Enum canvas_traits::webgl::WebGLCommand
source · pub enum WebGLCommand {
Show 222 variants
GetContextAttributes(WebGLSender<GLContextAttributes>),
ActiveTexture(u32),
BlendColor(f32, f32, f32, f32),
BlendEquation(u32),
BlendEquationSeparate(u32, u32),
BlendFunc(u32, u32),
BlendFuncSeparate(u32, u32, u32, u32),
AttachShader(WebGLProgramId, WebGLShaderId),
DetachShader(WebGLProgramId, WebGLShaderId),
BindAttribLocation(WebGLProgramId, u32, String),
BufferData(u32, IpcBytesReceiver, u32),
BufferSubData(u32, isize, IpcBytesReceiver),
GetBufferSubData(u32, usize, usize, IpcBytesSender),
CopyBufferSubData(u32, u32, i64, i64, i64),
Clear(u32),
ClearColor(f32, f32, f32, f32),
ClearDepth(f32),
ClearStencil(i32),
ColorMask(bool, bool, bool, bool),
CullFace(u32),
FrontFace(u32),
DepthFunc(u32),
DepthMask(bool),
DepthRange(f32, f32),
Enable(u32),
Disable(u32),
CompileShader(WebGLShaderId, String),
CopyTexImage2D(u32, i32, u32, i32, i32, i32, i32, i32),
CopyTexSubImage2D(u32, i32, i32, i32, i32, i32, i32, i32),
CreateBuffer(WebGLSender<Option<WebGLBufferId>>),
CreateFramebuffer(WebGLSender<Option<WebGLFramebufferId>>),
CreateRenderbuffer(WebGLSender<Option<WebGLRenderbufferId>>),
CreateTexture(WebGLSender<Option<WebGLTextureId>>),
CreateProgram(WebGLSender<Option<WebGLProgramId>>),
CreateShader(u32, WebGLSender<Option<WebGLShaderId>>),
DeleteBuffer(WebGLBufferId),
DeleteFramebuffer(WebGLFramebufferId),
DeleteRenderbuffer(WebGLRenderbufferId),
DeleteTexture(WebGLTextureId),
DeleteProgram(WebGLProgramId),
DeleteShader(WebGLShaderId),
BindBuffer(u32, Option<WebGLBufferId>),
BindFramebuffer(u32, WebGLFramebufferBindingRequest),
BindRenderbuffer(u32, Option<WebGLRenderbufferId>),
BindTexture(u32, Option<WebGLTextureId>),
DisableVertexAttribArray(u32),
EnableVertexAttribArray(u32),
FramebufferRenderbuffer(u32, u32, u32, Option<WebGLRenderbufferId>),
FramebufferTexture2D(u32, u32, u32, Option<WebGLTextureId>, i32),
GetExtensions(WebGLSender<String>),
GetShaderPrecisionFormat(u32, u32, WebGLSender<(i32, i32, i32)>),
GetFragDataLocation(WebGLProgramId, String, WebGLSender<i32>),
GetUniformLocation(WebGLProgramId, String, WebGLSender<i32>),
GetShaderInfoLog(WebGLShaderId, WebGLSender<String>),
GetProgramInfoLog(WebGLProgramId, WebGLSender<String>),
GetFramebufferAttachmentParameter(u32, u32, u32, WebGLSender<i32>),
GetRenderbufferParameter(u32, u32, WebGLSender<i32>),
CreateTransformFeedback(WebGLSender<u32>),
DeleteTransformFeedback(u32),
IsTransformFeedback(u32, WebGLSender<bool>),
BindTransformFeedback(u32, u32),
BeginTransformFeedback(u32),
EndTransformFeedback(),
PauseTransformFeedback(),
