blob: c80eb92df3db086a31d72ea5efb564559c842f56 [file] [log] [blame]
/*
* Copyright (C) 2015 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
typedef unsigned long GLenum;
typedef boolean GLboolean;
typedef unsigned long GLbitfield;
typedef byte GLbyte;
typedef short GLshort;
typedef long GLint;
typedef long GLsizei;
typedef long long GLintptr;
typedef long long GLsizeiptr;
typedef long long GLint64;
typedef octet GLubyte;
typedef unsigned short GLushort;
typedef unsigned long GLuint;
typedef unsigned long long GLuint64;
typedef unrestricted float GLfloat;
typedef unrestricted float GLclampf;
typedef (ArrayBuffer or ArrayBufferView) BufferDataSource;
typedef (Float32Array or sequence<GLfloat>) Float32List;
typedef (Int32Array or sequence<GLint>) Int32List;
typedef (Uint32Array or sequence<GLuint>) Uint32List;
#ifdef ENABLE_VIDEO
typedef (ImageBitmap or ImageData or HTMLImageElement or HTMLCanvasElement or HTMLVideoElement) TexImageSource;
#else
typedef (ImageBitmap or ImageData or HTMLImageElement or HTMLCanvasElement) TexImageSource;
#endif
[
ActiveDOMObject,
Conditional=WEBGL2,
EnabledAtRuntime=WebGL2,
JSCustomMarkFunction,
JSGenerateToJSObject,
DoNotCheckConstants,
CallTracingCallback=recordCanvasAction,
] interface WebGL2RenderingContext {
// The specification splits the API surface into a WebGL2RenderingContextBase
// and a WebGL2RenderingContext, but we merge both into one class.
// WebGLRenderingContextBase contents.
const GLenum READ_BUFFER = 0x0C02;
const GLenum UNPACK_ROW_LENGTH = 0x0CF2;
const GLenum UNPACK_SKIP_ROWS = 0x0CF3;
const GLenum UNPACK_SKIP_PIXELS = 0x0CF4;
const GLenum PACK_ROW_LENGTH = 0x0D02;
const GLenum PACK_SKIP_ROWS = 0x0D03;
const GLenum PACK_SKIP_PIXELS = 0x0D04;
const GLenum COLOR = 0x1800;
const GLenum DEPTH = 0x1801;
const GLenum STENCIL = 0x1802;
const GLenum RED = 0x1903;
const GLenum RGB8 = 0x8051;
const GLenum RGBA8 = 0x8058;
const GLenum RGB10_A2 = 0x8059;
const GLenum TEXTURE_BINDING_3D = 0x806A;
const GLenum UNPACK_SKIP_IMAGES = 0x806D;
const GLenum UNPACK_IMAGE_HEIGHT = 0x806E;
const GLenum TEXTURE_3D = 0x806F;
const GLenum TEXTURE_WRAP_R = 0x8072;
const GLenum MAX_3D_TEXTURE_SIZE = 0x8073;
const GLenum UNSIGNED_INT_2_10_10_10_REV = 0x8368;
const GLenum MAX_ELEMENTS_VERTICES = 0x80E8;
const GLenum MAX_ELEMENTS_INDICES = 0x80E9;
const GLenum TEXTURE_MIN_LOD = 0x813A;
const GLenum TEXTURE_MAX_LOD = 0x813B;
const GLenum TEXTURE_BASE_LEVEL = 0x813C;
const GLenum TEXTURE_MAX_LEVEL = 0x813D;
const GLenum MIN = 0x8007;
const GLenum MAX = 0x8008;
const GLenum DEPTH_COMPONENT24 = 0x81A6;
const GLenum MAX_TEXTURE_LOD_BIAS = 0x84FD;
const GLenum TEXTURE_COMPARE_MODE = 0x884C;
const GLenum TEXTURE_COMPARE_FUNC = 0x884D;
const GLenum CURRENT_QUERY = 0x8865;
const GLenum QUERY_RESULT = 0x8866;
const GLenum QUERY_RESULT_AVAILABLE = 0x8867;
const GLenum STREAM_READ = 0x88E1;
const GLenum STREAM_COPY = 0x88E2;
const GLenum STATIC_READ = 0x88E5;
const GLenum STATIC_COPY = 0x88E6;
const GLenum DYNAMIC_READ = 0x88E9;
const GLenum DYNAMIC_COPY = 0x88EA;
const GLenum MAX_DRAW_BUFFERS = 0x8824;
const GLenum DRAW_BUFFER0 = 0x8825;
const GLenum DRAW_BUFFER1 = 0x8826;
const GLenum DRAW_BUFFER2 = 0x8827;
const GLenum DRAW_BUFFER3 = 0x8828;
const GLenum DRAW_BUFFER4 = 0x8829;
const GLenum DRAW_BUFFER5 = 0x882A;
const GLenum DRAW_BUFFER6 = 0x882B;
const GLenum DRAW_BUFFER7 = 0x882C;
const GLenum DRAW_BUFFER8 = 0x882D;
