pub(crate) trait WebGL2RenderingContextMethods<D: DomTypes> {
Show 233 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 BlitFramebuffer( &self, srcX0: i32, srcY0: i32, srcX1: i32, srcY1: i32, dstX0: i32, dstY0: i32, dstX1: i32, dstY1: i32, mask: u32, filter: u32, ); fn FramebufferTextureLayer( &self, target: u32, attachment: u32, texture: Option<&D::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: &D::WebGLProgram, name: DOMString, ) -> i32; fn Uniform1ui(&self, location: Option<&D::WebGLUniformLocation>, v0: u32); fn Uniform2ui( &self, location: Option<&D::WebGLUniformLocation>, v0: u32, v1: u32, ); fn Uniform3ui( &self, location: Option<&D::WebGLUniformLocation>, v0: u32, v1: u32, v2: u32, ); fn Uniform4ui( &self, location: Option<&D::WebGLUniformLocation>, v0: u32, v1: u32, v2: u32, v3: u32, ); fn Uniform1uiv( &self, location: Option<&D::WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform2uiv( &self, location: Option<&D::WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform3uiv( &self, location: Option<&D::WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform4uiv( &self, location: Option<&D::WebGLUniformLocation>, data: Uint32ArrayOrUnsignedLongSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix3x2fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix4x2fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix2x3fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix4x3fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix2x4fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix3x4fv( &self, location: Option<&D::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<DomRoot<D::WebGLQuery>>; fn DeleteQuery(&self, query: Option<&D::WebGLQuery>); fn IsQuery(&self, query: Option<&D::WebGLQuery>) -> bool; fn BeginQuery(&self, target: u32, query: &D::WebGLQuery); fn EndQuery(&self, target: u32); fn GetQuery( &self, target: u32, pname: u32, ) -> Option<DomRoot<D::WebGLQuery>>; fn GetQueryParameter( &self, cx: SafeJSContext, query: &D::WebGLQuery, pname: u32, rval: MutableHandleValue<'_>, ); fn CreateSampler(&self) -> Option<DomRoot<D::WebGLSampler>>; fn DeleteSampler(&self, sampler: Option<&D::WebGLSampler>); fn IsSampler(&self, sampler: Option<&D::WebGLSampler>) -> bool; fn BindSampler(&self, unit: u32, sampler: Option<&D::WebGLSampler>); fn SamplerParameteri( &self, sampler: &D::WebGLSampler, pname: u32, param: i32, ); fn SamplerParameterf( &self, sampler: &D::WebGLSampler, pname: u32, param: f32, ); fn GetSamplerParameter( &self, cx: SafeJSContext, sampler: &D::WebGLSampler, pname: u32, rval: MutableHandleValue<'_>, ); fn FenceSync( &self, condition: u32, flags: u32, ) -> Option<DomRoot<D::WebGLSync>>; fn IsSync(&self, sync: Option<&D::WebGLSync>) -> bool; fn DeleteSync(&self, sync: Option<&D::WebGLSync>); fn ClientWaitSync( &self, sync: &D::WebGLSync, flags: u32, timeout: u64, ) -> u32; fn WaitSync(&self, sync: &D::WebGLSync, flags: u32, timeout: i64); fn GetSyncParameter( &self, cx: SafeJSContext, sync: &D::WebGLSync, pname: u32, rval: MutableHandleValue<'_>, ); fn CreateTransformFeedback( &self, ) -> Option<DomRoot<D::WebGLTransformFeedback>>; fn DeleteTransformFeedback(&self, tf: Option<&D::WebGLTransformFeedback>); fn IsTransformFeedback( &self, tf: Option<&D::WebGLTransformFeedback>, ) -> bool; fn BindTransformFeedback( &self, target: u32, tf: Option<&D::WebGLTransformFeedback>, ); fn BeginTransformFeedback(&self, primitiveMode: u32); fn EndTransformFeedback(&self); fn TransformFeedbackVaryings( &self, program: &D::WebGLProgram, varyings: Vec<DOMString>, bufferMode: u32, ); fn GetTransformFeedbackVarying( &self, program: &D::WebGLProgram, index: u32, ) -> Option<DomRoot<D::WebGLActiveInfo>>; fn PauseTransformFeedback(&self); fn ResumeTransformFeedback(&self); fn BindBufferBase( &self, target: u32, index: u32, buffer: Option<&D::WebGLBuffer>, ); fn BindBufferRange( &self, target: u32, index: u32, buffer: Option<&D::WebGLBuffer>, offset: i64, size: i64, ); fn GetIndexedParameter( &self, cx: SafeJSContext, target: u32, index: u32, rval: MutableHandleValue<'_>, ); fn GetUniformIndices( &self, program: &D::WebGLProgram, uniformNames: Vec<DOMString>, ) -> Option<Vec<u32>>; fn GetActiveUniforms( &self, cx: SafeJSContext, program: &D::WebGLProgram, uniformIndices: Vec<u32>, pname: u32, rval: MutableHandleValue<'_>, ); fn GetUniformBlockIndex( &self, program: &D::WebGLProgram, uniformBlockName: DOMString, ) -> u32; fn GetActiveUniformBlockParameter( &self, cx: SafeJSContext, program: &D::WebGLProgram, uniformBlockIndex: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetActiveUniformBlockName( &self, program: &D::WebGLProgram, uniformBlockIndex: u32, ) -> Option<DOMString>; fn UniformBlockBinding( &self, program: &D::WebGLProgram, uniformBlockIndex: u32, uniformBlockBinding: u32, ); fn CreateVertexArray(&self) -> Option<DomRoot<D::WebGLVertexArrayObject>>; fn DeleteVertexArray(&self, vertexArray: Option<&D::WebGLVertexArrayObject>); fn IsVertexArray( &self, vertexArray: Option<&D::WebGLVertexArrayObject>, ) -> bool; fn BindVertexArray(&self, array: Option<&D::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>>, ) -> Fallible<()>; fn TexImage2D_( &self, target: u32, level: i32, internalformat: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement<D>, ) -> Fallible<()>; fn TexImage2D__( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, pboOffset: i64, ) -> Fallible<()>; fn TexImage2D___( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement<D>, ) -> Fallible<()>; fn TexImage2D____( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, srcData: CustomAutoRooterGuard<'_, ArrayBufferView>, srcOffset: u32, ) -> Fallible<()>; fn TexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, type_: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ) -> Fallible<()>; fn TexSubImage2D_( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement<D>, ) -> Fallible<()>; 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<&D::WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn Uniform2fv( &self, location: Option<&D::WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn Uniform3fv( &self, location: Option<&D::WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn Uniform4fv( &self, location: Option<&D::WebGLUniformLocation>, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn Uniform1iv( &self, location: Option<&D::WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform2iv( &self, location: Option<&D::WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform3iv( &self, location: Option<&D::WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, ); fn Uniform4iv( &self, location: Option<&D::WebGLUniformLocation>, data: Int32ArrayOrLongSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix2fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix3fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, data: Float32ArrayOrUnrestrictedFloatSequence, srcOffset: u32, srcLength: u32, ); fn UniformMatrix4fv( &self, location: Option<&D::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<D>; 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: &D::WebGLProgram, shader: &D::WebGLShader); fn BindAttribLocation( &self, program: &D::WebGLProgram, index: u32, name: DOMString, ); fn BindBuffer(&self, target: u32, buffer: Option<&D::WebGLBuffer>); fn BindFramebuffer( &self, target: u32, framebuffer: Option<&D::WebGLFramebuffer>, ); fn BindRenderbuffer( &self, target: u32, renderbuffer: Option<&D::WebGLRenderbuffer>, ); fn BindTexture(&self, target: u32, texture: Option<&D::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: &D::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<DomRoot<D::WebGLBuffer>>; fn CreateFramebuffer(&self) -> Option<DomRoot<D::WebGLFramebuffer>>; fn CreateProgram(&self) -> Option<DomRoot<D::WebGLProgram>>; fn