pub trait WebGL2RenderingContextMethods<D: DomTypes> {
Show 232 methods // Required methods fn CopyBufferSubData( &self, readTarget: u32, writeTarget: u32, readOffset: i64, writeOffset: i64, size: i64, ); fn GetBufferSubData( &self, target: u32, srcByteOffset: i64, dstBuffer: CustomAutoRooterGuard<'_, ArrayBufferView>, dstOffset: u32, length: u32, ); fn FramebufferTextureLayer( &self, target: u32, attachment: u32, texture: Option<&WebGLTexture>, level: i32, layer: i32, ); fn InvalidateFramebuffer(&self, target: u32, attachments: Vec<u32>); fn InvalidateSubFramebuffer( &self, target: u32, attachments: Vec<u32>, x: i32, y: i32, width: i32, height: i32, ); fn ReadBuffer(&self, src: u32); fn GetInternalformatParameter( &self, cx: SafeJSContext, target: u32, internalformat: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn RenderbufferStorageMultisample( &self, target: u32, samples: i32, internalformat: u32, width: i32, height: i32, ); fn TexStorage2D( &self, target: u32, levels: i32, internalformat: u32, width: i32, height: i32, ); fn TexStorage3D( &self, target: u32, levels: i32, internalformat: u32, width: i32, height: i32, depth: i32, ); fn GetFragDataLocation( &self, program: &WebGLProgram, name: DOMString, ) -> i32; fn Uniform1ui(&self, location: Option<&WebGLUniformLocation>, v0: u32); fn Uniform2ui( &self, location: Option<&WebGLUniformLocation>, v0: u32, v1: u32, ); fn Uniform3ui( &self, location: Option<&WebGLUniformLocation>, v0: u32, v1: u32, v2: u32, ); fn Uniform4ui( &self, location: Option<&WebGLUniformLocation>, v0: u32, v1: u32, v2: u32, v3: u32, ); fn Uniform1uiv( &self, location: Option<&WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform2uiv( &self, location: Option<&WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform3uiv( &self, location: Option<&WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform4uiv( &self, location: Option<&WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix3x2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix4x2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix2x3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix4x3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix2x4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix3x4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn VertexAttribI4i(&self, index: u32, x: i32, y: i32, z: i32, w: i32); fn VertexAttribI4iv(&self, index: u32, values: Int32ArrayOrLongSequence); fn VertexAttribI4ui(&self, index: u32, x: u32, y: u32, z: u32, w: u32); fn VertexAttribI4uiv( &self, index: u32, values: Uint32ArrayOrUnsignedLongSequence, ); fn VertexAttribIPointer( &self, index: u32, size: i32, type_: u32, stride: i32, offset: i64, ); fn VertexAttribDivisor(&self, index: u32, divisor: u32); fn DrawArraysInstanced( &self, mode: u32, first: i32, count: i32, instanceCount: i32, ); fn DrawElementsInstanced( &self, mode: u32, count: i32, type_: u32, offset: i64, instanceCount: i32, ); fn DrawRangeElements( &self, mode: u32, start: u32, end: u32, count: i32, type_: u32, offset: i64, ); fn DrawBuffers(&self, buffers: Vec<u32>); fn ClearBufferfv( &self, buffer: u32, drawbuffer: i32, values: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, ); fn ClearBufferiv( &self, buffer: u32, drawbuffer: i32, values: Int32ArrayOrLongSequence, srcOffset: u32, ); fn ClearBufferuiv( &self, buffer: u32, drawbuffer: i32, values: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, ); fn ClearBufferfi( &self, buffer: u32, drawbuffer: i32, depth: f32, stencil: i32, ); fn CreateQuery(&self) -> Option<Root<Dom<WebGLQuery>>>; fn DeleteQuery(&self, query: Option<&WebGLQuery>); fn IsQuery(&self, query: Option<&WebGLQuery>) -> bool; fn BeginQuery(&self, target: u32, query: &WebGLQuery); fn EndQuery(&self, target: u32); fn GetQuery(&self, target: u32, pname: u32) -> Option<Root<Dom<WebGLQuery>>>; fn GetQueryParameter( &self, cx: SafeJSContext, query: &WebGLQuery, pname: u32, rval: MutableHandleValue<'_>, ); fn CreateSampler(&self) -> Option<Root<Dom<WebGLSampler>>>; fn DeleteSampler(&self, sampler: Option<&WebGLSampler>); fn IsSampler(&self, sampler: Option<&WebGLSampler>) -> bool; fn BindSampler(&self, unit: u32, sampler: Option<&WebGLSampler>); fn SamplerParameteri(&self, sampler: &WebGLSampler, pname: u32, param: i32); fn SamplerParameterf(&self, sampler: &WebGLSampler, pname: u32, param: f32); fn GetSamplerParameter( &self, cx: SafeJSContext, sampler: &WebGLSampler, pname: u32, rval: MutableHandleValue<'_>, ); fn FenceSync( &self, condition: u32, flags: u32, ) -> Option<Root<Dom<WebGLSync>>>; fn IsSync(&self, sync: Option<&WebGLSync>) -> bool; fn DeleteSync(&self, sync: Option<&WebGLSync>); fn ClientWaitSync(&self, sync: &WebGLSync, flags: u32, timeout: u64) -> u32; fn WaitSync(&self, sync: &WebGLSync, flags: u32, timeout: i64); fn GetSyncParameter( &self, cx: SafeJSContext, sync: &WebGLSync, pname: u32, rval: MutableHandleValue<'_>, ); fn CreateTransformFeedback( &self, ) -> Option<Root<Dom<WebGLTransformFeedback>>>; fn DeleteTransformFeedback(&self, tf: Option<&WebGLTransformFeedback>); fn IsTransformFeedback(&self, tf: Option<&WebGLTransformFeedback>) -> bool; fn BindTransformFeedback( &self, target: u32, tf: Option<&WebGLTransformFeedback>, ); fn BeginTransformFeedback(&self, primitiveMode: u32); fn EndTransformFeedback(&self); fn TransformFeedbackVaryings( &self, program: &WebGLProgram, varyings: Vec<DOMString>, bufferMode: u32, ); fn GetTransformFeedbackVarying( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<WebGLActiveInfo>>>; fn PauseTransformFeedback(&self); fn ResumeTransformFeedback(&self); fn BindBufferBase( &self, target: u32, index: u32, buffer: Option<&WebGLBuffer>, ); fn BindBufferRange( &self, target: u32, index: u32, buffer: Option<&WebGLBuffer>, offset: i64, size: i64, ); fn GetIndexedParameter( &self, cx: SafeJSContext, target: u32, index: u32, rval: MutableHandleValue<'_>, ); fn GetUniformIndices( &self, program: &WebGLProgram, uniformNames: Vec<DOMString>, ) -> Option<Vec<u32>>; fn GetActiveUniforms( &self, cx: SafeJSContext, program: &WebGLProgram, uniformIndices: Vec<u32>, pname: u32, rval: MutableHandleValue<'_>, ); fn GetUniformBlockIndex( &self, program: &WebGLProgram, uniformBlockName: DOMString, ) -> u32; fn GetActiveUniformBlockParameter( &self, cx: SafeJSContext, program: &WebGLProgram, uniformBlockIndex: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetActiveUniformBlockName( &self, program: &WebGLProgram, uniformBlockIndex: u32, ) -> Option<DOMString>; fn UniformBlockBinding( &self, program: &WebGLProgram, uniformBlockIndex: u32, uniformBlockBinding: u32, ); fn CreateVertexArray(&self) -> Option<Root<Dom<WebGLVertexArrayObject>>>; fn DeleteVertexArray(&self, vertexArray: Option<&WebGLVertexArrayObject>); fn IsVertexArray( &self, vertexArray: Option<&WebGLVertexArrayObject>, ) -> bool; fn BindVertexArray(&self, array: Option<&WebGLVertexArrayObject>); fn BufferData(&self, target: u32, size: i64, usage: u32); fn BufferData_( &self, target: u32, srcData: Option<ArrayBufferViewOrArrayBuffer>, usage: u32, ); fn BufferData__( &self, target: u32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, usage: u32, srcOffset: u32, length: u32, ); fn BufferSubData( &self, target: u32, dstByteOffset: i64, srcData: ArrayBufferViewOrArrayBuffer, ); fn BufferSubData_( &self, target: u32, dstByteOffset: i64, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, length: u32, ); fn TexImage2D( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ) -> Result<(), Error>; fn TexImage2D_( &self, target: u32, level: i32, internalformat: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>; fn TexImage2D__( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, pboOffset: i64, ) -> Result<(), Error>; fn TexImage2D___( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>; fn TexImage2D____( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, ) -> Result<(), Error>; fn TexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, type_: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ) -> Result<(), Error>; fn TexSubImage2D_( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>; fn CompressedTexImage2D( &self, target: u32, level: i32, internalformat: u32, width: i32, height: i32, border: i32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, srcLengthOverride: u32, ); fn CompressedTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, srcLengthOverride: u32, ); fn Uniform1fv( &self, location: Option<&WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn Uniform2fv( &self, location: Option<&WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn Uniform3fv( &self, location: Option<&WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn Uniform4fv( &self, location: Option<&WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn Uniform1iv( &self, location: Option<&WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform2iv( &self, location: Option<&WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform3iv( &self, location: Option<&WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform4iv( &self, location: Option<&WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn ReadPixels( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, dstData: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ); fn ReadPixels_( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, offset: i64, ); fn ReadPixels__( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, dstData: CustomAutoRooterGuard<'_, ArrayBufferView>, dstOffset: u32, ); fn Canvas(&self) -> HTMLCanvasElementOrOffscreenCanvas; fn DrawingBufferWidth(&self) -> i32; fn DrawingBufferHeight(&self) -> i32; fn GetContextAttributes(&self) -> Option<WebGLContextAttributes>; fn IsContextLost(&self) -> bool; fn GetSupportedExtensions(&self) -> Option<Vec<DOMString>>; fn GetExtension( &self, cx: SafeJSContext, name: DOMString, ) -> Option<NonNull<JSObject>>; fn ActiveTexture(&self, texture: u32); fn AttachShader(&self, program: &WebGLProgram, shader: &WebGLShader); fn BindAttribLocation( &self, program: &WebGLProgram, index: u32, name: DOMString, ); fn BindBuffer(&self, target: u32, buffer: Option<&WebGLBuffer>); fn BindFramebuffer( &self, target: u32, framebuffer: Option<&WebGLFramebuffer>, ); fn BindRenderbuffer( &self, target: u32, renderbuffer: Option<&WebGLRenderbuffer>, ); fn BindTexture(&self, target: u32, texture: Option<&WebGLTexture>); fn BlendColor(&self, red: f32, green: f32, blue: f32, alpha: f32); fn BlendEquation(&self, mode: u32); fn BlendEquationSeparate(&self, modeRGB: u32, modeAlpha: u32); fn BlendFunc(&self, sfactor: u32, dfactor: u32); fn BlendFuncSeparate( &self, srcRGB: u32, dstRGB: u32, srcAlpha: u32, dstAlpha: u32, ); fn CheckFramebufferStatus(&self, target: u32) -> u32; fn Clear(&self, mask: u32); fn ClearColor(&self, red: f32, green: f32, blue: f32, alpha: f32); fn ClearDepth(&self, depth: f32); fn ClearStencil(&self, s: i32); fn ColorMask(&self, red: bool, green: bool, blue: bool, alpha: bool); fn CompileShader(&self, shader: &WebGLShader); fn CopyTexImage2D( &self, target: u32, level: i32, internalformat: u32, x: i32, y: i32, width: i32, height: i32, border: i32, ); fn CopyTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, x: i32, y: i32, width: i32, height: i32, ); fn CreateBuffer(&self) -> Option<Root<Dom<WebGLBuffer>>>; fn CreateFramebuffer(&self) -> Option<Root<Dom<WebGLFramebuffer>>>; fn CreateProgram(&self) -> Option<Root<Dom<WebGLProgram>>>; fn CreateRenderbuffer(&self) -> Option<Root<Dom<WebGLRenderbuffer>>>; fn CreateShader(&self, type_: u32) -> Option<Root<Dom<WebGLShader>>>; fn CreateTexture(&self) -> Option<Root<Dom<WebGLTexture>>>; fn CullFace(&self, mode: u32); fn DeleteBuffer(&self, buffer: Option<&WebGLBuffer>); fn DeleteFramebuffer(&self, framebuffer: Option<&WebGLFramebuffer>); fn DeleteProgram(&self, program: Option<&WebGLProgram>); fn DeleteRenderbuffer(&self, renderbuffer: Option<&WebGLRenderbuffer>); fn DeleteShader(&self, shader: Option<&WebGLShader>); fn DeleteTexture(&self, texture: Option<&WebGLTexture>); fn DepthFunc(&self, func: u32); fn DepthMask(&self, flag: bool); fn DepthRange(&self, zNear: f32, zFar: f32); fn DetachShader(&self, program: &WebGLProgram, shader: &WebGLShader); fn Disable(&self, cap: u32); fn DisableVertexAttribArray(&self, index: u32); fn DrawArrays(&self, mode: u32, first: i32, count: i32); fn DrawElements(&self, mode: u32, count: i32, type_: u32, offset: i64); fn Enable(&self, cap: u32); fn EnableVertexAttribArray(&self, index: u32); fn Finish(&self); fn Flush(&self); fn FramebufferRenderbuffer( &self, target: u32, attachment: u32, renderbuffertarget: u32, renderbuffer: Option<&WebGLRenderbuffer>, ); fn FramebufferTexture2D( &self, target: u32, attachment: u32, textarget: u32, texture: Option<&WebGLTexture>, level: i32, ); fn FrontFace(&self, mode: u32); fn GenerateMipmap(&self, target: u32); fn GetActiveAttrib( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<WebGLActiveInfo>>>; fn GetActiveUniform( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<WebGLActiveInfo>>>; fn GetAttachedShaders( &self, program: &WebGLProgram, ) -> Option<Vec<Root<Dom<WebGLShader>>>>; fn GetAttribLocation(&self, program: &WebGLProgram, name: DOMString) -> i32; fn GetBufferParameter( &self, cx: SafeJSContext, target: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetParameter( &self, cx: SafeJSContext, pname: u32, rval: MutableHandleValue<'_>, ); fn GetError(&self) -> u32; fn GetFramebufferAttachmentParameter( &self, cx: SafeJSContext, target: u32, attachment: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetProgramParameter( &self, cx: SafeJSContext, program: &WebGLProgram, pname: u32, rval: MutableHandleValue<'_>, ); fn GetProgramInfoLog(&self, program: &WebGLProgram) -> Option<DOMString>; fn GetRenderbufferParameter( &self, cx: SafeJSContext, target: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetShaderParameter( &self, cx: SafeJSContext, shader: &WebGLShader, pname: u32, rval: MutableHandleValue<'_>, ); fn GetShaderPrecisionFormat( &self, shadertype: u32, precisiontype: u32, ) -> Option<Root<Dom<WebGLShaderPrecisionFormat>>>; fn GetShaderInfoLog(&self, shader: &WebGLShader) -> Option<DOMString>; fn GetShaderSource(&self, shader: &WebGLShader) -> Option<DOMString>; fn GetTexParameter( &self, cx: SafeJSContext, target: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetUniform( &self, cx: SafeJSContext, program: &WebGLProgram, location: &WebGLUniformLocation, rval: MutableHandleValue<'_>, ); fn GetUniformLocation( &self, program: &WebGLProgram, name: DOMString, ) -> Option<Root<Dom<WebGLUniformLocation>>>; fn GetVertexAttrib( &self, cx: SafeJSContext, index: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetVertexAttribOffset(&self, index: u32, pname: u32) -> i64; fn Hint(&self, target: u32, mode: u32); fn IsBuffer(&self, buffer: Option<&WebGLBuffer>) -> bool; fn IsEnabled(&self, cap: u32) -> bool; fn IsFramebuffer(&self, framebuffer: Option<&WebGLFramebuffer>) -> bool; fn IsProgram(&self, program: Option<&WebGLProgram>) -> bool; fn IsRenderbuffer(&self, renderbuffer: Option<&WebGLRenderbuffer>) -> bool; fn IsShader(&self, shader: Option<&WebGLShader>) -> bool; fn IsTexture(&self, texture: Option<&WebGLTexture>) -> bool; fn LineWidth(&self, width: f32); fn LinkProgram(&self, program: &WebGLProgram); fn PixelStorei(&self, pname: u32, param: i32); fn PolygonOffset(&self, factor: f32, units: f32); fn RenderbufferStorage( &self, target: u32, internalformat: u32, width: i32, height: i32, ); fn SampleCoverage(&self, value: f32, invert: bool); fn Scissor(&self, x: i32, y: i32, width: i32, height: i32); fn ShaderSource(&self, shader: &WebGLShader, source: DOMString); fn StencilFunc(&self, func: u32, ref_: i32, mask: u32); fn StencilFuncSeparate(&self, face: u32, func: u32, ref_: i32, mask: u32); fn StencilMask(&self, mask: u32); fn StencilMaskSeparate(&self, face: u32, mask: u32); fn StencilOp(&self, fail: u32, zfail: u32, zpass: u32); fn StencilOpSeparate(&self, face: u32, fail: u32, zfail: u32, zpass: u32); fn TexParameterf(&self, target: u32, pname: u32, param: f32); fn TexParameteri(&self, target: u32, pname: u32, param: i32); fn Uniform1f(&self, location: Option<&WebGLUniformLocation>, x: f32); fn Uniform2f(&self, location: Option<&WebGLUniformLocation>, x: f32, y: f32); fn Uniform3f( &self, location: Option<&WebGLUniformLocation>, x: f32, y: f32, z: f32, ); fn Uniform4f( &self, location: Option<&WebGLUniformLocation>, x: f32, y: f32, z: f32, w: f32, ); fn Uniform1i(&self, location: Option<&WebGLUniformLocation>, x: i32); fn Uniform2i(&self, location: Option<&WebGLUniformLocation>, x: i32, y: i32); fn Uniform3i( &self, location: Option<&WebGLUniformLocation>, x: i32, y: i32, z: i32, ); fn Uniform4i( &self, location: Option<&WebGLUniformLocation>, x: i32, y: i32, z: i32, w: i32, ); fn UseProgram(&self, program: Option<&WebGLProgram>); fn ValidateProgram(&self, program: &WebGLProgram); fn VertexAttrib1f(&self, indx: u32, x: f32); fn VertexAttrib2f(&self, indx: u32, x: f32, y: f32); fn VertexAttrib3f(&self, indx: u32, x: f32, y: f32, z: f32); fn VertexAttrib4f(&self, indx: u32, x: f32, y: f32, z: f32, w: f32); fn VertexAttrib1fv( &self, indx: u32, values: Float32ArrayOrUnrestrictedFloatSequence, ); fn VertexAttrib2fv( &self, indx: u32, values: Float32ArrayOrUnrestrictedFloatSequence, ); fn VertexAttrib3fv( &self, indx: u32, values: Float32ArrayOrUnrestrictedFloatSequence, ); fn VertexAttrib4fv( &self, indx: u32, values: Float32ArrayOrUnrestrictedFloatSequence, ); fn VertexAttribPointer( &self, indx: u32, size: i32, type_: u32, normalized: bool, stride: i32, offset: i64, ); fn Viewport(&self, x: i32, y: i32, width: i32, height: i32); fn MakeXRCompatible(&self, _can_gc: CanGc) -> Rc<Promise>;
}

