebGLTexture? texture, GLint level, GLint layer); |
314 [CallWith=ScriptState] any getInternalformatParameter(GLenum target, GLenum
internalformat, GLenum pname); | 312 [CallWith=ScriptState] any getInternalformatParameter(GLenum target, GLenum
internalformat, GLenum pname); |
315 void invalidateFramebuffer(GLenum target, sequence<GLenum> attachments); | 313 void invalidateFramebuffer(GLenum target, sequence<GLenum> attachments); |
316 void invalidateSubFramebuffer (GLenum target, sequence<GLenum> attachments,
GLint x, GLint y, GLsizei width, GLsizei height); | 314 void invalidateSubFramebuffer (GLenum target, sequence<GLenum> attachments,
GLint x, GLint y, GLsizei width, GLsizei height); |
317 void readBuffer(GLenum mode); | 315 void readBuffer(GLenum mode); |
318 | 316 |
319 /* Renderbuffer objects */ | 317 /* Renderbuffer objects */ |
320 void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum i
nternalformat, GLsizei width, GLsizei height); | 318 void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum i
nternalformat, GLsizei width, GLsizei height); |
321 | 319 |
322 /* Texture objects */ | 320 /* Texture objects */ |
| 321 void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei wi
dth, GLsizei height, GLint border, GLenum format, GLenum type, GLintptr offset); |
323 void texStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsi
zei width, GLsizei height); | 322 void texStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsi
zei width, GLsizei height); |
324 void texStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsi
zei width, GLsizei height, GLsizei depth); | 323 void texStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsi
zei width, GLsizei height, GLsizei depth); |
325 void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei wi
dth, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, Ar
rayBufferView? pixels); | 324 void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei wi
dth, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, Ar
rayBufferView? pixels); |
326 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type, ArrayBufferView? pixels); | 325 void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei wi
dth, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GL
intptr offset); |
327 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLenum format, GLenum type, ImageData? data); | 326 void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLe
num type, ArrayBufferView? pixels); |
| 327 void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint zoffset, GLenum format, GLenum type, ImageData? data); |
328 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLenum format, GLenum type, HTMLImageElement?
image); | 328 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLenum format, GLenum type, HTMLImageElement?
image); |
329 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLenum format, GLenum type, HTMLCanvasElement?
canvas); | 329 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLenum format, GLenum type, HTMLCanvasElement?
canvas); |
330 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLenum format, GLenum type, HTMLVideoElement?
video); | 330 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLenum format, GLenum type, HTMLVideoElement?
video); |
| 331 [RaisesException] void texSubImage3D(GLenum target, GLint level, GLint xoffs
et, GLint yoffset, GLint zoffset, GLenum format, GLenum type, ImageBitmap? bitma
p); |
331 void copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoff
set, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); | 332 void copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoff
set, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); |
332 void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth, GLint border, ArrayBufferView dat
a); | 333 void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth, GLint border, ArrayBufferView dat
a); |
333 void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLin
t yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum f
ormat, ArrayBufferView data); | 334 void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLin
t yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum f
ormat, ArrayBufferView data); |
334 | 335 |
335 /* Programs and shaders */ | 336 /* Programs and shaders */ |
336 GLint getFragDataLocation(WebGLProgram? program, DOMString name); | 337 GLint getFragDataLocation(WebGLProgram? program, DOMString name); |
337 | 338 |
338 /* Uniforms and attributes */ | 339 /* Uniforms and attributes */ |
339 void uniform1ui(WebGLUniformLocation? location, GLuint v0); | 340 void uniform1ui(WebGLUniformLocation? location, GLuint v0); |
340 void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1); | 341 void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1); |
341 void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint
v2); | 342 void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint
v2); |
342 void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint
v2, GLuint v3); | 343 void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint
v2, GLuint v3); |
343 void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> value); | 344 void uniform1uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v); |
344 void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> value); | 345 void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> v); |
345 void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> value); | 346 void uniform2uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v); |
346 void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> value); | 347 void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> v); |
| 348 void uniform3uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v); |
| 349 void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> v); |
| 350 void uniform4uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U
int32Array v); |
| 351 void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> v); |
347 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 352 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); |
348 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 353 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); |
349 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 354 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); |
350 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 355 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); |
351 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 356 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); |
352 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 357 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); |
353 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 358 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); |
354 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 359 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); |
355 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 360 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); |
356 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 361 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); |
357 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); | 362 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value); |
358 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); | 363 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value); |
359 | 364 |
360 void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); | 365 void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); |
| 366 void vertexAttribI4iv(GLuint index, Int32Array v); |
361 void vertexAttribI4iv(GLuint index, sequence<GLint> v); | 367 void vertexAttribI4iv(GLuint index, sequence<GLint> v); |
362 void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); | 368 void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); |
| 369 void vertexAttribI4uiv(GLuint index, Uint32Array v); |
363 void vertexAttribI4uiv(GLuint index, sequence<GLuint> v); | 370 void vertexAttribI4uiv(GLuint index, sequence<GLuint> v); |
364 void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei str
ide, GLintptr offset); | 371 void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei str
ide, GLintptr offset); |
365 | 372 |
366 /* Writing to the drawing buffer */ | 373 /* Writing to the drawing buffer */ |
367 void vertexAttribDivisor(GLuint index, GLuint divisor); | 374 void vertexAttribDivisor(GLuint index, GLuint divisor); |
368 void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei in
stanceCount); | 375 void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei in
stanceCount); |
369 void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr
offset, GLsizei instanceCount); | 376 void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr
offset, GLsizei instanceCount); |
370 void drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
GLenum type, GLintptr offset); | 377 void drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
GLenum type, GLintptr offset); |
371 | 378 |
372 /* Multiple Render Targets */ | 379 /* Multiple Render Targets */ |
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394 GLboolean isSampler(WebGLSampler? sampler); | 401 GLboolean isSampler(WebGLSampler? sampler); |
395 void bindSampler(GLuint unit, WebGLSampler? sampler); | 402 void bindSampler(GLuint unit, WebGLSampler? sampler); |
396 void samplerParameteri(WebGLSampler? sampler, GLenum pname, GLint param); | 403 void samplerParameteri(WebGLSampler? sampler, GLenum pname, GLint param); |
397 void samplerParameterf(WebGLSampler? sampler, GLenum pname, GLfloat param); | 404 void samplerParameterf(WebGLSampler? sampler, GLenum pname, GLfloat param); |
398 [CallWith=ScriptState] any getSamplerParameter(WebGLSampler? sampler, GLenum
pname); | 405 [CallWith=ScriptState] any getSamplerParameter(WebGLSampler? sampler, GLenum
pname); |
399 | 406 |
400 /* Sync objects */ | 407 /* Sync objects */ |
