// AUTOGENERATED FILE -- DO NOT EDIT -- SEE Makefile // // WebGL IDL definitions scraped from the Khronos specification: // https://www.khronos.org/registry/webgl/specs/latest/ // Copyright (c) 2018 The Khronos Group Inc. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and/or associated documentation files (the // "Materials"), to deal in the Materials without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Materials, and to // permit persons to whom the Materials are furnished to do so, subject to // the following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Materials. // // THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, // TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE // MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. typedef unsigned long GLenum; typedef boolean GLboolean; typedef unsigned long GLbitfield; typedef byte GLbyte; /* 'byte' should be a signed 8 bit type. */ typedef short GLshort; typedef long GLint; typedef long GLsizei; typedef long long GLintptr; typedef long long GLsizeiptr; // Ideally the typedef below would use 'unsigned byte', but that doesn't currently exist in Web IDL. typedef octet GLubyte; /* 'octet' should be an unsigned 8 bit type. */ typedef unsigned short GLushort; typedef unsigned long GLuint; typedef unrestricted float GLfloat; typedef unrestricted float GLclampf; // The power preference settings are documented in the WebGLContextAttributes // section of the specification. enum WebGLPowerPreference { "default", "low-power", "high-performance" }; dictionary WebGLContextAttributes { GLboolean alpha = true; GLboolean depth = true; GLboolean stencil = false; GLboolean antialias = true; GLboolean premultipliedAlpha = true; GLboolean preserveDrawingBuffer = false; WebGLPowerPreference powerPreference = "default"; GLboolean failIfMajorPerformanceCaveat = false; }; [Exposed=(Window,Worker)] interface WebGLObject { }; [Exposed=(Window,Worker)] interface WebGLBuffer : WebGLObject { }; [Exposed=(Window,Worker)] interface WebGLFramebuffer : WebGLObject { }; [Exposed=(Window,Worker)] interface WebGLProgram : WebGLObject { }; [Exposed=(Window,Worker)] interface WebGLRenderbuffer : WebGLObject { }; [Exposed=(Window,Worker)] interface WebGLShader : WebGLObject { }; [Exposed=(Window,Worker)] interface WebGLTexture : WebGLObject { }; [Exposed=(Window,Worker)] interface WebGLUniformLocation { }; [Exposed=(Window,Worker)] interface WebGLActiveInfo { readonly attribute GLint size; readonly attribute GLenum type; readonly attribute DOMString name; }; [Exposed=(Window,Worker)] interface WebGLShaderPrecisionFormat { readonly attribute GLint rangeMin; readonly attribute GLint rangeMax; readonly attribute GLint precision; }; typedef (ImageBitmap or ImageData or HTMLImageElement or HTMLCanvasElement or HTMLVideoElement) TexImageSource; typedef ([AllowShared] Float32Array or sequence) Float32List; typedef ([AllowShared] Int32Array or sequence) Int32List; interface mixin WebGLRenderingContextBase { /* ClearBufferMask */ const GLenum DEPTH_BUFFER_BIT = 0x00000100; const GLenum STENCIL_BUFFER_BIT = 0x00000400; const GLenum COLOR_BUFFER_BIT = 0x00004000; /* BeginMode */ const GLenum POINTS = 0x0000; const GLenum LINES = 0x0001; const GLenum LINE_LOOP = 0x0002; const GLenum LINE_STRIP = 0x0003; const GLenum TRIANGLES = 0x0004; const GLenum TRIANGLE_STRIP = 0x0005; const GLenum TRIANGLE_FAN = 0x0006; /* AlphaFunction (not supported in ES20) */ /* NEVER */ /* LESS */ /* EQUAL */ /* LEQUAL */ /* GREATER */ /* NOTEQUAL */ /* GEQUAL */ /* ALWAYS */ /* BlendingFactorDest */ const GLenum ZERO = 0; const