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/* Context, Platform */ | |
WebGLContextAttributes? getContextAttributes(); | |
object? getExtension(DOMString name); | |
/* OpenGL State */ | |
// 2.5 GL Errors | |
// 2.7 Current Vertex State | |
// 2.8 Vertex Arrays | |
// 2.9 Buffer Objects | |
void bindBuffer(GLenum target, WebGLBuffer? buffer); | |
void deleteBuffer(WebGLBuffer? buffer); | |
WebGLBuffer? createBuffer(); // genBuffers | |
void bufferData(GLenum target, GLsizeiptr size, GLenum usage); | |
void bufferData(GLenum target, BufferDataSource? data, GLenum usage); | |
void bufferSubData(GLenum target, GLintptr offset, BufferDataSource? data); | |
// 2.10 Vertex shaders | |
// 2.12.1 Controlling the Viewport | |
// 3.4 Line Segments | |
// 3.5 Polygons | |
// 3.5.2 Depth offset | |
// 3.6.1 Pixel Storage Modes | |
// 3.7 Texturing | |
// 3.7.1 Texture Image Specification | |
void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels); | |
void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, TexImageSource? source); // May throw DOMException | |
// 3.7.2 Alternate Texture Image Specification Commands | |
void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); | |
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? pixels); | |
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, TexImageSource? source); // May throw DOMException | |
void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); | |
// 3.7.3 Compressed Texture Images | |
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, ArrayBufferView data); | |
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView data); | |
// 3.7.4 Texture Parameters | |
// 3.7.11 Mipmap Generation | |
// 3.7.13 Texture Objects | |
void bindTexture(GLenum target, WebGLTexture? texture); | |
void deleteTexture(WebGLTexture? texture); | |
WebGLTexture? createTexture(); // GenTextures | |
// 4.1.2 Scissor Test | |
// 4.1.3 Multisample Fragment Operations | |
// 4.1.4 Stencil Test | |
// 4.1.5 Depth Buffer Test | |
// 4.1.6 Blending | |
// 4.2.2 Fine Control of Buffer Updates | |
// 4.2.3 Clearing the Buffers | |
// 4.3.1 Reading Pixels | |
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? pixels); | |
// 4.4.1 Binding and Managing Framebuffer Objects | |
void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer); | |
void deleteFramebuffer(WebGLFramebuffer? framebuffer); | |
WebGLFramebuffer? createFramebuffer(); // genFramebuffers | |
// 4.4.3 Renderbuffer Objects | |
void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer); | |
void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer); | |
WebGLRenderbuffer? createRenderbuffer(); // genRenderBuffers | |
void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer? renderbuffer); | |
void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture? texture, GLint level); | |
// 4.4.5 Framebuffer Completeness | |
// 5.1 Flush and Finish | |
// 5.2 Hints | |
// 6.1.5 String Queries | |
// GetString => getParameter | |
// 2.10.1 Loading and Creating Shader Source | |
// missing: ReleaseShaderCompiler | |
WebGLShader? createShader(GLenum type); | |
void shaderSource(WebGLShader? shader, DOMString source); | |
void compileShader(WebGLShader? shader); | |
void deleteShader(WebGLShader? shader); | |
// 2.10.3 Program Objects | |
WebGLProgram? createProgram(); | |
void attachShader(WebGLProgram? program, WebGLShader? shader); | |
void detachShader(WebGLProgram? program, WebGLShader? shader); | |
void linkProgram(WebGLProgram? program); | |
void useProgram(WebGLProgram? program); | |
void deleteProgram(WebGLProgram? program); | |
// 2.10.4 Shader Variables | |
WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint index); | |
GLint getAttribLocation(WebGLProgram? program, DOMString name); | |
void bindAttribLocation(WebGLProgram? program, GLuint index, DOMString name); | |
WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name); | |
WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index); | |
// 2.10.5 Shader Execution | |
void validateProgram(WebGLProgram? program); | |
// 6.1.8 Shader and Program Queries | |
sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program); | |
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype); | |
GLsizeiptr getVertexAttribOffset(GLuint index, GLenum pname); // GetVertexAttribPointer |
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