зеркало из https://github.com/mozilla/gecko-dev.git
Bug 1318507 - Minimize WebGL idl divergence. - r=qdot
MozReview-Commit-ID: C8ap7ZHZSv9
This commit is contained in:
Родитель
dfc96df660
Коммит
b02c0e8712
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@ -282,26 +282,13 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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const GLenum ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A;
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const GLenum SAMPLER_BINDING = 0x8919;
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const GLenum RGB10_A2UI = 0x906F;
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const GLenum GREEN = 0x1904;
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const GLenum BLUE = 0x1905;
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const GLenum INT_2_10_10_10_REV = 0x8D9F;
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const GLenum TRANSFORM_FEEDBACK = 0x8E22;
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const GLenum TRANSFORM_FEEDBACK_PAUSED = 0x8E23;
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const GLenum TRANSFORM_FEEDBACK_ACTIVE = 0x8E24;
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const GLenum TRANSFORM_FEEDBACK_BINDING = 0x8E25;
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const GLenum COMPRESSED_R11_EAC = 0x9270;
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const GLenum COMPRESSED_SIGNED_R11_EAC = 0x9271;
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const GLenum COMPRESSED_RG11_EAC = 0x9272;
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const GLenum COMPRESSED_SIGNED_RG11_EAC = 0x9273;
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const GLenum COMPRESSED_RGB8_ETC2 = 0x9274;
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const GLenum COMPRESSED_SRGB8_ETC2 = 0x9275;
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const GLenum COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9276;
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const GLenum COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277;
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const GLenum COMPRESSED_RGBA8_ETC2_EAC = 0x9278;
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const GLenum COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9279;
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const GLenum TEXTURE_IMMUTABLE_FORMAT = 0x912F;
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const GLenum MAX_ELEMENT_INDEX = 0x8D6B;
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const GLenum NUM_SAMPLE_COUNTS = 0x9380;
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const GLenum TEXTURE_IMMUTABLE_LEVELS = 0x82DF;
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const GLint64 TIMEOUT_IGNORED = -1;
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@ -312,12 +299,10 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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/* Buffer objects */
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// WebGL1:
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void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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void bufferData(GLenum target, ArrayBufferView data, GLenum usage);
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void bufferData(GLenum target, ArrayBuffer? data, GLenum usage);
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void bufferData(GLenum target, SharedArrayBuffer data, GLenum usage);
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void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView data);
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void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data);
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void bufferSubData(GLenum target, GLintptr offset, SharedArrayBuffer data);
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void bufferData(GLenum target, ArrayBuffer? srcData, GLenum usage);
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void bufferData(GLenum target, ArrayBufferView srcData, GLenum usage);
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void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer srcData);
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void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView srcData);
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// WebGL2:
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void bufferData(GLenum target, ArrayBufferView srcData, GLenum usage, GLuint srcOffset,
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optional GLuint length = 0);
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@ -365,18 +350,22 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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GLsizei width, GLsizei height, GLint border, GLenum format,
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GLenum type, ArrayBufferView? pixels);
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[Throws]
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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void texImage2D(GLenum target, GLint level, GLint internalformat,
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GLenum format, GLenum type, HTMLCanvasElement source); // May throw DOMException
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[Throws]
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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void texImage2D(GLenum target, GLint level, GLint internalformat,
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GLenum format, GLenum type, HTMLImageElement source); // May throw DOMException
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[Throws]
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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void texImage2D(GLenum target, GLint level, GLint internalformat,
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GLenum format, GLenum type, HTMLVideoElement source); // May throw DOMException
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[Throws] // Another overhead throws.
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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void texImage2D(GLenum target, GLint level, GLint internalformat,
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GLenum format, GLenum type, ImageData source);
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[Throws] // Another overhead throws.
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height,
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GLenum format, GLenum type, ArrayBufferView? pixels);
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[Throws]
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLenum format, GLenum type, HTMLCanvasElement source); // May throw DOMException
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@ -464,7 +453,7 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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[Throws] // Another overhead throws.
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,
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GLsizei height, GLenum format, GLenum type, ArrayBufferView srcData,
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optional GLuint srcOffset = 0);
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GLuint srcOffset);
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[Throws] // Another overhead throws.
