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§

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GetContextAttributes(WebGLSender<GLContextAttributes>)

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ActiveTexture(u32)

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BlendColor(f32, f32, f32, f32)

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BlendEquation(u32)

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BlendEquationSeparate(u32, u32)

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BlendFunc(u32, u32)

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BlendFuncSeparate(u32, u32, u32, u32)

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AttachShader(WebGLProgramId, WebGLShaderId)

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DetachShader(WebGLProgramId, WebGLShaderId)

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BindAttribLocation(WebGLProgramId, u32, String)

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BufferData(u32, IpcBytesReceiver, u32)

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BufferSubData(u32, isize, IpcBytesReceiver)

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GetBufferSubData(u32, usize, usize, IpcBytesSender)

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CopyBufferSubData(u32, u32, i64, i64, i64)

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Clear(u32)

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ClearColor(f32, f32, f32, f32)

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ClearDepth(f32)

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ClearStencil(i32)

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ColorMask(bool, bool, bool, bool)

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CullFace(u32)

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FrontFace(u32)

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DepthFunc(u32)

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DepthMask(bool)

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DepthRange(f32, f32)

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Enable(u32)

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Disable(u32)

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CompileShader(WebGLShaderId, String)

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CopyTexImage2D(u32, i32, u32, i32, i32, i32, i32, i32)

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CopyTexSubImage2D(u32, i32, i32, i32, i32, i32, i32, i32)

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CreateBuffer(WebGLSender<Option<WebGLBufferId>>)

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CreateFramebuffer(WebGLSender<Option<WebGLFramebufferId>>)

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CreateRenderbuffer(WebGLSender<Option<WebGLRenderbufferId>>)

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CreateTexture(WebGLSender<Option<WebGLTextureId>>)

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CreateProgram(WebGLSender<Option<WebGLProgramId>>)

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CreateShader(u32, WebGLSender<Option<WebGLShaderId>>)

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DeleteBuffer(WebGLBufferId)

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DeleteFramebuffer(WebGLFramebufferId)

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DeleteRenderbuffer(WebGLRenderbufferId)

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DeleteTexture(WebGLTextureId)

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DeleteProgram(WebGLProgramId)

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DeleteShader(WebGLShaderId)

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BindBuffer(u32, Option<WebGLBufferId>)

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BindFramebuffer(u32, WebGLFramebufferBindingRequest)

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BindRenderbuffer(u32, Option<WebGLRenderbufferId>)

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BindTexture(u32, Option<WebGLTextureId>)

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DisableVertexAttribArray(u32)

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EnableVertexAttribArray(u32)

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FramebufferRenderbuffer(u32, u32, u32, Option<WebGLRenderbufferId>)

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FramebufferTexture2D(u32, u32, u32, Option<WebGLTextureId>, i32)

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GetExtensions(WebGLSender<String>)

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GetShaderPrecisionFormat(u32, u32, WebGLSender<(i32, i32, i32)>)

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GetFragDataLocation(WebGLProgramId, String, WebGLSender<i32>)

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GetUniformLocation(WebGLProgramId, String, WebGLSender<i32>)

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GetShaderInfoLog(WebGLShaderId, WebGLSender<String>)

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GetProgramInfoLog(WebGLProgramId, WebGLSender<String>)

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GetFramebufferAttachmentParameter(u32, u32, u32, WebGLSender<i32>)

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GetRenderbufferParameter(u32, u32, WebGLSender<i32>)

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CreateTransformFeedback(WebGLSender<u32>)

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DeleteTransformFeedback(u32)

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IsTransformFeedback(u32, WebGLSender<bool>)

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BindTransformFeedback(u32, u32)

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BeginTransformFeedback(u32)

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EndTransformFeedback()

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PauseTransformFeedback()

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ResumeTransformFeedback()

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GetTransformFeedbackVarying(WebGLProgramId, u32, WebGLSender<(i32, u32, String)>)