const GLenum DRAW_BUFFER9 = 0x882E;
const GLenum DRAW_BUFFER10 = 0x882F;
const GLenum DRAW_BUFFER11 = 0x8830;
const GLenum DRAW_BUFFER12 = 0x8831;
const GLenum DRAW_BUFFER13 = 0x8832;
const GLenum DRAW_BUFFER14 = 0x8833;
const GLenum DRAW_BUFFER15 = 0x8834;
const GLenum MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49;
const GLenum MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A;
const GLenum SAMPLER_3D = 0x8B5F;
const GLenum SAMPLER_2D_SHADOW = 0x8B62;
const GLenum FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B;
const GLenum PIXEL_PACK_BUFFER = 0x88EB;
const GLenum PIXEL_UNPACK_BUFFER = 0x88EC;
const GLenum PIXEL_PACK_BUFFER_BINDING = 0x88ED;
const GLenum PIXEL_UNPACK_BUFFER_BINDING = 0x88EF;
const GLenum FLOAT_MAT2x3 = 0x8B65;
const GLenum FLOAT_MAT2x4 = 0x8B66;
const GLenum FLOAT_MAT3x2 = 0x8B67;
const GLenum FLOAT_MAT3x4 = 0x8B68;
const GLenum FLOAT_MAT4x2 = 0x8B69;
const GLenum FLOAT_MAT4x3 = 0x8B6A;
const GLenum SRGB = 0x8C40;
const GLenum SRGB8 = 0x8C41;
const GLenum SRGB8_ALPHA8 = 0x8C43;
const GLenum COMPARE_REF_TO_TEXTURE = 0x884E;
const GLenum RGBA32F = 0x8814;
const GLenum RGB32F = 0x8815;
const GLenum RGBA16F = 0x881A;
const GLenum RGB16F = 0x881B;
const GLenum VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD;
const GLenum MAX_ARRAY_TEXTURE_LAYERS = 0x88FF;
const GLenum MIN_PROGRAM_TEXEL_OFFSET = 0x8904;
const GLenum MAX_PROGRAM_TEXEL_OFFSET = 0x8905;
const GLenum MAX_VARYING_COMPONENTS = 0x8B4B;
const GLenum TEXTURE_2D_ARRAY = 0x8C1A;
const GLenum TEXTURE_BINDING_2D_ARRAY = 0x8C1D;
const GLenum R11F_G11F_B10F = 0x8C3A;
const GLenum UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B;
const GLenum RGB9_E5 = 0x8C3D;
const GLenum UNSIGNED_INT_5_9_9_9_REV = 0x8C3E;
const GLenum TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F;
const GLenum MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80;
const GLenum TRANSFORM_FEEDBACK_VARYINGS = 0x8C83;
const GLenum TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84;
const GLenum TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85;
const GLenum TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88;
const GLenum RASTERIZER_DISCARD = 0x8C89;
const GLenum MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A;
const GLenum MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B;
const GLenum INTERLEAVED_ATTRIBS = 0x8C8C;
const GLenum SEPARATE_ATTRIBS = 0x8C8D;
const GLenum TRANSFORM_FEEDBACK_BUFFER = 0x8C8E;
const GLenum TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F;
const GLenum RGBA32UI = 0x8D70;
const GLenum RGB32UI = 0x8D71;
const GLenum RGBA16UI = 0x8D76;
const GLenum RGB16UI = 0x8D77;
const GLenum RGBA8UI = 0x8D7C;
const GLenum RGB8UI = 0x8D7D;
const GLenum RGBA32I = 0x8D82;
const GLenum RGB32I = 0x8D83;
const GLenum RGBA16I = 0x8D88;
const GLenum RGB16I = 0x8D89;
const GLenum RGBA8I = 0x8D8E;
const GLenum RGB8I = 0x8D8F;
const GLenum RED_INTEGER = 0x8D94;
const GLenum RGB_INTEGER = 0x8D98;
const GLenum RGBA_INTEGER = 0x8D99;
const GLenum SAMPLER_2D_ARRAY = 0x8DC1;
const GLenum SAMPLER_2D_ARRAY_SHADOW = 0x8DC4;
const GLenum SAMPLER_CUBE_SHADOW = 0x8DC5;
const GLenum UNSIGNED_INT_VEC2 = 0x8DC6;
const GLenum UNSIGNED_INT_VEC3 = 0x8DC7;
const GLenum UNSIGNED_INT_VEC4 = 0x8DC8;
const GLenum INT_SAMPLER_2D = 0x8DCA;
const GLenum INT_SAMPLER_3D = 0x8DCB;
const GLenum INT_SAMPLER_CUBE = 0x8DCC;
