pub trait WebGLRenderingContextMethods {
Show 143 methods // Required methods fn MakeXRCompatible(&self) -> Rc<Promise>; fn Canvas(&self) -> Root<Dom<HTMLCanvasElement>>; 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 ) -> JSVal; fn GetParameter(&self, cx: SafeJSContext, pname: u32) -> JSVal; fn GetError(&self) -> u32; fn GetFramebufferAttachmentParameter( &self, cx: SafeJSContext, target: u32, attachment: u32, pname: u32 ) -> JSVal; fn GetProgramParameter( &self, cx: SafeJSContext, program: &WebGLProgram, pname: u32 ) -> JSVal; fn GetProgramInfoLog(&self, program: &WebGLProgram) -> Option<DOMString>; fn GetRenderbufferParameter( &self, cx: SafeJSContext, target: u32, pname: u32 ) -> JSVal; fn GetShaderParameter( &self, cx: SafeJSContext, shader: &WebGLShader, pname: u32 ) -> JSVal; 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 ) -> JSVal; fn GetUniform( &self, cx: SafeJSContext, program: &WebGLProgram, location: &WebGLUniformLocation ) -> JSVal; fn GetUniformLocation( &self, program: &WebGLProgram, name: DOMString ) -> Option<Root<Dom<WebGLUniformLocation>>>; fn GetVertexAttrib( &self, cx: SafeJSContext, index: u32, pname: u32 ) -> JSVal; 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 BufferData(&self, target: u32, size: i64, usage: u32); fn BufferData_( &self, target: u32, data: Option<ArrayBufferViewOrArrayBuffer>, usage: u32 ); fn BufferSubData( &self, target: u32, offset: i64, data: ArrayBufferViewOrArrayBuffer ); fn CompressedTexImage2D( &self, target: u32, level: i32, internalformat: u32, width: i32, height: i32, border: i32, data: CustomAutoRooterGuard<'_, ArrayBufferView> ); fn CompressedTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, data: CustomAutoRooterGuard<'_, ArrayBufferView> ); fn ReadPixels( &self, x: i32, y: i32, width: i32, height: i32, format: u32, type_: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>> ); 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 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 Uniform1fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence ); fn Uniform2fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence ); fn Uniform3fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence ); fn Uniform4fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence ); fn Uniform1iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence ); fn Uniform2iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence ); fn Uniform3iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence ); fn Uniform4iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence ); fn UniformMatrix2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence ); fn UniformMatrix3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence ); fn UniformMatrix4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence );
}

Required Methods§

source

fn MakeXRCompatible(&self) -> Rc<Promise>

source

fn Canvas(&self) -> Root<Dom<HTMLCanvasElement>>

source

fn DrawingBufferWidth(&self) -> i32

source

fn DrawingBufferHeight(&self) -> i32

source

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

source

fn IsContextLost(&self) -> bool

source

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

source

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

source

fn ActiveTexture(&self, texture: u32)

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

fn BlendEquation(&self, mode: u32)

source

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

source

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

source

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

source

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

source

fn Clear(&self, mask: u32)

source

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

source

fn ClearDepth(&self, depth: f32)

source

fn ClearStencil(&self, s: i32)

source

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

source

fn CompileShader(&self, shader: &WebGLShader)

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

fn CullFace(&self, mode: u32)

source

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

source

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

source

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

source

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

source

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

source

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

source

fn DepthFunc(&self, func: u32)

source

fn DepthMask(&self, flag: bool)

source

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

source

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

source

fn Disable(&self, cap: u32)

source

fn DisableVertexAttribArray(&self, index: u32)

source

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

source

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

source

fn Enable(&self, cap: u32)

source

fn EnableVertexAttribArray(&self, index: u32)

source

fn Finish(&self)

source

fn Flush(&self)

source

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

source

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

source

fn FrontFace(&self, mode: u32)

source

fn GenerateMipmap(&self, target: u32)

source

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

source

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

source

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

source

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

source

fn GetBufferParameter( &self, cx: SafeJSContext, target: u32, pname: u32 ) -> JSVal

source

fn GetParameter(&self, cx: SafeJSContext, pname: u32) -> JSVal

source

fn GetError(&self) -> u32

source

fn GetFramebufferAttachmentParameter( &self, cx: SafeJSContext, target: u32, attachment: u32, pname: u32 ) -> JSVal

source

fn GetProgramParameter( &self, cx: SafeJSContext, program: &WebGLProgram, pname: u32 ) -> JSVal

source

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

source

fn GetRenderbufferParameter( &self, cx: SafeJSContext, target: u32, pname: u32 ) -> JSVal

source

fn GetShaderParameter( &self, cx: SafeJSContext, shader: &WebGLShader, pname: u32 ) -> JSVal

source

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

source

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

source

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

source

fn GetTexParameter(&self, cx: SafeJSContext, target: u32, pname: u32) -> JSVal

source

fn GetUniform( &self, cx: SafeJSContext, program: &WebGLProgram, location: &WebGLUniformLocation ) -> JSVal

source

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

source

fn GetVertexAttrib(&self, cx: SafeJSContext, index: u32, pname: u32) -> JSVal

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

fn LineWidth(&self, width: f32)

source

fn LinkProgram(&self, program: &WebGLProgram)

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

fn StencilMask(&self, mask: u32)

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

fn ValidateProgram(&self, program: &WebGLProgram)

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

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

source

fn BufferSubData( &self, target: u32, offset: i64, data: ArrayBufferViewOrArrayBuffer )

source

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

source

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

source

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

source

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>

source

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

source

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>

source

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

source

fn Uniform1fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence )

source

fn Uniform2fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence )

source

fn Uniform3fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence )

source

fn Uniform4fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence )

source

fn Uniform1iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence )

source

fn Uniform2iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence )

source

fn Uniform3iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence )

source

fn Uniform4iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence )

source

fn UniformMatrix2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence )

source

fn UniformMatrix3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence )

source

fn UniformMatrix4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence )

Implementors§