ResumeTransformFeedback(),
GetTransformFeedbackVarying(WebGLProgramId, u32, WebGLSender<(i32, u32, String)>),
TransformFeedbackVaryings(WebGLProgramId, Vec<String>, u32),
PolygonOffset(f32, f32),
RenderbufferStorage(u32, u32, i32, i32),
RenderbufferStorageMultisample(u32, i32, u32, i32, i32),
ReadPixels(Rect<u32>, u32, u32, IpcBytesSender),
ReadPixelsPP(Rect<i32>, u32, u32, usize),
SampleCoverage(f32, bool),
Scissor(i32, i32, u32, u32),
StencilFunc(u32, i32, u32),
StencilFuncSeparate(u32, u32, i32, u32),
StencilMask(u32),
StencilMaskSeparate(u32, u32),
StencilOp(u32, u32, u32),
StencilOpSeparate(u32, u32, u32, u32),
FenceSync(WebGLSender<WebGLSyncId>),
IsSync(WebGLSyncId, WebGLSender<bool>),
ClientWaitSync(WebGLSyncId, u32, u64, WebGLSender<u32>),
WaitSync(WebGLSyncId, u32, i64),
GetSyncParameter(WebGLSyncId, u32, WebGLSender<u32>),
DeleteSync(WebGLSyncId),
Hint(u32, u32),
LineWidth(f32),
PixelStorei(u32, i32),
LinkProgram(WebGLProgramId, WebGLSender<ProgramLinkInfo>),
Uniform1f(i32, f32),
Uniform1fv(i32, Vec<f32>),
Uniform1i(i32, i32),
Uniform1ui(i32, u32),
Uniform1iv(i32, Vec<i32>),
Uniform1uiv(i32, Vec<u32>),
Uniform2f(i32, f32, f32),
Uniform2fv(i32, Vec<f32>),
Uniform2i(i32, i32, i32),
Uniform2ui(i32, u32, u32),
Uniform2iv(i32, Vec<i32>),
Uniform2uiv(i32, Vec<u32>),
Uniform3f(i32, f32, f32, f32),
Uniform3fv(i32, Vec<f32>),
Uniform3i(i32, i32, i32, i32),
Uniform3ui(i32, u32, u32, u32),
Uniform3iv(i32, Vec<i32>),
Uniform3uiv(i32, Vec<u32>),
Uniform4f(i32, f32, f32, f32, f32),
Uniform4fv(i32, Vec<f32>),
Uniform4i(i32, i32, i32, i32, i32),
Uniform4ui(i32, u32, u32, u32, u32),
Uniform4iv(i32, Vec<i32>),
Uniform4uiv(i32, Vec<u32>),
UniformMatrix2fv(i32, Vec<f32>),
UniformMatrix3fv(i32, Vec<f32>),
UniformMatrix4fv(i32, Vec<f32>),
UniformMatrix3x2fv(i32, Vec<f32>),
UniformMatrix4x2fv(i32, Vec<f32>),
UniformMatrix2x3fv(i32, Vec<f32>),
UniformMatrix4x3fv(i32, Vec<f32>),
UniformMatrix2x4fv(i32, Vec<f32>),
UniformMatrix3x4fv(i32, Vec<f32>),
UseProgram(Option<WebGLProgramId>),
ValidateProgram(WebGLProgramId),
VertexAttrib(u32, f32, f32, f32, f32),
VertexAttribI(u32, i32, i32, i32, i32),
VertexAttribU(u32, u32, u32, u32, u32),
VertexAttribPointer(u32, i32, u32, bool, i32, u32),
VertexAttribPointer2f(u32, i32, bool, i32, u32),
SetViewport(i32, i32, i32, i32),
TexImage2D {
target: u32,
level: u32,
internal_format: TexFormat,
size: Size2D<u32>,
format: TexFormat,
data_type: TexDataType,
effective_data_type: u32,
unpacking_alignment: u32,
alpha_treatment: Option<AlphaTreatment>,
y_axis_treatment: YAxisTreatment,
pixel_format: Option<PixelFormat>,
data: TruncatedDebug<IpcSharedMemory>,
},
