зеркало из https://github.com/mozilla/gecko-dev.git
132 строки
5.6 KiB
Plaintext
132 строки
5.6 KiB
Plaintext
/* -*- Mode: IDL; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This IDL depends on WebGLRenderingContext.webidl
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*/
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[Pref="webgl.enable-prototype-webgl2"]
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interface WebGLQuery {
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};
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[Pref="webgl.enable-prototype-webgl2"]
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interface WebGL2RenderingContext : WebGLRenderingContext {
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/* depth textures */
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const GLenum UNSIGNED_INT_24_8 = 0x84FA;
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/* draw buffers */
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const GLenum COLOR_ATTACHMENT1 = 0x8CE1;
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const GLenum COLOR_ATTACHMENT2 = 0x8CE2;
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const GLenum COLOR_ATTACHMENT3 = 0x8CE3;
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const GLenum COLOR_ATTACHMENT4 = 0x8CE4;
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const GLenum COLOR_ATTACHMENT5 = 0x8CE5;
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const GLenum COLOR_ATTACHMENT6 = 0x8CE6;
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const GLenum COLOR_ATTACHMENT7 = 0x8CE7;
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const GLenum COLOR_ATTACHMENT8 = 0x8CE8;
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const GLenum COLOR_ATTACHMENT9 = 0x8CE9;
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const GLenum COLOR_ATTACHMENT10 = 0x8CEA;
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const GLenum COLOR_ATTACHMENT11 = 0x8CEB;
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const GLenum COLOR_ATTACHMENT12 = 0x8CEC;
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const GLenum COLOR_ATTACHMENT13 = 0x8CED;
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const GLenum COLOR_ATTACHMENT14 = 0x8CEE;
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const GLenum COLOR_ATTACHMENT15 = 0x8CEF;
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const GLenum DRAW_BUFFER0 = 0x8825;
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const GLenum DRAW_BUFFER1 = 0x8826;
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const GLenum DRAW_BUFFER2 = 0x8827;
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const GLenum DRAW_BUFFER3 = 0x8828;
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const GLenum DRAW_BUFFER4 = 0x8829;
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const GLenum DRAW_BUFFER5 = 0x882A;
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const GLenum DRAW_BUFFER6 = 0x882B;
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const GLenum DRAW_BUFFER7 = 0x882C;
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const GLenum DRAW_BUFFER8 = 0x882D;
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const GLenum DRAW_BUFFER9 = 0x882E;
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const GLenum DRAW_BUFFER10 = 0x882F;
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const GLenum DRAW_BUFFER11 = 0x8830;
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const GLenum DRAW_BUFFER12 = 0x8831;
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const GLenum DRAW_BUFFER13 = 0x8832;
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const GLenum DRAW_BUFFER14 = 0x8833;
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const GLenum DRAW_BUFFER15 = 0x8834;
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const GLenum MAX_COLOR_ATTACHMENTS = 0x8CDF;
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const GLenum MAX_DRAW_BUFFERS = 0x8824;
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void drawBuffers(sequence<GLenum> buffers);
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/* draw instanced */
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void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount);
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void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei primcount);
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/* instanced array */
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const GLenum VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88FE;
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void vertexAttribDivisor(GLuint index, GLuint divisor);
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/* blend equations */
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const GLenum MIN = 0x8007;
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const GLenum MAX = 0x8008;
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/* transform feedback */
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const GLenum RASTERIZER_DISCARD = 0x8C89;
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const GLenum TRANSFORM_FEEDBACK_BUFFER = 0x8C8E;
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const GLenum TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F;
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const GLenum TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84;
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const GLenum TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85;
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const GLenum MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B;
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/* query objects */
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const GLenum CURRENT_QUERY = 0x8865;
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const GLenum QUERY_RESULT = 0x8866;
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const GLenum QUERY_RESULT_AVAILABLE = 0x8867;
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void beginQuery(GLenum target, WebGLQuery? queryObject);
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WebGLQuery? createQuery();
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void deleteQuery(WebGLQuery? queryObject);
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void endQuery(GLenum target);
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WebGLQuery? getQuery(GLenum target, GLenum pname);
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any getQueryObject(WebGLQuery? queryObject, GLenum pname);
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[WebGLHandlesContextLoss] GLboolean isQuery(WebGLQuery? queryObject);
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/* occlusion queries */
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const GLenum ANY_SAMPLES_PASSED = 0x8C2F;
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const GLenum ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A;
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/* transform feedback queries */
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const GLenum TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88;
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/* buffer objects */
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void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer);
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void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer,
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GLintptr offset, GLsizeiptr size);
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/* standart derivatives */
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const GLenum FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B;
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/* state requests */
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any getParameterIndexed(GLenum pname, GLuint index);
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/* vertex array objects */
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const GLenum VERTEX_ARRAY_BINDING = 0x85B5;
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void bindVertexArray(WebGLVertexArray? arrayObject);
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WebGLVertexArray? createVertexArray();
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void deleteVertexArray(WebGLVertexArray? arrayObject);
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[WebGLHandlesContextLoss] GLboolean isVertexArray(WebGLVertexArray? arrayObject);
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};
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