Required Methods§

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fn CopyBufferSubData( &self, readTarget: u32, writeTarget: u32, readOffset: i64, writeOffset: i64, size: i64, )

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fn GetBufferSubData( &self, target: u32, srcByteOffset: i64, dstBuffer: CustomAutoRooterGuard<'_, ArrayBufferView>, dstOffset: u32, length: u32, )

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fn FramebufferTextureLayer( &self, target: u32, attachment: u32, texture: Option<&WebGLTexture>, level: i32, layer: i32, )

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fn InvalidateFramebuffer(&self, target: u32, attachments: Vec<u32>)

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fn InvalidateSubFramebuffer( &self, target: u32, attachments: Vec<u32>, x: i32, y: i32, width: i32, height: i32, )

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fn ReadBuffer(&self, src: u32)

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fn GetInternalformatParameter( &self, cx: SafeJSContext, target: u32, internalformat: u32, pname: u32, rval: MutableHandleValue<'_>, )

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fn RenderbufferStorageMultisample( &self, target: u32, samples: i32, internalformat: u32, width: i32, height: i32, )

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fn TexStorage2D( &self, target: u32, levels: i32, internalformat: u32, width: i32, height: i32, )

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fn TexStorage3D( &self, target: u32, levels: i32, internalformat: u32, width: i32, height: i32, depth: i32, )

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fn GetFragDataLocation(&self, program: &WebGLProgram, name: DOMString) -> i32

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fn Uniform1ui(&self, location: Option<&WebGLUniformLocation>, v0: u32)

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fn Uniform2ui(&self, location: Option<&WebGLUniformLocation>, v0: u32, v1: u32)

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fn Uniform3ui( &self, location: Option<&WebGLUniformLocation>, v0: u32, v1: u32, v2: u32, )

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fn Uniform4ui( &self, location: Option<&WebGLUniformLocation>, v0: u32, v1: u32, v2: u32, v3: u32, )

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fn Uniform1uiv( &self, location: Option<&WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform2uiv( &self, location: Option<&WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform3uiv( &self, location: Option<&WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform4uiv( &self, location: Option<&WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix3x2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix4x2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix2x3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix4x3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix2x4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix3x4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn VertexAttribI4i(&self, index: u32, x: i32, y: i32, z: i32, w: i32)

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fn VertexAttribI4iv(&self, index: u32, values: Int32ArrayOrLongSequence)

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fn VertexAttribI4ui(&self, index: u32, x: u32, y: u32, z: u32, w: u32)

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fn VertexAttribI4uiv( &self, index: u32, values: Uint32ArrayOrUnsignedLongSequence, )

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fn VertexAttribIPointer( &self, index: u32, size: i32, type_: u32, stride: i32, offset: i64, )

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fn VertexAttribDivisor(&self, index: u32, divisor: u32)

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fn DrawArraysInstanced( &self, mode: u32, first: i32, count: i32, instanceCount: i32, )

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fn DrawElementsInstanced( &self, mode: u32, count: i32, type_: u32, offset: i64, instanceCount: i32, )

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fn DrawRangeElements( &self, mode: u32, start: u32, end: u32, count: i32, type_: u32, offset: i64, )

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fn DrawBuffers(&self, buffers: Vec<u32>)

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fn ClearBufferfv( &self, buffer: u32, drawbuffer: i32, values: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, )

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fn ClearBufferiv( &self, buffer: u32, drawbuffer: i32, values: Int32ArrayOrLongSequence, srcOffset: u32, )

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fn ClearBufferuiv( &self, buffer: u32, drawbuffer: i32, values: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, )

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fn ClearBufferfi(&self, buffer: u32, drawbuffer: i32, depth: f32, stencil: i32)

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fn CreateQuery(&self) -> Option<Root<Dom<WebGLQuery>>>

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fn DeleteQuery(&self, query: Option<&WebGLQuery>)

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fn IsQuery(&self, query: Option<&WebGLQuery>) -> bool

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fn BeginQuery(&self, target: u32, query: &WebGLQuery)

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fn EndQuery(&self, target: u32)

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fn GetQuery(&self, target: u32, pname: u32) -> Option<Root<Dom<WebGLQuery>>>

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fn GetQueryParameter( &self, cx: SafeJSContext, query: &WebGLQuery, pname: u32, rval: MutableHandleValue<'_>, )

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fn CreateSampler(&self) -> Option<Root<Dom<WebGLSampler>>>

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fn DeleteSampler(&self, sampler: Option<&WebGLSampler>)

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fn IsSampler(&self, sampler: Option<&WebGLSampler>) -> bool

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fn BindSampler(&self, unit: u32, sampler: Option<&WebGLSampler>)

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fn SamplerParameteri(&self, sampler: &WebGLSampler, pname: u32, param: i32)

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fn SamplerParameterf(&self, sampler: &WebGLSampler, pname: u32, param: f32)

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fn GetSamplerParameter( &self, cx: SafeJSContext, sampler: &WebGLSampler, pname: u32, rval: MutableHandleValue<'_>, )

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fn FenceSync(&self, condition: u32, flags: u32) -> Option<Root<Dom<WebGLSync>>>

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fn IsSync(&self, sync: Option<&WebGLSync>) -> bool

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fn DeleteSync(&self, sync: Option<&WebGLSync>)