GLenum ONE = 1; const GLenum SRC_COLOR = 0x0300; const GLenum ONE_MINUS_SRC_COLOR = 0x0301; const GLenum SRC_ALPHA = 0x0302; const GLenum ONE_MINUS_SRC_ALPHA = 0x0303; const GLenum DST_ALPHA = 0x0304; const GLenum ONE_MINUS_DST_ALPHA = 0x0305; /* BlendingFactorSrc */ /* ZERO */ /* ONE */ const GLenum DST_COLOR = 0x0306; const GLenum ONE_MINUS_DST_COLOR = 0x0307; const GLenum SRC_ALPHA_SATURATE = 0x0308; /* SRC_ALPHA */ /* ONE_MINUS_SRC_ALPHA */ /* DST_ALPHA */ /* ONE_MINUS_DST_ALPHA */ /* BlendEquationSeparate */ const GLenum FUNC_ADD = 0x8006; const GLenum BLEND_EQUATION = 0x8009; const GLenum BLEND_EQUATION_RGB = 0x8009; /* same as BLEND_EQUATION */ const GLenum BLEND_EQUATION_ALPHA = 0x883D; /* BlendSubtract */ const GLenum FUNC_SUBTRACT = 0x800A; const GLenum FUNC_REVERSE_SUBTRACT = 0x800B; /* Separate Blend Functions */ const GLenum BLEND_DST_RGB = 0x80C8; const GLenum BLEND_SRC_RGB = 0x80C9; const GLenum BLEND_DST_ALPHA = 0x80CA; const GLenum BLEND_SRC_ALPHA = 0x80CB; const GLenum CONSTANT_COLOR = 0x8001; const GLenum ONE_MINUS_CONSTANT_COLOR = 0x8002; const GLenum CONSTANT_ALPHA = 0x8003; const GLenum ONE_MINUS_CONSTANT_ALPHA = 0x8004; const GLenum BLEND_COLOR = 0x8005; /* Buffer Objects */ const GLenum ARRAY_BUFFER = 0x8892; const GLenum ELEMENT_ARRAY_BUFFER = 0x8893; const GLenum ARRAY_BUFFER_BINDING = 0x8894; const GLenum ELEMENT_ARRAY_BUFFER_BINDING = 0x8895; const GLenum STREAM_DRAW = 0x88E0; const GLenum STATIC_DRAW = 0x88E4; const GLenum DYNAMIC_DRAW = 0x88E8; const GLenum BUFFER_SIZE = 0x8764; const GLenum BUFFER_USAGE = 0x8765; const GLenum CURRENT_VERTEX_ATTRIB = 0x8626; /* CullFaceMode */ const GLenum FRONT = 0x0404; const GLenum BACK = 0x0405; const GLenum FRONT_AND_BACK = 0x0408; /* DepthFunction */ /* NEVER */ /* LESS */ /* EQUAL */ /* LEQUAL */ /* GREATER */ /* NOTEQUAL */ /* GEQUAL */ /* ALWAYS */ /* EnableCap */ /* TEXTURE_2D */ const GLenum CULL_FACE = 0x0B44; const GLenum BLEND = 0x0BE2; const GLenum DITHER = 0x0BD0; const GLenum STENCIL_TEST = 0x0B90; const GLenum DEPTH_TEST = 0x0B71; const GLenum SCISSOR_TEST = 0x0C11; const GLenum POLYGON_OFFSET_FILL = 0x8037; const GLenum SAMPLE_ALPHA_TO_COVERAGE = 0x809E; const GLenum SAMPLE_COVERAGE = 0x80A0; /* ErrorCode */ const GLenum NO_ERROR = 0; const GLenum INVALID_ENUM = 0x0500; const GLenum INVALID_VALUE = 0x0501; const GLenum INVALID_OPERATION = 0x0502; const GLenum OUT_OF_MEMORY = 0x0505; /* FrontFaceDirection */ const GLenum CW = 0x0900; const GLenum CCW = 0x0901; /* GetPName */ const GLenum LINE_WIDTH = 0x0B21; const GLenum ALIASED_POINT_SIZE_RANGE = 0x846D; const GLenum ALIASED_LINE_WIDTH_RANGE = 0x846E; const GLenum CULL_FACE_MODE = 0x0B45; const GLenum FRONT_FACE = 0x0B46; const GLenum DEPTH_RANGE = 0x0B70; const GLenum DEPTH_WRITEMASK = 0x0B72; const GLenum DEPTH_CLEAR_VALUE = 0x0B73; const GLenum DEPTH_FUNC = 0x0B74; const GLenum STENCIL_CLEAR_VALUE = 0x0B91; const GLenum STENCIL_FUNC = 0x0B92; const GLenum STENCIL_FAIL = 0x0B94; const GLenum STENCIL_PASS_DEPTH_FAIL = 0x0B95; const GLenum STENCIL_PASS_DEPTH_PASS = 0x0B96; const GLenum STENCIL_REF = 0x0B97; const GLenum STENCIL_VALUE_MASK = 0x0B93; const GLenum STENCIL_WRITEMASK = 0x0B98; const GLenum STENCIL_BACK_FUNC = 0x8800; const GLenum STENCIL_BACK_FAIL = 0x8801; const GLenum STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802; const GLenum STENCIL_BACK_PASS_DEPTH_PASS = 0x8803; const GLenum STENCIL_BACK_REF = 0x8CA3; const GLenum STENCIL_BACK_VALUE_MASK = 0x8CA4; const GLenum STENCIL_BACK_WRITEMASK = 0x8CA5; const GLenum VIEWPORT = 0x0BA2; const GLenum SCISSOR_BOX = 0x0C10; /* SCISSOR_TEST */ const GLenum COLOR_CLEAR_VALUE = 0x0C22; const GLenum COLOR_WRITEMASK = 0x0C23; const GLenum UNPACK_ALIGNMENT = 0x0CF5; const GLenum PACK_ALIGNMENT = 0x0D05; const GLenum MAX_TEXTURE_SIZE = 0x0D33; const GLenum MAX_VIEWPORT_DIMS = 0x0D3A; const GLenum SUBPIXEL_BITS = 0x0D50; const GLenum RED_BITS = 0x0D52; const GLenum GREEN_BITS = 0x0D53; const GLenum BLUE_BITS = 0x0D54; const GLenum ALPHA_BITS = 0x0D55; const GLenum DEPTH_BITS = 0x0D56; const GLenum STENCIL_BITS = 0x0D57; const GLenum POLYGON_OFFSET_UNITS = 0x2A00; /* POLYGON_OFFSET_FILL */ const GLenum POLYGON_OFFSET_FACTOR = 0x8038; const GLenum TEXTURE_BINDING_2D = 0x8069; const GLenum SAMPLE_BUFFERS = 0x80A8; const GLenum SAMPLES = 0x80A9; const GLenum SAMPLE_COVERAGE_VALUE = 0x80AA; const GLenum SAMPLE_COVERAGE_INVERT = 0x80AB; /* GetTextureParameter */ /* TEXTURE_MAG_FILTER */ /* TEXTURE_MIN_FILTER */ /* TEXTURE_WRAP_S */ /* TEXTURE_WRAP_T */ const GLenum COMPRESSED_TEXTURE_FORMATS = 0x86A3; /* HintMode */ const GLenum DONT_CARE = 0x1100; const GLenum FASTEST = 0x1101; const GLenum NICEST = 0x1102; /* HintTarget */ const GLenum GENERATE_MIPMAP_HINT = 0x8192; /* DataType */ const GLenum BYTE = 0x1400; const GLenum UNSIGNED_BYTE = 0x1401; const GLenum SHORT = 0x1402; const GLenum UNSIGNED_SHORT = 0x1403; const GLenum INT = 0x1404; const GLenum UNSIGNED_INT = 0x1405; const GLenum FLOAT = 0x1406; /* PixelFormat */ const GLenum DEPTH_COMPONENT = 0x1902; const GLenum ALPHA = 0x1906; const GLenum RGB = 0x1907; const GLenum RGBA = 0x1908; const GLenum LUMINANCE = 0x1909; const GLenum LUMINANCE_ALPHA = 0x190A; /* PixelType */ /* UNSIGNED_BYTE */ const GLenum UNSIGNED_SHORT_4_4_4_4 = 0x8033; const GLenum UNSIGNED_SHORT_5_5_5_1 = 0x8034; const GLenum UNSIGNED_SHORT_5_6_5 = 0x8363; /* Shaders */ const GLenum FRAGMENT_SHADER = 0x8B30; const GLenum VERTEX_SHADER = 0x8B31; const GLenum MAX_VERTEX_ATTRIBS = 0x8869; const GLenum MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB; const GLenum MAX_VARYING_VECTORS = 0x8DFC; const GLenum MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D; const GLenum MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C; const GLenum MAX_TEXTURE_IMAGE_UNITS = 0x8872; const GLenum MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD; const GLenum SHADER_TYPE = 0x8B4F; const GLenum DELETE_STATUS = 0x8B80; const GLenum LINK_STATUS = 0x8B82; const GLenum VALIDATE_STATUS = 0x8B83; const GLenum ATTACHED_SHADERS = 0x8B85; const GLenum ACTIVE_UNIFORMS = 0x8B86; const GLenum ACTIVE_ATTRIBUTES = 0x8B89; const GLenum SHADING_LANGUAGE_VERSION = 0x8B8C; const GLenum CURRENT_PROGRAM = 0x8B8D; /* StencilFunction */ const GLenum NEVER = 0x0200; const GLenum LESS = 0x0201; const GLenum EQUAL = 0x0202; const GLenum LEQUAL = 0x0203; const GLenum GREATER = 0x0204; const GLenum NOTEQUAL = 0x0205; const GLenum GEQUAL = 0x0206; const GLenum ALWAYS = 0x0207; /* StencilOp */ /* ZERO */ const GLenum KEEP = 0x1E00; const GLenum REPLACE = 0x1E01; const GLenum INCR = 0x1E02; const GLenum DECR = 0x1E03; const GLenum INVERT = 0x150A; const GLenum INCR_WRAP = 0x8507; const GLenum DECR_WRAP = 0x8508; /* StringName */ const GLenum VENDOR = 0x1F00; const GLenum RENDERER = 0x1F01; const GLenum VERSION = 0x1F02; /* TextureMagFilter */ const GLenum NEAREST = 0x2600; const GLenum LINEAR = 0x2601; /* TextureMinFilter */ /* NEAREST */ /* LINEAR */ const GLenum NEAREST_MIPMAP_NEAREST = 0x2700; const GLenum LINEAR_MIPMAP_NEAREST = 0x2701; const GLenum NEAREST_MIPMAP_LINEAR = 0x2702; const GLenum LINEAR_MIPMAP_LINEAR = 0x2703; /* TextureParameterName */ const GLenum TEXTURE_MAG_FILTER = 0x2800; const