const GLenum INT_SAMPLER_2D_ARRAY = 0x8DCF;
const GLenum UNSIGNED_INT_SAMPLER_2D = 0x8DD2;
const GLenum UNSIGNED_INT_SAMPLER_3D = 0x8DD3;
const GLenum UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4;
const GLenum UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7;
const GLenum DEPTH_COMPONENT32F = 0x8CAC;
const GLenum DEPTH32F_STENCIL8 = 0x8CAD;
const GLenum FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD;
const GLenum FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210;
const GLenum FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211;
const GLenum FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212;
const GLenum FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213;
const GLenum FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214;
const GLenum FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215;
const GLenum FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216;
const GLenum FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217;
const GLenum FRAMEBUFFER_DEFAULT = 0x8218;
const GLenum DEPTH_STENCIL_ATTACHMENT = 0x821A;
const GLenum DEPTH_STENCIL = 0x84F9;
const GLenum UNSIGNED_INT_24_8 = 0x84FA;
const GLenum DEPTH24_STENCIL8 = 0x88F0;
const GLenum UNSIGNED_NORMALIZED = 0x8C17;
const GLenum DRAW_FRAMEBUFFER_BINDING = 0x8CA6; /* Same as FRAMEBUFFER_BINDING */
const GLenum READ_FRAMEBUFFER = 0x8CA8;
const GLenum DRAW_FRAMEBUFFER = 0x8CA9;
const GLenum READ_FRAMEBUFFER_BINDING = 0x8CAA;
const GLenum RENDERBUFFER_SAMPLES = 0x8CAB;
const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4;
const GLenum MAX_COLOR_ATTACHMENTS = 0x8CDF;
const GLenum COLOR_ATTACHMENT1 = 0x8CE1;
const GLenum COLOR_ATTACHMENT2 = 0x8CE2;
const GLenum COLOR_ATTACHMENT3 = 0x8CE3;
const GLenum COLOR_ATTACHMENT4 = 0x8CE4;
const GLenum COLOR_ATTACHMENT5 = 0x8CE5;
const GLenum COLOR_ATTACHMENT6 = 0x8CE6;
const GLenum COLOR_ATTACHMENT7 = 0x8CE7;
const GLenum COLOR_ATTACHMENT8 = 0x8CE8;
const GLenum COLOR_ATTACHMENT9 = 0x8CE9;
const GLenum COLOR_ATTACHMENT10 = 0x8CEA;
const GLenum COLOR_ATTACHMENT11 = 0x8CEB;
const GLenum COLOR_ATTACHMENT12 = 0x8CEC;
const GLenum COLOR_ATTACHMENT13 = 0x8CED;
const GLenum COLOR_ATTACHMENT14 = 0x8CEE;
const GLenum COLOR_ATTACHMENT15 = 0x8CEF;
const GLenum FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56;
const GLenum MAX_SAMPLES = 0x8D57;
const GLenum HALF_FLOAT = 0x140B;
const GLenum RG = 0x8227;
const GLenum RG_INTEGER = 0x8228;
const GLenum R8 = 0x8229;
const GLenum RG8 = 0x822B;
const GLenum R16F = 0x822D;
const GLenum R32F = 0x822E;
const GLenum RG16F = 0x822F;
const GLenum RG32F = 0x8230;
const GLenum R8I = 0x8231;
const GLenum R8UI = 0x8232;
const GLenum R16I = 0x8233;
const GLenum R16UI = 0x8234;
const GLenum R32I = 0x8235;
const GLenum R32UI = 0x8236;
const GLenum RG8I = 0x8237;
const GLenum RG8UI = 0x8238;
const GLenum RG16I = 0x8239;
const GLenum RG16UI = 0x823A;
const GLenum RG32I = 0x823B;
const GLenum RG32UI = 0x823C;
const GLenum VERTEX_ARRAY_BINDING = 0x85B5;
const GLenum R8_SNORM = 0x8F94;
const GLenum RG8_SNORM = 0x8F95;
const GLenum RGB8_SNORM = 0x8F96;
const GLenum RGBA8_SNORM = 0x8F97;
const GLenum SIGNED_NORMALIZED = 0x8F9C;
const GLenum COPY_READ_BUFFER = 0x8F36;
const GLenum COPY_WRITE_BUFFER = 0x8F37;
const GLenum COPY_READ_BUFFER_BINDING = 0x8F36; /* Same as COPY_READ_BUFFER */
const GLenum COPY_WRITE_BUFFER_BINDING = 0x8F37; /* Same as COPY_WRITE_BUFFER */