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fn ClientWaitSync(&self, sync: &WebGLSync, flags: u32, timeout: u64) -> u32

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fn WaitSync(&self, sync: &WebGLSync, flags: u32, timeout: i64)

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fn GetSyncParameter( &self, cx: SafeJSContext, sync: &WebGLSync, pname: u32, rval: MutableHandleValue<'_>, )

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fn CreateTransformFeedback(&self) -> Option<Root<Dom<WebGLTransformFeedback>>>

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fn DeleteTransformFeedback(&self, tf: Option<&WebGLTransformFeedback>)

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fn IsTransformFeedback(&self, tf: Option<&WebGLTransformFeedback>) -> bool

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fn BindTransformFeedback( &self, target: u32, tf: Option<&WebGLTransformFeedback>, )

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fn BeginTransformFeedback(&self, primitiveMode: u32)

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fn EndTransformFeedback(&self)

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fn TransformFeedbackVaryings( &self, program: &WebGLProgram, varyings: Vec<DOMString>, bufferMode: u32, )

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fn GetTransformFeedbackVarying( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<WebGLActiveInfo>>>

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fn PauseTransformFeedback(&self)

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fn ResumeTransformFeedback(&self)

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fn BindBufferBase(&self, target: u32, index: u32, buffer: Option<&WebGLBuffer>)

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fn BindBufferRange( &self, target: u32, index: u32, buffer: Option<&WebGLBuffer>, offset: i64, size: i64, )

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fn GetIndexedParameter( &self, cx: SafeJSContext, target: u32, index: u32, rval: MutableHandleValue<'_>, )

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fn GetUniformIndices( &self, program: &WebGLProgram, uniformNames: Vec<DOMString>, ) -> Option<Vec<u32>>

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fn GetActiveUniforms( &self, cx: SafeJSContext, program: &WebGLProgram, uniformIndices: Vec<u32>, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetUniformBlockIndex( &self, program: &WebGLProgram, uniformBlockName: DOMString, ) -> u32

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fn GetActiveUniformBlockParameter( &self, cx: SafeJSContext, program: &WebGLProgram, uniformBlockIndex: u32, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetActiveUniformBlockName( &self, program: &WebGLProgram, uniformBlockIndex: u32, ) -> Option<DOMString>

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fn UniformBlockBinding( &self, program: &WebGLProgram, uniformBlockIndex: u32, uniformBlockBinding: u32, )

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fn CreateVertexArray(&self) -> Option<Root<Dom<WebGLVertexArrayObject>>>

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fn DeleteVertexArray(&self, vertexArray: Option<&WebGLVertexArrayObject>)

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fn IsVertexArray(&self, vertexArray: Option<&WebGLVertexArrayObject>) -> bool

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fn BindVertexArray(&self, array: Option<&WebGLVertexArrayObject>)

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fn BufferData(&self, target: u32, size: i64, usage: u32)

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fn BufferData_( &self, target: u32, srcData: Option<ArrayBufferViewOrArrayBuffer>, usage: u32, )

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fn BufferData__( &self, target: u32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, usage: u32, srcOffset: u32, length: u32, )

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fn BufferSubData( &self, target: u32, dstByteOffset: i64, srcData: ArrayBufferViewOrArrayBuffer, )

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fn BufferSubData_( &self, target: u32, dstByteOffset: i64, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, length: u32, )

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fn TexImage2D( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ) -> Result<(), Error>

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fn TexImage2D_( &self, target: u32, level: i32, internalformat: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>

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fn TexImage2D__( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, pboOffset: i64, ) -> Result<(), Error>

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fn TexImage2D___( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>

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fn TexImage2D____( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, ) -> Result<(), Error>

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fn TexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, type_: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ) -> Result<(), Error>

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fn TexSubImage2D_( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>

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fn CompressedTexImage2D( &self, target: u32, level: i32, internalformat: u32, width: i32, height: i32, border: i32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, srcLengthOverride: u32, )

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fn CompressedTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, srcLengthOverride: u32, )

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fn Uniform1fv( &self, location: Option<&WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform2fv( &self, location: Option<&WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform3fv( &self, location: Option<&WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform4fv( &self, location: Option<&WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform1iv( &self, location: Option<&WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform2iv( &self, location: Option<&WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform3iv( &self, location: Option<&WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, )

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fn Uniform4iv( &self, location: Option<&WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn UniformMatrix4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, )

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fn ReadPixels( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, dstData: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, )

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fn ReadPixels_( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, offset: i64, )

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fn ReadPixels__( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, dstData: CustomAutoRooterGuard<'_, ArrayBufferView>, dstOffset: u32, )

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fn Canvas(&self) -> HTMLCanvasElementOrOffscreenCanvas

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fn DrawingBufferWidth(&self) -> i32

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fn DrawingBufferHeight(&self) -> i32

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fn GetContextAttributes(&self) -> Option<WebGLContextAttributes>

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fn IsContextLost(&self) -> bool

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fn GetSupportedExtensions(&self) -> Option<Vec<DOMString>>

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fn GetExtension( &self, cx: SafeJSContext, name: DOMString, ) -> Option<NonNull<JSObject>>