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void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
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@ -489,7 +478,7 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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[Throws] // Another overhead throws.
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void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
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GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
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ArrayBufferView srcData, optional GLuint srcOffset = 0);
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ArrayBufferView? srcData, optional GLuint srcOffset = 0);
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void copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
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GLint x, GLint y, GLsizei width, GLsizei height);
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@ -498,20 +487,21 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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GLsizei height, GLint border, GLintptr offset);
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void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width,
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GLsizei height, GLint border, ArrayBufferView srcData,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0);
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void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width,
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GLsizei height, GLsizei depth, GLint border, GLintptr offset);
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void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width,
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GLsizei height, GLsizei depth, GLint border, ArrayBufferView srcData,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0);
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void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height, GLenum format, GLintptr offset);
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void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height, GLenum format,
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ArrayBufferView srcData, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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ArrayBufferView srcData,
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optional GLuint srcOffset = 0,
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optional GLuint srcLengthOverride = 0);
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void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
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@ -519,10 +509,11 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
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GLenum format, ArrayBufferView srcData,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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optional GLuint srcOffset = 0,
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optional GLuint srcLengthOverride = 0);
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/* Programs and shaders */
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[WebGLHandlesContextLoss] GLint getFragDataLocation(WebGLProgram? program, DOMString name);
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[WebGLHandlesContextLoss] GLint getFragDataLocation(WebGLProgram program, DOMString name);
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/* Uniforms */
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void uniform1ui(WebGLUniformLocation? location, GLuint v0);
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@ -592,12 +583,17 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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void drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset);
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/* Reading back pixels */
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// WebGL1:
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[Throws] // Throws on readback in a write-only context.
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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ArrayBufferView? dstData);
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// WebGL2:
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[Throws] // Throws on readback in a write-only context.
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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GLintptr offset);
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[Throws] // Throws on readback in a write-only context.
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void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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ArrayBufferView dstData, optional GLuint dstOffset = 0);
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ArrayBufferView dstData, GLuint dstOffset);
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/* Multiple Render Targets */
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void drawBuffers(sequence<GLenum> buffers);
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@ -615,27 +611,27 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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WebGLQuery? createQuery();
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void deleteQuery(WebGLQuery? query);
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[WebGLHandlesContextLoss] GLboolean isQuery(WebGLQuery? query);
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void beginQuery(GLenum target, WebGLQuery? query);
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void beginQuery(GLenum target, WebGLQuery query);
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void endQuery(GLenum target);
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any getQuery(GLenum target, GLenum pname);
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any getQueryParameter(WebGLQuery? query, GLenum pname);
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WebGLQuery? getQuery(GLenum target, GLenum pname);
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any getQueryParameter(WebGLQuery query, GLenum pname);
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/* Sampler Objects */
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WebGLSampler? createSampler();
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void deleteSampler(WebGLSampler? sampler);
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[WebGLHandlesContextLoss] GLboolean isSampler(WebGLSampler? sampler);
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void bindSampler(GLuint unit, WebGLSampler? sampler);
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void samplerParameteri(WebGLSampler? sampler, GLenum pname, GLint param);
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void samplerParameterf(WebGLSampler? sampler, GLenum pname, GLfloat param);
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any getSamplerParameter(WebGLSampler? sampler, GLenum pname);
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void samplerParameteri(WebGLSampler sampler, GLenum pname, GLint param);
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void samplerParameterf(WebGLSampler sampler, GLenum pname, GLfloat param);
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any getSamplerParameter(WebGLSampler sampler, GLenum pname);
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/* Sync objects */
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WebGLSync? fenceSync(GLenum condition, GLbitfield flags);
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[WebGLHandlesContextLoss] GLboolean isSync(WebGLSync? sync);
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void deleteSync(WebGLSync? sync);
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GLenum clientWaitSync(WebGLSync? sync, GLbitfield flags, GLint64 timeout);
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void waitSync(WebGLSync? sync, GLbitfield flags, GLint64 timeout);
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any getSyncParameter(WebGLSync? sync, GLenum pname);
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GLenum clientWaitSync(WebGLSync sync, GLbitfield flags, GLuint64 timeout);
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void waitSync(WebGLSync sync, GLbitfield flags, GLint64 timeout);
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any getSyncParameter(WebGLSync sync, GLenum pname);
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/* Transform Feedback */
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WebGLTransformFeedback? createTransformFeedback();
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@ -644,8 +640,9 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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void bindTransformFeedback(GLenum target, WebGLTransformFeedback? tf);
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void beginTransformFeedback(GLenum primitiveMode);
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void endTransformFeedback();
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void transformFeedbackVaryings(WebGLProgram? program, sequence<DOMString> varyings, GLenum bufferMode);
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[NewObject] WebGLActiveInfo? getTransformFeedbackVarying(WebGLProgram? program, GLuint index);
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void transformFeedbackVaryings(WebGLProgram program, sequence<DOMString> varyings, GLenum bufferMode);
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[NewObject]
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WebGLActiveInfo? getTransformFeedbackVarying(WebGLProgram program, GLuint index);
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void pauseTransformFeedback();
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void resumeTransformFeedback();
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@ -654,13 +651,13 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLintptr offset, GLsizeiptr size);
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[Throws] // GetOrCreateDOMReflector can fail.