const GLenum UNIFORM_BUFFER = 0x8A11;
const GLenum UNIFORM_BUFFER_BINDING = 0x8A28;
const GLenum UNIFORM_BUFFER_START = 0x8A29;
const GLenum UNIFORM_BUFFER_SIZE = 0x8A2A;
const GLenum MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B;
const GLenum MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D;
const GLenum MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E;
const GLenum MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F;
const GLenum MAX_UNIFORM_BLOCK_SIZE = 0x8A30;
const GLenum MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31;
const GLenum MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33;
const GLenum UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34;
const GLenum ACTIVE_UNIFORM_BLOCKS = 0x8A36;
const GLenum UNIFORM_TYPE = 0x8A37;
const GLenum UNIFORM_SIZE = 0x8A38;
const GLenum UNIFORM_BLOCK_INDEX = 0x8A3A;
const GLenum UNIFORM_OFFSET = 0x8A3B;
const GLenum UNIFORM_ARRAY_STRIDE = 0x8A3C;
const GLenum UNIFORM_MATRIX_STRIDE = 0x8A3D;
const GLenum UNIFORM_IS_ROW_MAJOR = 0x8A3E;
const GLenum UNIFORM_BLOCK_BINDING = 0x8A3F;
const GLenum UNIFORM_BLOCK_DATA_SIZE = 0x8A40;
const GLenum UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42;
const GLenum UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43;
const GLenum UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44;
const GLenum UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46;
const GLenum INVALID_INDEX = 0xFFFFFFFF;
const GLenum MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122;
const GLenum MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125;
const GLenum MAX_SERVER_WAIT_TIMEOUT = 0x9111;
const GLenum OBJECT_TYPE = 0x9112;
const GLenum SYNC_CONDITION = 0x9113;
const GLenum SYNC_STATUS = 0x9114;
const GLenum SYNC_FLAGS = 0x9115;
const GLenum SYNC_FENCE = 0x9116;
const GLenum SYNC_GPU_COMMANDS_COMPLETE = 0x9117;
const GLenum UNSIGNALED = 0x9118;
const GLenum SIGNALED = 0x9119;
const GLenum ALREADY_SIGNALED = 0x911A;
const GLenum TIMEOUT_EXPIRED = 0x911B;
const GLenum CONDITION_SATISFIED = 0x911C;
const GLenum WAIT_FAILED = 0x911D;
const GLenum SYNC_FLUSH_COMMANDS_BIT = 0x00000001;
const GLenum VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88FE;
const GLenum ANY_SAMPLES_PASSED = 0x8C2F;
const GLenum ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A;
const GLenum SAMPLER_BINDING = 0x8919;
const GLenum RGB10_A2UI = 0x906F;
const GLenum INT_2_10_10_10_REV = 0x8D9F;
const GLenum TRANSFORM_FEEDBACK = 0x8E22;
const GLenum TRANSFORM_FEEDBACK_PAUSED = 0x8E23;
const GLenum TRANSFORM_FEEDBACK_ACTIVE = 0x8E24;
const GLenum TRANSFORM_FEEDBACK_BINDING = 0x8E25;
const GLenum TEXTURE_IMMUTABLE_FORMAT = 0x912F;
const GLenum MAX_ELEMENT_INDEX = 0x8D6B;
const GLenum TEXTURE_IMMUTABLE_LEVELS = 0x82DF;
const GLint64 TIMEOUT_IGNORED = -1;
// WebGL-specific enums/
const GLenum MAX_CLIENT_WAIT_TIMEOUT_WEBGL = 0x9247;
// Buffer objects.
void bufferData(GLenum target, ArrayBufferView data, GLenum usage, GLuint srcOffset, optional GLuint length = 0);
void bufferSubData(GLenum target, GLintptr dstByteOffset, ArrayBufferView srcData, GLuint srcOffset, optional GLuint length = 0);
void copyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
void getBufferSubData(GLenum target, GLintptr srcByteOffset, ArrayBufferView dstData, optional GLuint dstOffset = 0, optional GLuint length = 0);
