#[repr(C)]pub(crate) struct WebGL2RenderingContext {Show 20 fields
reflector_: Reflector,
base: Dom<WebGLRenderingContext>,
occlusion_query: MutNullableDom<WebGLQuery>,
primitives_query: MutNullableDom<WebGLQuery>,
samplers: Box<[MutNullableDom<WebGLSampler>]>,
bound_copy_read_buffer: MutNullableDom<WebGLBuffer>,
bound_copy_write_buffer: MutNullableDom<WebGLBuffer>,
bound_pixel_pack_buffer: MutNullableDom<WebGLBuffer>,
bound_pixel_unpack_buffer: MutNullableDom<WebGLBuffer>,
bound_transform_feedback_buffer: MutNullableDom<WebGLBuffer>,
bound_uniform_buffer: MutNullableDom<WebGLBuffer>,
indexed_uniform_buffer_bindings: Box<[IndexedBinding]>,
indexed_transform_feedback_buffer_bindings: Box<[IndexedBinding]>,
current_transform_feedback: MutNullableDom<WebGLTransformFeedback>,
texture_pack_row_length: Cell<usize>,
texture_pack_skip_pixels: Cell<usize>,
texture_pack_skip_rows: Cell<usize>,
enable_rasterizer_discard: Cell<bool>,
default_fb_readbuffer: Cell<u32>,
default_fb_drawbuffer: Cell<u32>,
}Fields§
§reflector_: Reflector§base: Dom<WebGLRenderingContext>§occlusion_query: MutNullableDom<WebGLQuery>§primitives_query: MutNullableDom<WebGLQuery>§samplers: Box<[MutNullableDom<WebGLSampler>]>§bound_copy_read_buffer: MutNullableDom<WebGLBuffer>§bound_copy_write_buffer: MutNullableDom<WebGLBuffer>§bound_pixel_pack_buffer: MutNullableDom<WebGLBuffer>§bound_pixel_unpack_buffer: MutNullableDom<WebGLBuffer>§bound_transform_feedback_buffer: MutNullableDom<WebGLBuffer>§bound_uniform_buffer: MutNullableDom<WebGLBuffer>§indexed_uniform_buffer_bindings: Box<[IndexedBinding]>§indexed_transform_feedback_buffer_bindings: Box<[IndexedBinding]>§current_transform_feedback: MutNullableDom<WebGLTransformFeedback>§texture_pack_row_length: Cell<usize>§texture_pack_skip_pixels: Cell<usize>§texture_pack_skip_rows: Cell<usize>§enable_rasterizer_discard: Cell<bool>§default_fb_readbuffer: Cell<u32>§default_fb_drawbuffer: Cell<u32>Implementations§
Source§impl WebGL2RenderingContext
impl WebGL2RenderingContext
fn __assert_parent_type(&self)
Source§impl WebGL2RenderingContext
impl WebGL2RenderingContext
fn new_inherited( cx: &mut JSContext, window: &Window, canvas: &HTMLCanvasElementOrOffscreenCanvas<DomTypeHolder>, size: Size2D<u32>, attrs: GLContextAttributes, ) -> Option<WebGL2RenderingContext>
pub(crate) fn new( cx: &mut JSContext, window: &Window, canvas: &HTMLCanvasElementOrOffscreenCanvas<DomTypeHolder>, size: Size2D<u32>, attrs: GLContextAttributes, ) -> Option<DomRoot<WebGL2RenderingContext>>
pub(crate) fn set_image_key(&self, image_key: ImageKey)
pub(crate) fn is_webgl2_enabled( _cx: &mut JSContext, global: HandleObject<'_>, ) -> bool
Source§impl WebGL2RenderingContext
impl WebGL2RenderingContext
pub(crate) fn current_vao( &self, cx: &mut JSContext, ) -> DomRoot<WebGLVertexArrayObject>
pub(crate) fn validate_uniform_block_for_draw(&self)
fn validate_vertex_attribs_for_draw(&self, cx: &mut JSContext)
pub(crate) fn base_context(&self) -> DomRoot<WebGLRenderingContext>
fn bound_buffer( &self, cx: &mut JSContext, target: u32, ) -> WebGLResult<Option<DomRoot<WebGLBuffer>>>
pub(crate) fn buffer_usage(&self, usage: u32) -> WebGLResult<u32>
fn unbind_from(&self, slot: &MutNullableDom<WebGLBuffer>, buffer: &WebGLBuffer)