401 WebGLSync fenceSync(GLenum condition, GLbitfield flags); | 408 WebGLSync fenceSync(GLenum condition, GLbitfield flags); |
402 GLboolean isSync(WebGLSync? sync); | 409 GLboolean isSync(WebGLSync? sync); |
403 void deleteSync(WebGLSync? sync); | 410 void deleteSync(WebGLSync? sync); |
404 GLenum clientWaitSync(WebGLSync? sync, GLbitfield flags, GLuint timeout); | 411 GLenum clientWaitSync(WebGLSync? sync, GLbitfield flags, GLint64 timeout); |
405 void waitSync(WebGLSync? sync, GLbitfield flags, GLuint timeout); | 412 void waitSync(WebGLSync? sync, GLbitfield flags, GLint64 timeout); |
406 | 413 |
407 [CallWith=ScriptState] any getSyncParameter(WebGLSync sync, GLenum pname); | 414 [CallWith=ScriptState] any getSyncParameter(WebGLSync? sync, GLenum pname); |
408 | 415 |
409 /* Transform Feedback */ | 416 /* Transform Feedback */ |
410 WebGLTransformFeedback createTransformFeedback(); | 417 WebGLTransformFeedback createTransformFeedback(); |
411 void deleteTransformFeedback(WebGLTransformFeedback? feedback); | 418 void deleteTransformFeedback(WebGLTransformFeedback? feedback); |
412 GLboolean isTransformFeedback(WebGLTransformFeedback? feedback); | 419 GLboolean isTransformFeedback(WebGLTransformFeedback? feedback); |
413 void bindTransformFeedback (GLenum target, WebGLTransformFeedback? feedback)
; | 420 void bindTransformFeedback (GLenum target, WebGLTransformFeedback? feedback)
; |
414 void beginTransformFeedback(GLenum primitiveMode); | 421 void beginTransformFeedback(GLenum primitiveMode); |
415 void endTransformFeedback(); | 422 void endTransformFeedback(); |
416 void transformFeedbackVaryings(WebGLProgram? program, sequence<DOMString> va
ryings, GLenum bufferMode); | 423 void transformFeedbackVaryings(WebGLProgram? program, sequence<DOMString> va
ryings, GLenum bufferMode); |
417 WebGLActiveInfo getTransformFeedbackVarying(WebGLProgram? program, GLuint in
dex); | 424 WebGLActiveInfo getTransformFeedbackVarying(WebGLProgram? program, GLuint in
dex); |
418 void pauseTransformFeedback(); | 425 void pauseTransformFeedback(); |
419 void resumeTransformFeedback(); | 426 void resumeTransformFeedback(); |
420 | 427 |
421 /* Uniform Buffer Objects and Transform Feedback Buffers */ | 428 /* Uniform Buffer Objects and Transform Feedback Buffers */ |
422 void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer); | 429 void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer); |
423 void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLint
ptr offset, GLsizeiptr size); | 430 void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLint
ptr offset, GLsizeiptr size); |
424 [CallWith=ScriptState] any getIndexedParameter(GLenum target, GLuint index); | 431 [CallWith=ScriptState] any getIndexedParameter(GLenum target, GLuint index); |
425 sequence<GLuint>? getUniformIndices(WebGLProgram? program, sequence<DOMStrin
g> uniformNames); | 432 sequence<GLuint>? getUniformIndices(WebGLProgram? program, sequence<DOMStrin
g> uniformNames); |
426 sequence<GLint>? getActiveUniforms(WebGLProgram? program, sequence<GLuint> u
niformIndices, GLenum pname); | 433 [CallWith=ScriptState] any getActiveUniforms(WebGLProgram? program, sequence
<GLuint> uniformIndices, GLenum pname); |
427 GLuint getUniformBlockIndex(WebGLProgram? program, DOMString uniformBlockNam
e); | 434 GLuint getUniformBlockIndex(WebGLProgram? program, DOMString uniformBlockNam
e); |
428 [CallWith=ScriptState] any getActiveUniformBlockParameter(WebGLProgram? prog
ram, GLuint uniformBlockIndex, GLenum pname); | 435 [CallWith=ScriptState] any getActiveUniformBlockParameter(WebGLProgram? prog
ram, GLuint uniformBlockIndex, GLenum pname); |
429 DOMString getActiveUniformBlockName(WebGLProgram? program, GLuint uniformBlo
ckIndex); | 436 DOMString? getActiveUniformBlockName(WebGLProgram? program, GLuint uniformBl
ockIndex); |
430 void uniformBlockBinding(WebGLProgram? program, GLuint uniformBlockIndex, GL
uint uniformBlockBinding); | 437 void uniformBlockBinding(WebGLProgram? program, GLuint uniformBlockIndex, GL
uint uniformBlockBinding); |
431 | 438 |
432 /* Vertex Array Objects */ | 439 /* Vertex Array Objects */ |
433 WebGLVertexArrayObject createVertexArray(); | 440 WebGLVertexArrayObject createVertexArray(); |
434 void deleteVertexArray(WebGLVertexArrayObject? vertexArray); | 441 [CallWith=ScriptState] void deleteVertexArray(WebGLVertexArrayObject? vertex
Array); |
435 GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray); | 442 GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray); |
436 void bindVertexArray(WebGLVertexArrayObject? vertexArray); | 443 [CallWith=ScriptState] void bindVertexArray(WebGLVertexArrayObject? vertexAr
ray); |
| 444 |
| 445 /* Reading */ |
| 446 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form
at, GLenum type, GLintptr offset); |
437 }; | 447 }; |
438 WebGL2RenderingContextBase implements WebGLRenderingContextBase; | 448 WebGL2RenderingContextBase implements WebGLRenderingContextBase; |
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