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fn ActiveTexture(&self, texture: u32)

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fn AttachShader(&self, program: &WebGLProgram, shader: &WebGLShader)

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fn BindAttribLocation( &self, program: &WebGLProgram, index: u32, name: DOMString, )

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fn BindBuffer(&self, target: u32, buffer: Option<&WebGLBuffer>)

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fn BindFramebuffer(&self, target: u32, framebuffer: Option<&WebGLFramebuffer>)

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fn BindRenderbuffer( &self, target: u32, renderbuffer: Option<&WebGLRenderbuffer>, )

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fn BindTexture(&self, target: u32, texture: Option<&WebGLTexture>)

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fn BlendColor(&self, red: f32, green: f32, blue: f32, alpha: f32)

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fn BlendEquation(&self, mode: u32)

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fn BlendEquationSeparate(&self, modeRGB: u32, modeAlpha: u32)

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fn BlendFunc(&self, sfactor: u32, dfactor: u32)

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fn BlendFuncSeparate( &self, srcRGB: u32, dstRGB: u32, srcAlpha: u32, dstAlpha: u32, )

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fn CheckFramebufferStatus(&self, target: u32) -> u32

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fn Clear(&self, mask: u32)

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fn ClearColor(&self, red: f32, green: f32, blue: f32, alpha: f32)

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fn ClearDepth(&self, depth: f32)

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fn ClearStencil(&self, s: i32)

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fn ColorMask(&self, red: bool, green: bool, blue: bool, alpha: bool)

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fn CompileShader(&self, shader: &WebGLShader)

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fn CopyTexImage2D( &self, target: u32, level: i32, internalformat: u32, x: i32, y: i32, width: i32, height: i32, border: i32, )

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fn CopyTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, x: i32, y: i32, width: i32, height: i32, )

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fn CreateBuffer(&self) -> Option<Root<Dom<WebGLBuffer>>>

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fn CreateFramebuffer(&self) -> Option<Root<Dom<WebGLFramebuffer>>>

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fn CreateProgram(&self) -> Option<Root<Dom<WebGLProgram>>>

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fn CreateRenderbuffer(&self) -> Option<Root<Dom<WebGLRenderbuffer>>>

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fn CreateShader(&self, type_: u32) -> Option<Root<Dom<WebGLShader>>>

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fn CreateTexture(&self) -> Option<Root<Dom<WebGLTexture>>>

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fn CullFace(&self, mode: u32)

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fn DeleteBuffer(&self, buffer: Option<&WebGLBuffer>)

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fn DeleteFramebuffer(&self, framebuffer: Option<&WebGLFramebuffer>)

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fn DeleteProgram(&self, program: Option<&WebGLProgram>)

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fn DeleteRenderbuffer(&self, renderbuffer: Option<&WebGLRenderbuffer>)

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fn DeleteShader(&self, shader: Option<&WebGLShader>)

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fn DeleteTexture(&self, texture: Option<&WebGLTexture>)

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fn DepthFunc(&self, func: u32)

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fn DepthMask(&self, flag: bool)

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fn DepthRange(&self, zNear: f32, zFar: f32)

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fn DetachShader(&self, program: &WebGLProgram, shader: &WebGLShader)

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fn Disable(&self, cap: u32)

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fn DisableVertexAttribArray(&self, index: u32)

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fn DrawArrays(&self, mode: u32, first: i32, count: i32)

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fn DrawElements(&self, mode: u32, count: i32, type_: u32, offset: i64)

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fn Enable(&self, cap: u32)

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fn EnableVertexAttribArray(&self, index: u32)

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fn Finish(&self)

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fn Flush(&self)

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fn FramebufferRenderbuffer( &self, target: u32, attachment: u32, renderbuffertarget: u32, renderbuffer: Option<&WebGLRenderbuffer>, )

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fn FramebufferTexture2D( &self, target: u32, attachment: u32, textarget: u32, texture: Option<&WebGLTexture>, level: i32, )

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fn FrontFace(&self, mode: u32)

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fn GenerateMipmap(&self, target: u32)

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fn GetActiveAttrib( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<WebGLActiveInfo>>>

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fn GetActiveUniform( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<WebGLActiveInfo>>>

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fn GetAttachedShaders( &self, program: &WebGLProgram, ) -> Option<Vec<Root<Dom<WebGLShader>>>>

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fn GetAttribLocation(&self, program: &WebGLProgram, name: DOMString) -> i32

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fn GetBufferParameter( &self, cx: SafeJSContext, target: u32, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetParameter( &self, cx: SafeJSContext, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetError(&self) -> u32

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fn GetFramebufferAttachmentParameter( &self, cx: SafeJSContext, target: u32, attachment: u32, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetProgramParameter( &self, cx: SafeJSContext, program: &WebGLProgram, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetProgramInfoLog(&self, program: &WebGLProgram) -> Option<DOMString>