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any getIndexedParameter(GLenum target, GLuint index);
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sequence<GLuint>? getUniformIndices(WebGLProgram? program, sequence<DOMString> uniformNames);
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any getActiveUniforms(WebGLProgram? program, sequence<GLuint> uniformIndices, GLenum pname);
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GLuint getUniformBlockIndex(WebGLProgram? program, DOMString uniformBlockName);
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sequence<GLuint>? getUniformIndices(WebGLProgram program, sequence<DOMString> uniformNames);
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any getActiveUniforms(WebGLProgram program, sequence<GLuint> uniformIndices, GLenum pname);
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GLuint getUniformBlockIndex(WebGLProgram program, DOMString uniformBlockName);
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[Throws] // Creating a Uint32Array can fail.
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any getActiveUniformBlockParameter(WebGLProgram? program, GLuint uniformBlockIndex, GLenum pname);
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DOMString? getActiveUniformBlockName(WebGLProgram? program, GLuint uniformBlockIndex);
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void uniformBlockBinding(WebGLProgram? program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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any getActiveUniformBlockParameter(WebGLProgram program, GLuint uniformBlockIndex, GLenum pname);
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DOMString? getActiveUniformBlockName(WebGLProgram program, GLuint uniformBlockIndex);
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void uniformBlockBinding(WebGLProgram program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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/* Vertex Array Objects */
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WebGLVertexArrayObject? createVertexArray();
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@ -36,13 +36,13 @@ dictionary WebGLContextAttributes {
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// boolean alpha = true;
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// We deviate from the spec here.
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// If alpha isn't specified, we rely on a pref ("webgl.default-no-alpha")
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boolean alpha;
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boolean depth = true;
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boolean stencil = false;
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boolean antialias = true;
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boolean premultipliedAlpha = true;
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boolean preserveDrawingBuffer = false;
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boolean failIfMajorPerformanceCaveat = false;
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GLboolean alpha;
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GLboolean depth = true;
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GLboolean stencil = false;
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GLboolean antialias = true;
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GLboolean premultipliedAlpha = true;
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GLboolean preserveDrawingBuffer = false;
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GLboolean failIfMajorPerformanceCaveat = false;
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};
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[Exposed=(Window,Worker),
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@ -540,8 +540,8 @@ interface WebGLRenderingContext {
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object? getExtension(DOMString name);
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void activeTexture(GLenum texture);
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void attachShader(WebGLProgram? program, WebGLShader? shader);
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void bindAttribLocation(WebGLProgram? program, GLuint index, DOMString name);
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void attachShader(WebGLProgram program, WebGLShader shader);
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void bindAttribLocation(WebGLProgram program, GLuint index, DOMString name);
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void bindBuffer(GLenum target, WebGLBuffer? buffer);
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void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
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void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
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@ -554,12 +554,10 @@ interface WebGLRenderingContext {
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GLenum srcAlpha, GLenum dstAlpha);
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void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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void bufferData(GLenum target, ArrayBufferView data, GLenum usage);
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void bufferData(GLenum target, ArrayBuffer? data, GLenum usage);
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void bufferData(GLenum target, SharedArrayBuffer data, GLenum usage);
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void bufferData(GLenum target, ArrayBufferView data, GLenum usage);
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void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer data);
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void bufferSubData(GLenum target, GLintptr offset, ArrayBufferView data);
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void bufferSubData(GLenum target, GLintptr offset, ArrayBuffer? data);
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void bufferSubData(GLenum target, GLintptr offset, SharedArrayBuffer data);
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[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
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void clear(GLbitfield mask);
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@ -567,7 +565,7 @@ interface WebGLRenderingContext {
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void clearDepth(GLclampf depth);
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void clearStencil(GLint s);
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void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void compileShader(WebGLShader? shader);
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void compileShader(WebGLShader shader);