CreateRenderbuffer(&self) -> Option<DomRoot<D::WebGLRenderbuffer>>; fn CreateShader(&self, type_: u32) -> Option<DomRoot<D::WebGLShader>>; fn CreateTexture(&self) -> Option<DomRoot<D::WebGLTexture>>; fn CullFace(&self, mode: u32); fn DeleteBuffer(&self, buffer: Option<&D::WebGLBuffer>); fn DeleteFramebuffer(&self, framebuffer: Option<&D::WebGLFramebuffer>); fn DeleteProgram(&self, program: Option<&D::WebGLProgram>); fn DeleteRenderbuffer(&self, renderbuffer: Option<&D::WebGLRenderbuffer>); fn DeleteShader(&self, shader: Option<&D::WebGLShader>); fn DeleteTexture(&self, texture: Option<&D::WebGLTexture>); fn DepthFunc(&self, func: u32); fn DepthMask(&self, flag: bool); fn DepthRange(&self, zNear: f32, zFar: f32); fn DetachShader(&self, program: &D::WebGLProgram, shader: &D::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<&D::WebGLRenderbuffer>, ); fn FramebufferTexture2D( &self, target: u32, attachment: u32, textarget: u32, texture: Option<&D::WebGLTexture>, level: i32, ); fn FrontFace(&self, mode: u32); fn GenerateMipmap(&self, target: u32); fn GetActiveAttrib( &self, program: &D::WebGLProgram, index: u32, ) -> Option<DomRoot<D::WebGLActiveInfo>>; fn GetActiveUniform( &self, program: &D::WebGLProgram, index: u32, ) -> Option<DomRoot<D::WebGLActiveInfo>>; fn GetAttachedShaders( &self, program: &D::WebGLProgram, ) -> Option<Vec<DomRoot<D::WebGLShader>>>; fn GetAttribLocation( &self, program: &D::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: &D::WebGLProgram, pname: u32, rval: MutableHandleValue<'_>, ); fn GetProgramInfoLog(&self, program: &D::WebGLProgram) -> Option<DOMString>; fn GetRenderbufferParameter( &self, cx: SafeJSContext, target: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetShaderParameter( &self, cx: SafeJSContext, shader: &D::WebGLShader, pname: u32, rval: MutableHandleValue<'_>, ); fn GetShaderPrecisionFormat( &self, shadertype: u32, precisiontype: u32, ) -> Option<DomRoot<D::WebGLShaderPrecisionFormat>>; fn GetShaderInfoLog(&self, shader: &D::WebGLShader) -> Option<DOMString>; fn GetShaderSource(&self, shader: &D::WebGLShader) -> Option<DOMString>; fn GetTexParameter( &self, cx: SafeJSContext, target: u32, pname: u32, rval: MutableHandleValue<'_>, ); fn GetUniform( &self, cx: SafeJSContext, program: &D::WebGLProgram, location: &D::WebGLUniformLocation, rval: MutableHandleValue<'_>, ); fn GetUniformLocation( &self, program: &D::WebGLProgram, name: DOMString, ) -> Option<DomRoot<D::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<&D::WebGLBuffer>) -> bool; fn IsEnabled(&self, cap: u32) -> bool; fn IsFramebuffer(&self, framebuffer: Option<&D::WebGLFramebuffer>) -> bool; fn IsProgram(&self, program: Option<&D::WebGLProgram>) -> bool; fn IsRenderbuffer( &self, renderbuffer: Option<&D::WebGLRenderbuffer>, ) -> bool; fn IsShader(&self, shader: Option<&D::WebGLShader>) -> bool; fn IsTexture(&self, texture: Option<&D::WebGLTexture>) -> bool; fn LineWidth(&self, width: f32); fn LinkProgram(&self, program: &D::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: &D::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<&D::WebGLUniformLocation>, x: f32); fn Uniform2f( &self, location: Option<&D::WebGLUniformLocation>, x: f32, y: f32, ); fn Uniform3f( &self, location: Option<&D::WebGLUniformLocation>, x: f32, y: f32, z: f32, ); fn Uniform4f( &self, location: Option<&D::WebGLUniformLocation>, x: f32, y: f32, z: f32, w: f32, ); fn Uniform1i(&self, location: Option<&D::WebGLUniformLocation>, x: i32); fn Uniform2i( &self, location: Option<&D::WebGLUniformLocation>, x: i32, y: i32, ); fn Uniform3i( &self, location: Option<&D::WebGLUniformLocation>, x: i32, y: i32, z: i32, ); fn Uniform4i( &self, location: Option<&D::WebGLUniformLocation>, x: i32, y: i32, z: i32, w: i32, ); fn UseProgram(&self, program: Option<&D::WebGLProgram>); fn ValidateProgram(&self, program: &D::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<D::Promise>;
}