// Framebuffer objects.
void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void framebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture? texture, GLint level, GLint layer);
void invalidateFramebuffer(GLenum target, sequence<GLenum> attachments);
void invalidateSubFramebuffer(GLenum target, sequence<GLenum> attachments, GLint x, GLint y, GLsizei width, GLsizei height);
void readBuffer(GLenum src);
// Renderbuffer objects.
[OverrideIDLType=IDLWebGLAny] any getInternalformatParameter(GLenum target, GLenum internalformat, GLenum pname);
void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
// Texture objects.
void texStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
void texStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GLintptr pboOffset);
void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, TexImageSource source);
void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels);
void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, ArrayBufferView srcData, GLuint srcOffset);
void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLintptr pboOffset);
void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, TexImageSource source);
void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, ArrayBufferView? srcData, optional GLuint srcOffset = 0);
void copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, GLintptr offset);
void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0);
void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, GLintptr offset);
void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0);
// Programs and shaders/
GLint getFragDataLocation(WebGLProgram program, DOMString name);
// Uniforms and attributes.
void uniform1ui(WebGLUniformLocation? location, GLuint v0);
void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1);
void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void uniform1uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniform2uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniform3uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniform4uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
void vertexAttribI4iv(GLuint index, Int32List values);
void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
void vertexAttribI4uiv(GLuint index, Uint32List values);
void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);
// Writing to the drawing buffer.
void vertexAttribDivisor(GLuint index, GLuint divisor);
void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount);
void drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset);
// Multiple Render Targets.
void drawBuffers(sequence<GLenum> buffers);
void clearBufferiv(GLenum buffer, GLint drawbuffer, Int32List values, optional GLuint srcOffset = 0);
void clearBufferuiv(GLenum buffer, GLint drawbuffer, Uint32List values, optional GLuint srcOffset = 0);
void clearBufferfv(GLenum buffer, GLint drawbuffer, Float32List values, optional GLuint srcOffset = 0);
void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
// Query Objects.
WebGLQuery? createQuery();
void deleteQuery(WebGLQuery? query);
GLboolean isQuery(WebGLQuery? query);
void beginQuery(GLenum target, WebGLQuery query);
void endQuery(GLenum target);
WebGLQuery? getQuery(GLenum target, GLenum pname);
[OverrideIDLType=IDLWebGLAny] any getQueryParameter(WebGLQuery query, GLenum pname);
// Sampler Objects.