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void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border,
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@ -602,7 +600,7 @@ interface WebGLRenderingContext {
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void depthFunc(GLenum func);
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void depthMask(GLboolean flag);
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void depthRange(GLclampf zNear, GLclampf zFar);
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void detachShader(WebGLProgram? program, WebGLShader? shader);
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void detachShader(WebGLProgram program, WebGLShader shader);
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void disable(GLenum cap);
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void disableVertexAttribArray(GLuint index);
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void drawArrays(GLenum mode, GLint first, GLsizei count);
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@ -622,13 +620,13 @@ interface WebGLRenderingContext {
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void generateMipmap(GLenum target);
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[NewObject]
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WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint index);
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WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);
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[NewObject]
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WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index);
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WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);
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sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program);
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sequence<WebGLShader>? getAttachedShaders(WebGLProgram program);
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[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram? program, DOMString name);
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[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram program, DOMString name);
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any getBufferParameter(GLenum target, GLenum pname);
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[Throws]
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@ -639,29 +637,29 @@ interface WebGLRenderingContext {
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[Throws]
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any getFramebufferAttachmentParameter(GLenum target, GLenum attachment,
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GLenum pname);
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any getProgramParameter(WebGLProgram? program, GLenum pname);
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DOMString? getProgramInfoLog(WebGLProgram? program);
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any getProgramParameter(WebGLProgram program, GLenum pname);
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DOMString? getProgramInfoLog(WebGLProgram program);
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any getRenderbufferParameter(GLenum target, GLenum pname);
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any getShaderParameter(WebGLShader? shader, GLenum pname);
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any getShaderParameter(WebGLShader shader, GLenum pname);
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[NewObject]
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WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
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DOMString? getShaderInfoLog(WebGLShader? shader);
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DOMString? getShaderInfoLog(WebGLShader shader);
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DOMString? getShaderSource(WebGLShader? shader);
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DOMString? getShaderSource(WebGLShader shader);
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any getTexParameter(GLenum target, GLenum pname);
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any getUniform(WebGLProgram? program, WebGLUniformLocation? location);
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any getUniform(WebGLProgram program, WebGLUniformLocation location);
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[NewObject]
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WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name);
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WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);
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[Throws]
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any getVertexAttrib(GLuint index, GLenum pname);
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[WebGLHandlesContextLoss] GLsizeiptr getVertexAttribOffset(GLuint index, GLenum pname);
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[WebGLHandlesContextLoss] GLintptr getVertexAttribOffset(GLuint index, GLenum pname);
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void hint(GLenum target, GLenum mode);
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[WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer);
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@ -672,7 +670,7 @@ interface WebGLRenderingContext {
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[WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader);
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[WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture);
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void lineWidth(GLfloat width);
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void linkProgram(WebGLProgram? program);
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void linkProgram(WebGLProgram program);
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void pixelStorei(GLenum pname, GLint param);
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void polygonOffset(GLfloat factor, GLfloat units);
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@ -685,7 +683,7 @@ interface WebGLRenderingContext {
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void sampleCoverage(GLclampf value, GLboolean invert);
|
||||
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
|
||||
void shaderSource(WebGLShader? shader, DOMString source);
|
||||
void shaderSource(WebGLShader shader, DOMString source);
|
||||
|
||||
void stencilFunc(GLenum func, GLint ref, GLuint mask);
|
||||
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
|
||||
|
@ -697,20 +695,20 @@ interface WebGLRenderingContext {
|
|||
|
||||
// Overloads must share [Throws].
