pub(crate) trait WebGLRenderingContextMethods<D: DomTypes> {
Show 143 methods // Required methods 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>; 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>>, ) -> Fallible<()>; fn TexImage2D_( &self, target: u32, level: i32, internalformat: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement<D>, ) -> 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 Uniform1fv( &self, location: Option<&D::WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, ); fn Uniform2fv( &self, location: Option<&D::WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, ); fn Uniform3fv( &self, location: Option<&D::WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, ); fn Uniform4fv( &self, location: Option<&D::WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, ); fn Uniform1iv( &self, location: Option<&D::WebGLUniformLocation>, v: Int32ArrayOrLongSequence, ); fn Uniform2iv( &self, location: Option<&D::WebGLUniformLocation>, v: Int32ArrayOrLongSequence, ); fn Uniform3iv( &self, location: Option<&D::WebGLUniformLocation>, v: Int32ArrayOrLongSequence, ); fn Uniform4iv( &self, location: Option<&D::WebGLUniformLocation>, v: Int32ArrayOrLongSequence, ); fn UniformMatrix2fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence, ); fn UniformMatrix3fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence, ); fn UniformMatrix4fv( &self, location: Option<&D::WebGLUniformLocation>, transpose: bool, value: Float32ArrayOrUnrestrictedFloatSequence, );
}

Required Methods§

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

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

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

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

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

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

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

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

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

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

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

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

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fn CullFace(&self, mode: u32)

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

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

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

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

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

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

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fn FramebufferTexture2D( &self, target: u32, attachment: u32, textarget: u32, texture: Option<&D::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: &D::WebGLProgram, index: u32, ) -> Option<DomRoot<D::WebGLActiveInfo>>

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

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

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

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fn GetProgramInfoLog(&self, program: &D::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: &D::WebGLShader, pname: u32, rval: MutableHandleValue<'_>, )

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

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

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fn GetShaderSource(&self, shader: &D::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: &D::WebGLProgram, location: &D::WebGLUniformLocation, rval: MutableHandleValue<'_>, )

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

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

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

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

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

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

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

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fn LineWidth(&self, width: f32)

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

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

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

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

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

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

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

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

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

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fn ValidateProgram(&self, program: &D::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<D::Promise>

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

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

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

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

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

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

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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>>, ) -> Fallible<()>

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

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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>>, ) -> Fallible<()>

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

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

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

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

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

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

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

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

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

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

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

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

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