TexImage2DPBO {
target: u32,
level: u32,
internal_format: TexFormat,
size: Size2D<u32>,
format: TexFormat,
effective_data_type: u32,
unpacking_alignment: u32,
offset: i64,
},
TexSubImage2D {Show 13 fields
target: u32,
level: u32,
xoffset: i32,
yoffset: i32,
size: Size2D<u32>,
format: TexFormat,
data_type: TexDataType,
effective_data_type: u32,
unpacking_alignment: u32,
alpha_treatment: Option<AlphaTreatment>,
y_axis_treatment: YAxisTreatment,
pixel_format: Option<PixelFormat>,
data: TruncatedDebug<IpcSharedMemory>,
},
CompressedTexImage2D {
target: u32,
level: u32,
internal_format: u32,
size: Size2D<u32>,
data: TruncatedDebug<IpcSharedMemory>,
},
CompressedTexSubImage2D {
target: u32,
level: i32,
xoffset: i32,
yoffset: i32,
size: Size2D<u32>,
format: u32,
data: TruncatedDebug<IpcSharedMemory>,
},
DrawingBufferWidth(WebGLSender<i32>),
DrawingBufferHeight(WebGLSender<i32>),
Finish(WebGLSender<()>),
Flush,
GenerateMipmap(u32),
CreateVertexArray(WebGLSender<Option<WebGLVertexArrayId>>),
DeleteVertexArray(WebGLVertexArrayId),
BindVertexArray(Option<WebGLVertexArrayId>),
GetParameterBool(ParameterBool, WebGLSender<bool>),
GetParameterBool4(ParameterBool4, WebGLSender<[bool; 4]>),
GetParameterInt(ParameterInt, WebGLSender<i32>),
GetParameterInt2(ParameterInt2, WebGLSender<[i32; 2]>),
GetParameterInt4(ParameterInt4, WebGLSender<[i32; 4]>),
GetParameterFloat(ParameterFloat, WebGLSender<f32>),
GetParameterFloat2(ParameterFloat2, WebGLSender<[f32; 2]>),
GetParameterFloat4(ParameterFloat4, WebGLSender<[f32; 4]>),
GetProgramValidateStatus(WebGLProgramId, WebGLSender<bool>),
GetProgramActiveUniforms(WebGLProgramId, WebGLSender<i32>),
GetCurrentVertexAttrib(u32, WebGLSender<[f32; 4]>),
GetTexParameterFloat(u32, TexParameterFloat, WebGLSender<f32>),
GetTexParameterInt(u32, TexParameterInt, WebGLSender<i32>),
GetTexParameterBool(u32, TexParameterBool, WebGLSender<bool>),
GetInternalFormatIntVec(u32, u32, InternalFormatIntVec, WebGLSender<Vec<i32>>),
TexParameteri(u32, u32, i32),
TexParameterf(u32, u32, f32),
TexStorage2D(u32, u32, TexFormat, u32, u32),
TexStorage3D(u32, u32, TexFormat, u32, u32, u32),
DrawArrays {
mode: u32,
first: i32,
count: i32,
},
DrawArraysInstanced {
mode: u32,
first: i32,
count: i32,
primcount: i32,
},
DrawElements {
mode: u32,
count: i32,
type_: u32,
offset: u32,
},
DrawElementsInstanced {
mode: u32,
count: i32,
type_: u32,
offset: u32,
primcount: i32,
},
VertexAttribDivisor {
index: u32,
divisor: u32,
},
GetUniformBool(WebGLProgramId, i32, WebGLSender<bool>),
GetUniformBool2(WebGLProgramId, i32, WebGLSender<[bool; 2]>),
GetUniformBool3(WebGLProgramId, i32, WebGLSender<[bool; 3]>),