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TransformFeedbackVaryings(WebGLProgramId, Vec<String>, u32)

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PolygonOffset(f32, f32)

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RenderbufferStorage(u32, u32, i32, i32)

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RenderbufferStorageMultisample(u32, i32, u32, i32, i32)

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ReadPixels(Rect<u32>, u32, u32, IpcBytesSender)

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ReadPixelsPP(Rect<i32>, u32, u32, usize)

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SampleCoverage(f32, bool)

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Scissor(i32, i32, u32, u32)

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StencilFunc(u32, i32, u32)

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StencilFuncSeparate(u32, u32, i32, u32)

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StencilMask(u32)

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StencilMaskSeparate(u32, u32)

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StencilOp(u32, u32, u32)

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StencilOpSeparate(u32, u32, u32, u32)

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FenceSync(WebGLSender<WebGLSyncId>)

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IsSync(WebGLSyncId, WebGLSender<bool>)

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ClientWaitSync(WebGLSyncId, u32, u64, WebGLSender<u32>)

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WaitSync(WebGLSyncId, u32, i64)

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GetSyncParameter(WebGLSyncId, u32, WebGLSender<u32>)

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DeleteSync(WebGLSyncId)

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Hint(u32, u32)

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LineWidth(f32)

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PixelStorei(u32, i32)

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LinkProgram(WebGLProgramId, WebGLSender<ProgramLinkInfo>)

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Uniform1f(i32, f32)

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Uniform1fv(i32, Vec<f32>)

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Uniform1i(i32, i32)

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Uniform1ui(i32, u32)

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Uniform1iv(i32, Vec<i32>)

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Uniform1uiv(i32, Vec<u32>)

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Uniform2f(i32, f32, f32)

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Uniform2fv(i32, Vec<f32>)

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Uniform2i(i32, i32, i32)

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Uniform2ui(i32, u32, u32)

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Uniform2iv(i32, Vec<i32>)

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Uniform2uiv(i32, Vec<u32>)

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Uniform3f(i32, f32, f32, f32)

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Uniform3fv(i32, Vec<f32>)

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Uniform3i(i32, i32, i32, i32)

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Uniform3ui(i32, u32, u32, u32)

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Uniform3iv(i32, Vec<i32>)

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Uniform3uiv(i32, Vec<u32>)

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Uniform4f(i32, f32, f32, f32, f32)

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Uniform4fv(i32, Vec<f32>)

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Uniform4i(i32, i32, i32, i32, i32)

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Uniform4ui(i32, u32, u32, u32, u32)

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Uniform4iv(i32, Vec<i32>)

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Uniform4uiv(i32, Vec<u32>)

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UniformMatrix2fv(i32, Vec<f32>)

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UniformMatrix3fv(i32, Vec<f32>)

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UniformMatrix4fv(i32, Vec<f32>)

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UniformMatrix3x2fv(i32, Vec<f32>)

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UniformMatrix4x2fv(i32, Vec<f32>)

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UniformMatrix2x3fv(i32, Vec<f32>)

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UniformMatrix4x3fv(i32, Vec<f32>)

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UniformMatrix2x4fv(i32, Vec<f32>)

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UniformMatrix3x4fv(i32, Vec<f32>)

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UseProgram(Option<WebGLProgramId>)

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ValidateProgram(WebGLProgramId)

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VertexAttrib(u32, f32, f32, f32, f32)

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VertexAttribI(u32, i32, i32, i32, i32)

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VertexAttribU(u32, u32, u32, u32, u32)

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VertexAttribPointer(u32, i32, u32, bool, i32, u32)

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VertexAttribPointer2f(u32, i32, bool, i32, u32)

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SetViewport(i32, i32, i32, i32)

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TexImage2D

Fields

§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>
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TexImage2DPBO

Fields

§target: u32
§level: u32
§internal_format: TexFormat
§size: Size2D<u32>
§format: TexFormat
§effective_data_type: u32
§unpacking_alignment: u32
§offset: i64
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TexSubImage2D