WebGLSampler? createSampler();
void deleteSampler(WebGLSampler? sampler);
GLboolean isSampler(WebGLSampler? sampler);
void bindSampler(GLuint unit, WebGLSampler? sampler);
void samplerParameteri(WebGLSampler sampler, GLenum pname, GLint param);
void samplerParameterf(WebGLSampler sampler, GLenum pname, GLfloat param);
[OverrideIDLType=IDLWebGLAny] any getSamplerParameter(WebGLSampler sampler, GLenum pname);
// Sync objects.
WebGLSync? fenceSync(GLenum condition, GLbitfield flags);
GLboolean isSync(WebGLSync? sync);
void deleteSync(WebGLSync? sync);
GLenum clientWaitSync(WebGLSync sync, GLbitfield flags, GLuint64 timeout);
void waitSync(WebGLSync sync, GLbitfield flags, GLint64 timeout);
[OverrideIDLType=IDLWebGLAny] any getSyncParameter(WebGLSync sync, GLenum pname);
// Transform Feedback.
WebGLTransformFeedback? createTransformFeedback();
void deleteTransformFeedback(WebGLTransformFeedback? id);
GLboolean isTransformFeedback(WebGLTransformFeedback? id);
void bindTransformFeedback(GLenum target, WebGLTransformFeedback? id);
void beginTransformFeedback(GLenum primitiveMode);
void endTransformFeedback();
void transformFeedbackVaryings(WebGLProgram program, sequence<DOMString> varyings, GLenum bufferMode);
WebGLActiveInfo? getTransformFeedbackVarying(WebGLProgram program, GLuint index);
void pauseTransformFeedback();
void resumeTransformFeedback();
// Uniform Buffer Objects and Transform Feedback Buffers.
void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer);
void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLintptr offset, GLsizeiptr size);
[OverrideIDLType=IDLWebGLAny] any getIndexedParameter(GLenum target, GLuint index);
sequence<GLuint>? getUniformIndices(WebGLProgram program, sequence<DOMString> uniformNames);
[OverrideIDLType=IDLWebGLAny] any getActiveUniforms(WebGLProgram program, sequence<GLuint> uniformIndices, GLenum pname);
GLuint getUniformBlockIndex(WebGLProgram program, DOMString uniformBlockName);
[OverrideIDLType=IDLWebGLAny] any getActiveUniformBlockParameter(WebGLProgram program, GLuint uniformBlockIndex, GLenum pname);
[OverrideIDLType=IDLWebGLAny] DOMString? getActiveUniformBlockName(WebGLProgram program, GLuint uniformBlockIndex);
void uniformBlockBinding(WebGLProgram program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
// Vertex Array Objects.
WebGLVertexArrayObject? createVertexArray();
void deleteVertexArray(WebGLVertexArrayObject? vertexArray);
GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray);
void bindVertexArray(WebGLVertexArrayObject? vertexArray);
// WebGL2RenderingContext API.
void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLintptr pboOffset);
[MayThrowException] void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, TexImageSource source);
void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView srcData, GLuint srcOffset);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLintptr pboOffset);
[MayThrowException] void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, TexImageSource source);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView srcData, GLuint srcOffset);
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, GLintptr offset);
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, ArrayBufferView srcData, GLuint srcOffset, optional GLuint srcLengthOverride = 0);
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLintptr offset);
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView srcData, GLuint srcOffset, optional GLuint srcLengthOverride = 0);
void uniform1fv(WebGLUniformLocation? location, Float32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniform2fv(WebGLUniformLocation? location, Float32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniform3fv(WebGLUniformLocation? location, Float32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniform4fv(WebGLUniformLocation? location, Float32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniform1iv(WebGLUniformLocation? location, Int32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniform2iv(WebGLUniformLocation? location, Int32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniform3iv(WebGLUniformLocation? location, Int32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniform4iv(WebGLUniformLocation? location, Int32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, GLuint srcOffset, optional GLuint srcLength = 0);
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLintptr offset);
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView dstData, GLuint dstOffset);
};
WebGL2RenderingContext implements WebGLRenderingContextBase;