GetUniformBool4(WebGLProgramId, i32, WebGLSender<[bool; 4]>),
GetUniformInt(WebGLProgramId, i32, WebGLSender<i32>),
GetUniformInt2(WebGLProgramId, i32, WebGLSender<[i32; 2]>),
GetUniformInt3(WebGLProgramId, i32, WebGLSender<[i32; 3]>),
GetUniformInt4(WebGLProgramId, i32, WebGLSender<[i32; 4]>),
GetUniformUint(WebGLProgramId, i32, WebGLSender<u32>),
GetUniformUint2(WebGLProgramId, i32, WebGLSender<[u32; 2]>),
GetUniformUint3(WebGLProgramId, i32, WebGLSender<[u32; 3]>),
GetUniformUint4(WebGLProgramId, i32, WebGLSender<[u32; 4]>),
GetUniformFloat(WebGLProgramId, i32, WebGLSender<f32>),
GetUniformFloat2(WebGLProgramId, i32, WebGLSender<[f32; 2]>),
GetUniformFloat3(WebGLProgramId, i32, WebGLSender<[f32; 3]>),
GetUniformFloat4(WebGLProgramId, i32, WebGLSender<[f32; 4]>),
GetUniformFloat9(WebGLProgramId, i32, WebGLSender<[f32; 9]>),
GetUniformFloat16(WebGLProgramId, i32, WebGLSender<[f32; 16]>),
GetUniformFloat2x3(WebGLProgramId, i32, WebGLSender<[f32; 6]>),
GetUniformFloat2x4(WebGLProgramId, i32, WebGLSender<[f32; 8]>),
GetUniformFloat3x2(WebGLProgramId, i32, WebGLSender<[f32; 6]>),
GetUniformFloat3x4(WebGLProgramId, i32, WebGLSender<[f32; 12]>),
GetUniformFloat4x2(WebGLProgramId, i32, WebGLSender<[f32; 8]>),
GetUniformFloat4x3(WebGLProgramId, i32, WebGLSender<[f32; 12]>),
GetUniformBlockIndex(WebGLProgramId, String, WebGLSender<u32>),
GetUniformIndices(WebGLProgramId, Vec<String>, WebGLSender<Vec<u32>>),
GetActiveUniforms(WebGLProgramId, Vec<u32>, u32, WebGLSender<Vec<i32>>),
GetActiveUniformBlockName(WebGLProgramId, u32, WebGLSender<String>),
GetActiveUniformBlockParameter(WebGLProgramId, u32, u32, WebGLSender<Vec<i32>>),
UniformBlockBinding(WebGLProgramId, u32, u32),
InitializeFramebuffer {
color: bool,
depth: bool,
stencil: bool,
},
BeginQuery(u32, WebGLQueryId),
DeleteQuery(WebGLQueryId),
EndQuery(u32),
GenerateQuery(WebGLSender<WebGLQueryId>),
GetQueryState(WebGLSender<u32>, WebGLQueryId, u32),
GenerateSampler(WebGLSender<WebGLSamplerId>),
DeleteSampler(WebGLSamplerId),
BindSampler(u32, WebGLSamplerId),
SetSamplerParameterFloat(WebGLSamplerId, u32, f32),
SetSamplerParameterInt(WebGLSamplerId, u32, i32),
GetSamplerParameterFloat(WebGLSamplerId, u32, WebGLSender<f32>),
GetSamplerParameterInt(WebGLSamplerId, u32, WebGLSender<i32>),
BindBufferBase(u32, u32, Option<WebGLBufferId>),
BindBufferRange(u32, u32, Option<WebGLBufferId>, i64, i64),
ClearBufferfv(u32, i32, Vec<f32>),
ClearBufferiv(u32, i32, Vec<i32>),
ClearBufferuiv(u32, i32, Vec<u32>),
ClearBufferfi(u32, i32, f32, i32),
InvalidateFramebuffer(u32, Vec<u32>),
InvalidateSubFramebuffer(u32, Vec<u32>, i32, i32, i32, i32),