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>
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CompressedTexImage2D

Fields

§target: u32
§level: u32
§internal_format: u32
§size: Size2D<u32>
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CompressedTexSubImage2D

Fields

§target: u32
§level: i32
§xoffset: i32
§yoffset: i32
§size: Size2D<u32>
§format: u32
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DrawingBufferWidth(WebGLSender<i32>)

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DrawingBufferHeight(WebGLSender<i32>)

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Finish(WebGLSender<()>)

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Flush

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GenerateMipmap(u32)

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CreateVertexArray(WebGLSender<Option<WebGLVertexArrayId>>)

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DeleteVertexArray(WebGLVertexArrayId)

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BindVertexArray(Option<WebGLVertexArrayId>)

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GetParameterBool(ParameterBool, WebGLSender<bool>)

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GetParameterBool4(ParameterBool4, WebGLSender<[bool; 4]>)

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GetParameterInt(ParameterInt, WebGLSender<i32>)

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GetParameterInt2(ParameterInt2, WebGLSender<[i32; 2]>)

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GetParameterInt4(ParameterInt4, WebGLSender<[i32; 4]>)

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GetParameterFloat(ParameterFloat, WebGLSender<f32>)

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GetParameterFloat2(ParameterFloat2, WebGLSender<[f32; 2]>)

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GetParameterFloat4(ParameterFloat4, WebGLSender<[f32; 4]>)

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GetProgramValidateStatus(WebGLProgramId, WebGLSender<bool>)

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GetProgramActiveUniforms(WebGLProgramId, WebGLSender<i32>)

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GetCurrentVertexAttrib(u32, WebGLSender<[f32; 4]>)

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GetTexParameterFloat(u32, TexParameterFloat, WebGLSender<f32>)

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GetTexParameterInt(u32, TexParameterInt, WebGLSender<i32>)

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GetTexParameterBool(u32, TexParameterBool, WebGLSender<bool>)

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GetInternalFormatIntVec(u32, u32, InternalFormatIntVec, WebGLSender<Vec<i32>>)

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TexParameteri(u32, u32, i32)

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TexParameterf(u32, u32, f32)

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TexStorage2D(u32, u32, TexFormat, u32, u32)

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TexStorage3D(u32, u32, TexFormat, u32, u32, u32)

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DrawArrays

Fields

§mode: u32
§first: i32
§count: i32
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DrawArraysInstanced

Fields

§mode: u32
§first: i32
§count: i32
§primcount: i32
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DrawElements

Fields

§mode: u32
§count: i32
§type_: u32
§offset: u32
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DrawElementsInstanced

Fields

§mode: u32
§count: i32
§type_: u32
§offset: u32
§primcount: i32
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VertexAttribDivisor

Fields

§index: u32
§divisor: u32
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GetUniformBool(WebGLProgramId, i32, WebGLSender<bool>)

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GetUniformBool2(WebGLProgramId, i32, WebGLSender<[bool; 2]>)

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GetUniformBool3(WebGLProgramId, i32, WebGLSender<[bool; 3]>)

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GetUniformBool4(WebGLProgramId, i32, WebGLSender<[bool; 4]>)

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GetUniformInt(WebGLProgramId, i32, WebGLSender<i32>)

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GetUniformInt2(WebGLProgramId, i32, WebGLSender<[i32; 2]>)

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GetUniformInt3(WebGLProgramId, i32, WebGLSender<[i32; 3]>)

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GetUniformInt4(WebGLProgramId, i32, WebGLSender<[i32; 4]>)

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GetUniformUint(WebGLProgramId, i32, WebGLSender<u32>)

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GetUniformUint2(WebGLProgramId, i32, WebGLSender<[u32; 2]>)

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GetUniformUint3(WebGLProgramId, i32, WebGLSender<[u32; 3]>)

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GetUniformUint4(WebGLProgramId, i32, WebGLSender<[u32; 4]>)