Required Methods§

Source

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

Source

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

Source

fn BlitFramebuffer( &self, srcX0: i32, srcY0: i32, srcX1: i32, srcY1: i32, dstX0: i32, dstY0: i32, dstX1: i32, dstY1: i32, mask: u32, filter: u32, )

Source

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

Source

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

Source

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

Source

fn ReadBuffer(&self, src: u32)

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

fn CreateQuery(&self) -> Option<DomRoot<D::WebGLQuery>>

Source

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

Source

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

Source

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

Source

fn EndQuery(&self, target: u32)

Source

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

Source

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

Source

fn CreateSampler(&self) -> Option<DomRoot<D::WebGLSampler>>

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

fn CreateTransformFeedback(&self) -> Option<DomRoot<D::WebGLTransformFeedback>>

Source

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

Source

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

Source

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

Source

fn BeginTransformFeedback(&self, primitiveMode: u32)

Source

fn EndTransformFeedback(&self)

Source

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

Source

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

Source

fn PauseTransformFeedback(&self)

Source

fn ResumeTransformFeedback(&self)

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

fn CreateVertexArray(&self) -> Option<DomRoot<D::WebGLVertexArrayObject>>

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

fn Canvas(&self) -> HTMLCanvasElementOrOffscreenCanvas<D>

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: &D::WebGLProgram, shader: &D::WebGLShader)

Source

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

Source

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

Source

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

Source

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

Source

fn BindTexture(&self, target: u32, texture: Option<&D::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: &D::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<DomRoot<D::WebGLBuffer>>

Source

fn CreateFramebuffer(&self) -> Option<DomRoot<D::WebGLFramebuffer>>

Source

fn CreateProgram(&self) -> Option<DomRoot<D::WebGLProgram>>

Source

fn CreateRenderbuffer(&self) -> Option<DomRoot<D::WebGLRenderbuffer>>

Source

fn CreateShader(&self, type_: u32) -> Option<DomRoot<D::WebGLShader>>

Source

fn CreateTexture(&self) -> Option<DomRoot<D::WebGLTexture>>

Source

fn CullFace(&self, mode: u32)

Source

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

Source

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

Source

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

Source

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

Source

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

Source

fn DeleteTexture(&self, texture: Option<&D::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: &D::WebGLProgram, shader: &D::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<&D::WebGLRenderbuffer>, )

Source

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

Source

fn FrontFace(&self, mode: u32)

Source

fn GenerateMipmap(&self, target: u32)

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

fn GetError(&self) -> u32

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

fn LineWidth(&self, width: f32)

Source

fn LinkProgram(&self, program: &D::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: &D::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<&D::WebGLUniformLocation>, x: f32)

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Source

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

Implementors§