GLenum TEXTURE_MIN_FILTER = 0x2801; const GLenum TEXTURE_WRAP_S = 0x2802; const GLenum TEXTURE_WRAP_T = 0x2803; /* TextureTarget */ const GLenum TEXTURE_2D = 0x0DE1; const GLenum TEXTURE = 0x1702; const GLenum TEXTURE_CUBE_MAP = 0x8513; const GLenum TEXTURE_BINDING_CUBE_MAP = 0x8514; const GLenum TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515; const GLenum TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516; const GLenum TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517; const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518; const GLenum TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519; const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A; const GLenum MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C; /* TextureUnit */ const GLenum TEXTURE0 = 0x84C0; const GLenum TEXTURE1 = 0x84C1; const GLenum TEXTURE2 = 0x84C2; const GLenum TEXTURE3 = 0x84C3; const GLenum TEXTURE4 = 0x84C4; const GLenum TEXTURE5 = 0x84C5; const GLenum TEXTURE6 = 0x84C6; const GLenum TEXTURE7 = 0x84C7; const GLenum TEXTURE8 = 0x84C8; const GLenum TEXTURE9 = 0x84C9; const GLenum TEXTURE10 = 0x84CA; const GLenum TEXTURE11 = 0x84CB; const GLenum TEXTURE12 = 0x84CC; const GLenum TEXTURE13 = 0x84CD; const GLenum TEXTURE14 = 0x84CE; const GLenum TEXTURE15 = 0x84CF; const GLenum TEXTURE16 = 0x84D0; const GLenum TEXTURE17 = 0x84D1; const GLenum TEXTURE18 = 0x84D2; const GLenum TEXTURE19 = 0x84D3; const GLenum TEXTURE20 = 0x84D4; const GLenum TEXTURE21 = 0x84D5; const GLenum TEXTURE22 = 0x84D6; const GLenum TEXTURE23 = 0x84D7; const GLenum TEXTURE24 = 0x84D8; const GLenum TEXTURE25 = 0x84D9; const GLenum TEXTURE26 = 0x84DA; const GLenum TEXTURE27 = 0x84DB; const GLenum TEXTURE28 = 0x84DC; const GLenum TEXTURE29 = 0x84DD; const GLenum TEXTURE30 = 0x84DE; const GLenum TEXTURE31 = 0x84DF; const GLenum ACTIVE_TEXTURE = 0x84E0; /* TextureWrapMode */ const GLenum REPEAT = 0x2901; const GLenum CLAMP_TO_EDGE = 0x812F; const GLenum MIRRORED_REPEAT = 0x8370; /* Uniform Types */ const GLenum FLOAT_VEC2 = 0x8B50; const GLenum FLOAT_VEC3 = 0x8B51; const GLenum FLOAT_VEC4 = 0x8B52; const GLenum INT_VEC2 = 0x8B53; const GLenum INT_VEC3 = 0x8B54; const GLenum INT_VEC4 = 0x8B55; const GLenum BOOL = 0x8B56; const GLenum BOOL_VEC2 = 0x8B57; const GLenum BOOL_VEC3 = 0x8B58; const GLenum BOOL_VEC4 = 0x8B59; const GLenum FLOAT_MAT2 = 0x8B5A; const GLenum FLOAT_MAT3 = 0x8B5B; const GLenum FLOAT_MAT4 = 0x8B5C; const GLenum SAMPLER_2D = 0x8B5E; const GLenum SAMPLER_CUBE = 0x8B60; /* Vertex Arrays */ const GLenum VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622; const GLenum VERTEX_ATTRIB_ARRAY_SIZE = 0x8623; const GLenum VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624; const GLenum VERTEX_ATTRIB_ARRAY_TYPE = 0x8625; const GLenum VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A; const GLenum VERTEX_ATTRIB_ARRAY_POINTER = 0x8645; const GLenum VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F; /* Read Format */ const GLenum IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A; const GLenum IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B; /* Shader Source */ const GLenum COMPILE_STATUS = 0x8B81; /* Shader Precision-Specified Types */ const GLenum LOW_FLOAT = 0x8DF0; const GLenum MEDIUM_FLOAT = 0x8DF1; const GLenum HIGH_FLOAT = 0x8DF2; const GLenum LOW_INT = 0x8DF3; const GLenum MEDIUM_INT = 0x8DF4; const GLenum HIGH_INT = 0x8DF5; /* Framebuffer Object. */ const GLenum FRAMEBUFFER = 0x8D40; const GLenum RENDERBUFFER = 0x8D41; const GLenum RGBA4 = 0x8056; const GLenum RGB5_A1 = 0x8057; const GLenum RGB565 = 