FramebufferTextureLayer(u32, u32, Option<WebGLTextureId>, i32, i32),
ReadBuffer(u32),
DrawBuffers(Vec<u32>),
}
Expand description
WebGL Commands for a specific WebGLContext
Variants§
GetContextAttributes(WebGLSender<GLContextAttributes>)
ActiveTexture(u32)
BlendColor(f32, f32, f32, f32)
BlendEquation(u32)
BlendEquationSeparate(u32, u32)
BlendFunc(u32, u32)
BlendFuncSeparate(u32, u32, u32, u32)
AttachShader(WebGLProgramId, WebGLShaderId)
DetachShader(WebGLProgramId, WebGLShaderId)
BindAttribLocation(WebGLProgramId, u32, String)
BufferData(u32, IpcBytesReceiver, u32)
BufferSubData(u32, isize, IpcBytesReceiver)
GetBufferSubData(u32, usize, usize, IpcBytesSender)
CopyBufferSubData(u32, u32, i64, i64, i64)
Clear(u32)
ClearColor(f32, f32, f32, f32)
ClearDepth(f32)
ClearStencil(i32)
ColorMask(bool, bool, bool, bool)
CullFace(u32)
FrontFace(u32)
DepthFunc(u32)
DepthMask(bool)
DepthRange(f32, f32)
Enable(u32)
Disable(u32)
CompileShader(WebGLShaderId, String)
CopyTexImage2D(u32, i32, u32, i32, i32, i32, i32, i32)
CopyTexSubImage2D(u32, i32, i32, i32, i32, i32, i32, i32)
CreateBuffer(WebGLSender<Option<WebGLBufferId>>)
CreateFramebuffer(WebGLSender<Option<WebGLFramebufferId>>)
CreateRenderbuffer(WebGLSender<Option<WebGLRenderbufferId>>)
CreateTexture(WebGLSender<Option<WebGLTextureId>>)
CreateProgram(WebGLSender<Option<WebGLProgramId>>)
CreateShader(u32, WebGLSender<Option<WebGLShaderId>>)
DeleteBuffer(WebGLBufferId)
DeleteFramebuffer(WebGLFramebufferId)
DeleteRenderbuffer(WebGLRenderbufferId)
DeleteTexture(WebGLTextureId)
DeleteProgram(WebGLProgramId)
DeleteShader(WebGLShaderId)
BindBuffer(u32, Option<WebGLBufferId>)
BindFramebuffer(u32, WebGLFramebufferBindingRequest)
BindRenderbuffer(u32, Option<WebGLRenderbufferId>)
BindTexture(u32, Option<WebGLTextureId>)
DisableVertexAttribArray(u32)
EnableVertexAttribArray(u32)
FramebufferRenderbuffer(u32, u32, u32, Option<WebGLRenderbufferId>)
FramebufferTexture2D(u32, u32, u32, Option<WebGLTextureId>, i32)
GetExtensions(WebGLSender<String>)
GetShaderPrecisionFormat(u32, u32, WebGLSender<(i32, i32, i32)>)
GetFragDataLocation(WebGLProgramId, String, WebGLSender<i32>)
GetUniformLocation(WebGLProgramId, String, WebGLSender<i32>)
GetShaderInfoLog(WebGLShaderId, WebGLSender<String>)
GetProgramInfoLog(WebGLProgramId, WebGLSender<String>)
GetFramebufferAttachmentParameter(u32, u32, u32, WebGLSender<i32>)
GetRenderbufferParameter(u32, u32, WebGLSender<i32>)
CreateTransformFeedback(WebGLSender<u32>)
DeleteTransformFeedback(u32)
IsTransformFeedback(u32, WebGLSender<bool>)
BindTransformFeedback(u32, u32)
BeginTransformFeedback(u32)