|
||||
[Throws] // Can't actually throw.
|
||||
void texImage2D(GLenum target, GLint level, GLenum internalformat,
|
||||
void texImage2D(GLenum target, GLint level, GLint internalformat,
|
||||
GLsizei width, GLsizei height, GLint border, GLenum format,
|
||||
GLenum type, ArrayBufferView? pixels);
|
||||
[Throws] // Can't actually throw.
|
||||
void texImage2D(GLenum target, GLint level, GLenum internalformat,
|
||||
void texImage2D(GLenum target, GLint level, GLint internalformat,
|
||||
GLenum format, GLenum type, ImageData pixels);
|
||||
[Throws]
|
||||
void texImage2D(GLenum target, GLint level, GLenum internalformat,
|
||||
void texImage2D(GLenum target, GLint level, GLint internalformat,
|
||||
GLenum format, GLenum type, HTMLImageElement image); // May throw DOMException
|
||||
[Throws]
|
||||
void texImage2D(GLenum target, GLint level, GLenum internalformat,
|
||||
void texImage2D(GLenum target, GLint level, GLint internalformat,
|
||||
GLenum format, GLenum type, HTMLCanvasElement canvas); // May throw DOMException
|
||||
[Throws]
|
||||
void texImage2D(GLenum target, GLint level, GLenum internalformat,
|
||||
void texImage2D(GLenum target, GLint level, GLint internalformat,
|
||||
GLenum format, GLenum type, HTMLVideoElement video); // May throw DOMException
|
||||
|
||||
void texParameterf(GLenum target, GLenum pname, GLfloat param);
|
||||
|
@ -718,8 +716,8 @@ interface WebGLRenderingContext {
|
|||
|
||||
[Throws] // Can't actually throw.
|
||||
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
|
||||
GLsizei width, GLsizei height, GLenum format, GLenum type,
|
||||
ArrayBufferView pixels);
|
||||
GLsizei width, GLsizei height,
|
||||
GLenum format, GLenum type, ArrayBufferView? pixels);
|
||||
[Throws] // Can't actually throw.
|
||||
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
|
||||
GLenum format, GLenum type, ImageData pixels);
|
||||
|
@ -758,7 +756,7 @@ interface WebGLRenderingContext {
|
|||
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data);
|
||||
|
||||
void useProgram(WebGLProgram? program);
|
||||
void validateProgram(WebGLProgram? program);
|
||||
void validateProgram(WebGLProgram program);
|
||||
|
||||
void vertexAttrib1f(GLuint indx, GLfloat x);
|
||||
void vertexAttrib1fv(GLuint indx, Float32Array values);
|
||||
|
@ -846,7 +844,7 @@ interface WEBGL_debug_renderer_info
|
|||
[NoInterfaceObject]
|
||||
interface WEBGL_debug_shaders
|
||||
{
|
||||
DOMString getTranslatedShaderSource(WebGLShader? shader);
|
||||
DOMString getTranslatedShaderSource(WebGLShader shader);
|
||||
};
|
||||
|
||||
[NoInterfaceObject]
|
||||
|
@ -1019,9 +1017,9 @@ interface EXT_disjoint_timer_query {
|
|||
WebGLQuery? createQueryEXT();
|
||||
void deleteQueryEXT(WebGLQuery? query);
|
||||
[WebGLHandlesContextLoss] boolean isQueryEXT(WebGLQuery? query);
|
||||
void beginQueryEXT(GLenum target, WebGLQuery? query);
|
||||
void beginQueryEXT(GLenum target, WebGLQuery query);
|
||||
void endQueryEXT(GLenum target);
|
||||
void queryCounterEXT(WebGLQuery? query, GLenum target);
|
||||
void queryCounterEXT(WebGLQuery query, GLenum target);
|
||||
any getQueryEXT(GLenum target, GLenum pname);
|
||||
any getQueryObjectEXT(WebGLQuery? query, GLenum pname);
|
||||
any getQueryObjectEXT(WebGLQuery query, GLenum pname);
|
||||
};
|
||||
|
|
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