0x8D62; const GLenum DEPTH_COMPONENT16 = 0x81A5; const GLenum STENCIL_INDEX8 = 0x8D48; const GLenum DEPTH_STENCIL = 0x84F9; const GLenum RENDERBUFFER_WIDTH = 0x8D42; const GLenum RENDERBUFFER_HEIGHT = 0x8D43; const GLenum RENDERBUFFER_INTERNAL_FORMAT = 0x8D44; const GLenum RENDERBUFFER_RED_SIZE = 0x8D50; const GLenum RENDERBUFFER_GREEN_SIZE = 0x8D51; const GLenum RENDERBUFFER_BLUE_SIZE = 0x8D52; const GLenum RENDERBUFFER_ALPHA_SIZE = 0x8D53; const GLenum RENDERBUFFER_DEPTH_SIZE = 0x8D54; const GLenum RENDERBUFFER_STENCIL_SIZE = 0x8D55; const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0; const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1; const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2; const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3; const GLenum COLOR_ATTACHMENT0 = 0x8CE0; const GLenum DEPTH_ATTACHMENT = 0x8D00; const GLenum STENCIL_ATTACHMENT = 0x8D20; const GLenum DEPTH_STENCIL_ATTACHMENT = 0x821A; const GLenum NONE = 0; const GLenum FRAMEBUFFER_COMPLETE = 0x8CD5; const GLenum FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6; const GLenum FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7; const GLenum FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9; const GLenum FRAMEBUFFER_UNSUPPORTED = 0x8CDD; const GLenum FRAMEBUFFER_BINDING = 0x8CA6; const GLenum RENDERBUFFER_BINDING = 0x8CA7; const GLenum MAX_RENDERBUFFER_SIZE = 0x84E8; const GLenum INVALID_FRAMEBUFFER_OPERATION = 0x0506; /* WebGL-specific enums */ const GLenum UNPACK_FLIP_Y_WEBGL = 0x9240; const GLenum UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241; const GLenum CONTEXT_LOST_WEBGL = 0x9242; const GLenum UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243; const GLenum BROWSER_DEFAULT_WEBGL = 0x9244; [Exposed=Window] readonly attribute HTMLCanvasElement canvas; readonly attribute GLsizei drawingBufferWidth; readonly attribute GLsizei drawingBufferHeight; [WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes(); [WebGLHandlesContextLoss] boolean isContextLost(); sequence? getSupportedExtensions(); object? getExtension(DOMString name); 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, GLsizeiptr size, GLenum usage); void bufferData(GLenum target, [AllowShared] BufferSource? data, GLenum usage); void bufferSubData(GLenum target, GLintptr offset, [AllowShared] BufferSource data); [WebGLHandlesContextLoss] 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, [AllowShared] ArrayBufferView data); void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, [AllowShared] 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); sequence? getAttachedShaders(WebGLProgram program); [WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram program, DOMString name); any getBufferParameter(GLenum target, GLenum pname); any getParameter(GLenum pname); [WebGLHandlesContextLoss] GLenum getError(); any getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname); any getProgramParameter(WebGLProgram program, GLenum pname); DOMString? getProgramInfoLog(WebGLProgram program); any getRenderbufferParameter(GLenum target, GLenum pname); any getShaderParameter(WebGLShader shader, GLenum pname); WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype); DOMString? getShaderInfoLog(WebGLShader shader); DOMString? getShaderSource(WebGLShader shader); any getTexParameter(GLenum target, GLenum pname); any getUniform(WebGLProgram program, WebGLUniformLocation location); WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name); any getVertexAttrib(GLuint index, GLenum pname); [WebGLHandlesContextLoss] GLintptr getVertexAttribOffset(GLuint