EndTransformFeedback()
PauseTransformFeedback()
ResumeTransformFeedback()
GetTransformFeedbackVarying(WebGLProgramId, u32, WebGLSender<(i32, u32, String)>)
TransformFeedbackVaryings(WebGLProgramId, Vec<String>, u32)
PolygonOffset(f32, f32)
RenderbufferStorage(u32, u32, i32, i32)
RenderbufferStorageMultisample(u32, i32, u32, i32, i32)
ReadPixels(Rect<u32>, u32, u32, IpcBytesSender)
ReadPixelsPP(Rect<i32>, u32, u32, usize)
SampleCoverage(f32, bool)
Scissor(i32, i32, u32, u32)
StencilFunc(u32, i32, u32)
StencilFuncSeparate(u32, u32, i32, u32)
StencilMask(u32)
StencilMaskSeparate(u32, u32)
StencilOp(u32, u32, u32)
StencilOpSeparate(u32, u32, u32, u32)
FenceSync(WebGLSender<WebGLSyncId>)
IsSync(WebGLSyncId, WebGLSender<bool>)
ClientWaitSync(WebGLSyncId, u32, u64, WebGLSender<u32>)
WaitSync(WebGLSyncId, u32, i64)
GetSyncParameter(WebGLSyncId, u32, WebGLSender<u32>)
DeleteSync(WebGLSyncId)
Hint(u32, u32)
LineWidth(f32)
PixelStorei(u32, i32)
LinkProgram(WebGLProgramId, WebGLSender<ProgramLinkInfo>)
Uniform1f(i32, f32)
Uniform1fv(i32, Vec<f32>)
Uniform1i(i32, i32)
Uniform1ui(i32, u32)
Uniform1iv(i32, Vec<i32>)
Uniform1uiv(i32, Vec<u32>)
Uniform2f(i32, f32, f32)
Uniform2fv(i32, Vec<f32>)
Uniform2i(i32, i32, i32)
Uniform2ui(i32, u32, u32)
Uniform2iv(i32, Vec<i32>)
Uniform2uiv(i32, Vec<u32>)
Uniform3f(i32, f32, f32, f32)
Uniform3fv(i32, Vec<f32>)
Uniform3i(i32, i32, i32, i32)
Uniform3ui(i32, u32, u32, u32)
Uniform3iv(i32, Vec<i32>)
Uniform3uiv(i32, Vec<u32>)
Uniform4f(i32, f32, f32, f32, f32)
Uniform4fv(i32, Vec<f32>)
Uniform4i(i32, i32, i32, i32, i32)
Uniform4ui(i32, u32, u32, u32, u32)
Uniform4iv(i32, Vec<i32>)
Uniform4uiv(i32, Vec<u32>)
UniformMatrix2fv(i32, Vec<f32>)
UniformMatrix3fv(i32, Vec<f32>)
UniformMatrix4fv(i32, Vec<f32>)
UniformMatrix3x2fv(i32, Vec<f32>)
UniformMatrix4x2fv(i32, Vec<f32>)
UniformMatrix2x3fv(i32, Vec<f32>)
UniformMatrix4x3fv(i32, Vec<f32>)
UniformMatrix2x4fv(i32, Vec<f32>)
UniformMatrix3x4fv(i32, Vec<f32>)
UseProgram(Option<WebGLProgramId>)
ValidateProgram(WebGLProgramId)
VertexAttrib(u32, f32, f32, f32, f32)
VertexAttribI(u32, i32, i32, i32, i32)
VertexAttribU(u32, u32, u32, u32, u32)
VertexAttribPointer(u32, i32, u32, bool, i32, u32)
VertexAttribPointer2f(u32, i32, bool, i32, u32)
SetViewport(i32, i32, i32, i32)
TexImage2D
Fields
§
data_type: TexDataType
§
alpha_treatment: Option<AlphaTreatment>
§
y_axis_treatment: YAxisTreatment
§
pixel_format: Option<PixelFormat>
§
data: TruncatedDebug<IpcSharedMemory>
TexImage2DPBO
Fields
TexSubImage2D
Fields
§
data_type: TexDataType
§
alpha_treatment: Option<AlphaTreatment>
§
y_axis_treatment: YAxisTreatment
§