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GetUniformFloat(WebGLProgramId, i32, WebGLSender<f32>)

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GetUniformFloat2(WebGLProgramId, i32, WebGLSender<[f32; 2]>)

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GetUniformFloat3(WebGLProgramId, i32, WebGLSender<[f32; 3]>)

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GetUniformFloat4(WebGLProgramId, i32, WebGLSender<[f32; 4]>)

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GetUniformFloat9(WebGLProgramId, i32, WebGLSender<[f32; 9]>)

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GetUniformFloat16(WebGLProgramId, i32, WebGLSender<[f32; 16]>)

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GetUniformFloat2x3(WebGLProgramId, i32, WebGLSender<[f32; 6]>)

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GetUniformFloat2x4(WebGLProgramId, i32, WebGLSender<[f32; 8]>)

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GetUniformFloat3x2(WebGLProgramId, i32, WebGLSender<[f32; 6]>)

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GetUniformFloat3x4(WebGLProgramId, i32, WebGLSender<[f32; 12]>)

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GetUniformFloat4x2(WebGLProgramId, i32, WebGLSender<[f32; 8]>)

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GetUniformFloat4x3(WebGLProgramId, i32, WebGLSender<[f32; 12]>)

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GetUniformBlockIndex(WebGLProgramId, String, WebGLSender<u32>)

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GetUniformIndices(WebGLProgramId, Vec<String>, WebGLSender<Vec<u32>>)

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GetActiveUniforms(WebGLProgramId, Vec<u32>, u32, WebGLSender<Vec<i32>>)

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GetActiveUniformBlockName(WebGLProgramId, u32, WebGLSender<String>)

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GetActiveUniformBlockParameter(WebGLProgramId, u32, u32, WebGLSender<Vec<i32>>)

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UniformBlockBinding(WebGLProgramId, u32, u32)

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InitializeFramebuffer

Fields

§color: bool
§depth: bool
§stencil: bool
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BeginQuery(u32, WebGLQueryId)

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DeleteQuery(WebGLQueryId)

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EndQuery(u32)

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GenerateQuery(WebGLSender<WebGLQueryId>)

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GetQueryState(WebGLSender<u32>, WebGLQueryId, u32)

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GenerateSampler(WebGLSender<WebGLSamplerId>)

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DeleteSampler(WebGLSamplerId)

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BindSampler(u32, WebGLSamplerId)

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SetSamplerParameterFloat(WebGLSamplerId, u32, f32)

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SetSamplerParameterInt(WebGLSamplerId, u32, i32)

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GetSamplerParameterFloat(WebGLSamplerId, u32, WebGLSender<f32>)

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GetSamplerParameterInt(WebGLSamplerId, u32, WebGLSender<i32>)

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BindBufferBase(u32, u32, Option<WebGLBufferId>)

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BindBufferRange(u32, u32, Option<WebGLBufferId>, i64, i64)

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ClearBufferfv(u32, i32, Vec<f32>)

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ClearBufferiv(u32, i32, Vec<i32>)

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ClearBufferuiv(u32, i32, Vec<u32>)

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ClearBufferfi(u32, i32, f32, i32)

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InvalidateFramebuffer(u32, Vec<u32>)

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InvalidateSubFramebuffer(u32, Vec<u32>, i32, i32, i32, i32)

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FramebufferTextureLayer(u32, u32, Option<WebGLTextureId>, i32, i32)

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ReadBuffer(u32)

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DrawBuffers(Vec<u32>)

Trait Implementations§

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impl Debug for WebGLCommand

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for WebGLCommand

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for WebGLCommand

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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fn type_id(&self) -> TypeId

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where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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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 more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

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 more
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impl<T> MaybeBoxed<Box<T>> for T

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fn maybe_boxed(self) -> Box<T>

Convert
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impl<T> MaybeBoxed<T> for T

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fn maybe_boxed(self) -> T

Convert
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<V, T> VZip<V> for T
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