index, GLenum pname); void hint(GLenum target, GLenum mode); [WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer); [WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap); [WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer); [WebGLHandlesContextLoss] GLboolean isProgram(WebGLProgram? program); [WebGLHandlesContextLoss] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer); [WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader); [WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture); void lineWidth(GLfloat width); void linkProgram(WebGLProgram program); void pixelStorei(GLenum pname, GLint param); void polygonOffset(GLfloat factor, GLfloat units); void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels); 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 source); 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); void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels); void texImage2D(GLenum target, GLint level, GLint internalformat, GLenum format, GLenum type, TexImageSource source); // May throw DOMException void texParameterf(GLenum target, GLenum pname, GLfloat param); void texParameteri(GLenum target, GLenum pname, GLint param); void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels); void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, TexImageSource source); // May throw DOMException void uniform1f(WebGLUniformLocation? location, GLfloat x); void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y); void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z); void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void uniform1i(WebGLUniformLocation? location, GLint x); void uniform2i(WebGLUniformLocation? location, GLint x, GLint y); void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z); void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w); void uniform1fv(WebGLUniformLocation? location, Float32List v); void uniform2fv(WebGLUniformLocation? location, Float32List v); void uniform3fv(WebGLUniformLocation? location, Float32List v); void uniform4fv(WebGLUniformLocation? location, Float32List v); void uniform1iv(WebGLUniformLocation? location, Int32List v); void uniform2iv(WebGLUniformLocation? location, Int32List v); void uniform3iv(WebGLUniformLocation? location, Int32List v); void uniform4iv(WebGLUniformLocation? location, Int32List v); void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value); void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value); void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value); void useProgram(WebGLProgram? program); void validateProgram(WebGLProgram program); void vertexAttrib1f(GLuint index, GLfloat x); void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y); void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void vertexAttrib1fv(GLuint index, Float32List values); void vertexAttrib2fv(GLuint index, Float32List values); void vertexAttrib3fv(GLuint index, Float32List values); void vertexAttrib4fv(GLuint index, Float32List values); void vertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); void viewport(GLint x, GLint y, GLsizei width, GLsizei height); }; [Exposed=(Window,Worker)] interface WebGLRenderingContext { }; WebGLRenderingContext includes WebGLRenderingContextBase; [Exposed=(Window,Worker), Constructor(DOMString type, optional WebGLContextEventInit eventInit)] interface WebGLContextEvent : Event { readonly attribute DOMString statusMessage; }; // EventInit is defined in the DOM4 specification. dictionary WebGLContextEventInit : EventInit { DOMString statusMessage = ""; };