pixel_format: Option<PixelFormat>
§
data: TruncatedDebug<IpcSharedMemory>
CompressedTexImage2D
Fields
§
data: TruncatedDebug<IpcSharedMemory>
CompressedTexSubImage2D
Fields
§
data: TruncatedDebug<IpcSharedMemory>
DrawingBufferWidth(WebGLSender<i32>)
DrawingBufferHeight(WebGLSender<i32>)
Finish(WebGLSender<()>)
Flush
GenerateMipmap(u32)
CreateVertexArray(WebGLSender<Option<WebGLVertexArrayId>>)
DeleteVertexArray(WebGLVertexArrayId)
BindVertexArray(Option<WebGLVertexArrayId>)
GetParameterBool(ParameterBool, WebGLSender<bool>)
GetParameterBool4(ParameterBool4, WebGLSender<[bool; 4]>)
GetParameterInt(ParameterInt, WebGLSender<i32>)
GetParameterInt2(ParameterInt2, WebGLSender<[i32; 2]>)
GetParameterInt4(ParameterInt4, WebGLSender<[i32; 4]>)
GetParameterFloat(ParameterFloat, WebGLSender<f32>)
GetParameterFloat2(ParameterFloat2, WebGLSender<[f32; 2]>)
GetParameterFloat4(ParameterFloat4, WebGLSender<[f32; 4]>)
GetProgramValidateStatus(WebGLProgramId, WebGLSender<bool>)
GetProgramActiveUniforms(WebGLProgramId, WebGLSender<i32>)
GetCurrentVertexAttrib(u32, WebGLSender<[f32; 4]>)
GetTexParameterFloat(u32, TexParameterFloat, WebGLSender<f32>)
GetTexParameterInt(u32, TexParameterInt, WebGLSender<i32>)
GetTexParameterBool(u32, TexParameterBool, WebGLSender<bool>)
GetInternalFormatIntVec(u32, u32, InternalFormatIntVec, WebGLSender<Vec<i32>>)
TexParameteri(u32, u32, i32)
TexParameterf(u32, u32, f32)
TexStorage2D(u32, u32, TexFormat, u32, u32)
TexStorage3D(u32, u32, TexFormat, u32, u32, u32)
DrawArrays
DrawArraysInstanced
DrawElements
DrawElementsInstanced
VertexAttribDivisor
GetUniformBool(WebGLProgramId, i32, WebGLSender<bool>)
GetUniformBool2(WebGLProgramId, i32, WebGLSender<[bool; 2]>)
GetUniformBool3(WebGLProgramId, i32, WebGLSender<[bool; 3]>)
GetUniformBool4(WebGLProgramId, i32, WebGLSender<[bool; 4]>)
GetUniformInt(WebGLProgramId, i32, WebGLSender<i32>)
GetUniformInt2(WebGLProgramId, i32, WebGLSender<[i32; 2]>)
GetUniformInt3(WebGLProgramId, i32, WebGLSender<[i32; 3]>)
GetUniformInt4(WebGLProgramId, i32, WebGLSender<[i32; 4]>)
GetUniformUint(WebGLProgramId, i32, WebGLSender<u32>)
GetUniformUint2(WebGLProgramId, i32, WebGLSender<[u32; 2]>)
GetUniformUint3(WebGLProgramId, i32, WebGLSender<[u32; 3]>)
GetUniformUint4(WebGLProgramId, i32, WebGLSender<[u32; 4]>)
GetUniformFloat(WebGLProgramId, i32, WebGLSender<f32>)
GetUniformFloat2(WebGLProgramId, i32, WebGLSender<[f32; 2]>)
GetUniformFloat3(WebGLProgramId, i32, WebGLSender<[f32; 3]>)
GetUniformFloat4(WebGLProgramId, i32, WebGLSender<[f32; 4]>)
GetUniformFloat9(WebGLProgramId, i32, WebGLSender<[f32; 9]>)
GetUniformFloat16(WebGLProgramId, i32, WebGLSender<[f32; 16]>)