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fn GetRenderbufferParameter( &self, cx: SafeJSContext, target: u32, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetShaderParameter( &self, cx: SafeJSContext, shader: &WebGLShader, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetShaderPrecisionFormat( &self, shadertype: u32, precisiontype: u32, ) -> Option<Root<Dom<WebGLShaderPrecisionFormat>>>

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fn GetShaderInfoLog(&self, shader: &WebGLShader) -> Option<DOMString>

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fn GetShaderSource(&self, shader: &WebGLShader) -> Option<DOMString>

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fn GetTexParameter( &self, cx: SafeJSContext, target: u32, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetUniform( &self, cx: SafeJSContext, program: &WebGLProgram, location: &WebGLUniformLocation, rval: MutableHandleValue<'_>, )

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fn GetUniformLocation( &self, program: &WebGLProgram, name: DOMString, ) -> Option<Root<Dom<WebGLUniformLocation>>>

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fn GetVertexAttrib( &self, cx: SafeJSContext, index: u32, pname: u32, rval: MutableHandleValue<'_>, )

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fn GetVertexAttribOffset(&self, index: u32, pname: u32) -> i64

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fn Hint(&self, target: u32, mode: u32)

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fn IsBuffer(&self, buffer: Option<&WebGLBuffer>) -> bool

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fn IsEnabled(&self, cap: u32) -> bool

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fn IsFramebuffer(&self, framebuffer: Option<&WebGLFramebuffer>) -> bool

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fn IsProgram(&self, program: Option<&WebGLProgram>) -> bool

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fn IsRenderbuffer(&self, renderbuffer: Option<&WebGLRenderbuffer>) -> bool

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fn IsShader(&self, shader: Option<&WebGLShader>) -> bool

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fn IsTexture(&self, texture: Option<&WebGLTexture>) -> bool

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fn LineWidth(&self, width: f32)

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fn LinkProgram(&self, program: &WebGLProgram)

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fn PixelStorei(&self, pname: u32, param: i32)

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fn PolygonOffset(&self, factor: f32, units: f32)

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fn RenderbufferStorage( &self, target: u32, internalformat: u32, width: i32, height: i32, )

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fn SampleCoverage(&self, value: f32, invert: bool)

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fn Scissor(&self, x: i32, y: i32, width: i32, height: i32)

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fn ShaderSource(&self, shader: &WebGLShader, source: DOMString)

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fn StencilFunc(&self, func: u32, ref_: i32, mask: u32)

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fn StencilFuncSeparate(&self, face: u32, func: u32, ref_: i32, mask: u32)

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fn StencilMask(&self, mask: u32)

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fn StencilMaskSeparate(&self, face: u32, mask: u32)

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fn StencilOp(&self, fail: u32, zfail: u32, zpass: u32)

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fn StencilOpSeparate(&self, face: u32, fail: u32, zfail: u32, zpass: u32)

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fn TexParameterf(&self, target: u32, pname: u32, param: f32)

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fn TexParameteri(&self, target: u32, pname: u32, param: i32)

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fn Uniform1f(&self, location: Option<&WebGLUniformLocation>, x: f32)

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fn Uniform2f(&self, location: Option<&WebGLUniformLocation>, x: f32, y: f32)

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fn Uniform3f( &self, location: Option<&WebGLUniformLocation>, x: f32, y: f32, z: f32, )

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fn Uniform4f( &self, location: Option<&WebGLUniformLocation>, x: f32, y: f32, z: f32, w: f32, )

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fn Uniform1i(&self, location: Option<&WebGLUniformLocation>, x: i32)

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fn Uniform2i(&self, location: Option<&WebGLUniformLocation>, x: i32, y: i32)

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fn Uniform3i( &self, location: Option<&WebGLUniformLocation>, x: i32, y: i32, z: i32, )

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fn Uniform4i( &self, location: Option<&WebGLUniformLocation>, x: i32, y: i32, z: i32, w: i32, )

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fn UseProgram(&self, program: Option<&WebGLProgram>)

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fn ValidateProgram(&self, program: &WebGLProgram)

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fn VertexAttrib1f(&self, indx: u32, x: f32)

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fn VertexAttrib2f(&self, indx: u32, x: f32, y: f32)

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fn VertexAttrib3f(&self, indx: u32, x: f32, y: f32, z: f32)

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fn VertexAttrib4f(&self, indx: u32, x: f32, y: f32, z: f32, w: f32)

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fn VertexAttrib1fv( &self, indx: u32, values: Float32ArrayOrUnrestrictedFloatSequence, )

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fn VertexAttrib2fv( &self, indx: u32, values: Float32ArrayOrUnrestrictedFloatSequence, )

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fn VertexAttrib3fv( &self, indx: u32, values: Float32ArrayOrUnrestrictedFloatSequence, )

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fn VertexAttrib4fv( &self, indx: u32, values: Float32ArrayOrUnrestrictedFloatSequence, )

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fn VertexAttribPointer( &self, indx: u32, size: i32, type_: u32, normalized: bool, stride: i32, offset: i64, )

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fn Viewport(&self, x: i32, y: i32, width: i32, height: i32)

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fn MakeXRCompatible(&self, _can_gc: CanGc) -> Rc<Promise>

Implementors§