GetUniformFloat2x3(WebGLProgramId, i32, WebGLSender<[f32; 6]>)
GetUniformFloat2x4(WebGLProgramId, i32, WebGLSender<[f32; 8]>)
GetUniformFloat3x2(WebGLProgramId, i32, WebGLSender<[f32; 6]>)
GetUniformFloat3x4(WebGLProgramId, i32, WebGLSender<[f32; 12]>)
GetUniformFloat4x2(WebGLProgramId, i32, WebGLSender<[f32; 8]>)
GetUniformFloat4x3(WebGLProgramId, i32, WebGLSender<[f32; 12]>)
GetUniformBlockIndex(WebGLProgramId, String, WebGLSender<u32>)
GetUniformIndices(WebGLProgramId, Vec<String>, WebGLSender<Vec<u32>>)
GetActiveUniforms(WebGLProgramId, Vec<u32>, u32, WebGLSender<Vec<i32>>)
GetActiveUniformBlockName(WebGLProgramId, u32, WebGLSender<String>)
GetActiveUniformBlockParameter(WebGLProgramId, u32, u32, WebGLSender<Vec<i32>>)
UniformBlockBinding(WebGLProgramId, u32, u32)
InitializeFramebuffer
BeginQuery(u32, WebGLQueryId)
DeleteQuery(WebGLQueryId)
EndQuery(u32)
GenerateQuery(WebGLSender<WebGLQueryId>)
GetQueryState(WebGLSender<u32>, WebGLQueryId, u32)
GenerateSampler(WebGLSender<WebGLSamplerId>)
DeleteSampler(WebGLSamplerId)
BindSampler(u32, WebGLSamplerId)
SetSamplerParameterFloat(WebGLSamplerId, u32, f32)
SetSamplerParameterInt(WebGLSamplerId, u32, i32)
GetSamplerParameterFloat(WebGLSamplerId, u32, WebGLSender<f32>)
GetSamplerParameterInt(WebGLSamplerId, u32, WebGLSender<i32>)
BindBufferBase(u32, u32, Option<WebGLBufferId>)
BindBufferRange(u32, u32, Option<WebGLBufferId>, i64, i64)
ClearBufferfv(u32, i32, Vec<f32>)
ClearBufferiv(u32, i32, Vec<i32>)
ClearBufferuiv(u32, i32, Vec<u32>)
ClearBufferfi(u32, i32, f32, i32)
InvalidateFramebuffer(u32, Vec<u32>)
InvalidateSubFramebuffer(u32, Vec<u32>, i32, i32, i32, i32)
FramebufferTextureLayer(u32, u32, Option<WebGLTextureId>, i32, i32)
ReadBuffer(u32)
DrawBuffers(Vec<u32>)
Trait Implementations§
source§impl Debug for WebGLCommand
impl Debug for WebGLCommand
source§impl<'de> Deserialize<'de> for WebGLCommand
impl<'de> Deserialize<'de> for WebGLCommand
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl !Freeze for WebGLCommand
impl !RefUnwindSafe for WebGLCommand
impl Send for WebGLCommand
impl !Sync for WebGLCommand
impl Unpin for WebGLCommand
impl UnwindSafe for WebGLCommand
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> IntoEither for T
impl<T> IntoEither for T
source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moresource§impl<T> MaybeBoxed<Box<T>> for T
impl<T> MaybeBoxed<Box<T>> for T
source§fn maybe_boxed(self) -> Box<T>
fn maybe_boxed(self) -> Box<T>
Convert
source§impl<T> MaybeBoxed<T> for T
impl<T> MaybeBoxed<T> for T
source§fn maybe_boxed(self) -> T
fn maybe_boxed(self) -> T
Convert