fn calc_read_pixel_formats( &self, pixel_type: u32, format: u32, ) -> WebGLResult<ReadPixelsAllowedFormats<'_>>
fn calc_read_pixel_sizes( &self, width: i32, height: i32, bytes_per_pixel: usize, ) -> WebGLResult<ReadPixelsSizes>
fn read_pixels_into( &self, x: i32, y: i32, width: i32, height: i32, format: u32, pixel_type: u32, dst: &mut ArrayBufferView, dst_elem_offset: u32, )
fn uniform_vec_section_uint( &self, vec: Uint32ArrayOrUnsignedLongSequence, offset: u32, length: u32, uniform_size: usize, uniform_location: &WebGLUniformLocation, ) -> WebGLResult<Vec<u32>>
fn get_default_fb_attachment_param( &self, attachment: u32, pname: u32, retval: MutableHandleValue<'_>, ) -> WebGLResult<()>
fn get_specific_fb_attachment_param( &self, cx: &mut JSContext, fb: &WebGLFramebuffer, target: u32, attachment: u32, pname: u32, rval: MutableHandleValue<'_>, ) -> WebGLResult<()>
fn clearbuffer_array_size( &self, buffer: u32, draw_buffer: i32, ) -> WebGLResult<usize>
fn clear_buffer<T: Clone>( &self, buffer: u32, draw_buffer: i32, valid_buffers: &[u32], src_offset: u32, array: Vec<T>, msg: fn(u32, i32, Vec<T>) -> WebGLCommand, )
fn valid_fb_attachment_values(&self, target: u32, attachments: &[u32]) -> bool
fn vertex_attrib_i( &self, cx: &mut JSContext, index: u32, x: i32, y: i32, z: i32, w: i32, )
fn vertex_attrib_u( &self, cx: &mut JSContext, index: u32, x: u32, y: u32, z: u32, w: u32, )
fn tex_storage( &self, dimensions: u8, target: u32, levels: i32, internal_format: u32, width: i32, height: i32, depth: i32, )
fn tex_image_3d( &self, texture: &WebGLTexture, target: TexImageTarget, data_type: TexDataType, internal_format: TexFormat, format: TexFormat, level: u32, width: u32, height: u32, depth: u32, _border: u32, unpacking_alignment: u32, data: TexPixels, )
Trait Implementations§
Source§impl CanvasContext for WebGL2RenderingContext
impl CanvasContext for WebGL2RenderingContext
type ID = WebGLContextId
fn context_id(&self) -> Self::ID
fn canvas(&self) -> Option<HTMLCanvasElementOrOffscreenCanvas<DomTypeHolder>>
fn resize(&self)
fn reset_bitmap(&self)
Source§fn get_image_data(&self) -> Option<Snapshot>
fn get_image_data(&self) -> Option<Snapshot>
Returns none if area of canvas is zero. Read more
fn mark_as_dirty(&self)
fn origin_is_clean(&self) -> bool
fn size(&self) -> Size2D<u32>
fn onscreen(&self) -> bool
Source§impl DomObject for WebGL2RenderingContext
impl DomObject for WebGL2RenderingContext
type ReflectorType = ()
Source§fn reflector(&self) -> &Reflector<Self::ReflectorType>
fn reflector(&self) -> &Reflector<Self::ReflectorType>
Returns the receiver’s reflector.
Source§impl Drop for WebGL2RenderingContext
impl Drop for WebGL2RenderingContext
Source§impl HasParent for WebGL2RenderingContext
impl HasParent for WebGL2RenderingContext
Source§impl IDLInterface for WebGL2RenderingContext
impl IDLInterface for WebGL2RenderingContext
Source§const PROTO_FIRST: u16 = 517
const PROTO_FIRST: u16 = 517
First prototype ID in the DFS-ordered range for this interface and its descendants.
Source§const PROTO_LAST: u16 = 517
const PROTO_LAST: u16 = 517
Last prototype ID in the DFS-ordered range for this interface and its descendants.
Source§impl MallocSizeOf for WebGL2RenderingContext
impl MallocSizeOf for WebGL2RenderingContext
Source§fn size_of(&self, ops: &mut MallocSizeOfOps) -> usize
fn size_of(&self, ops: &mut MallocSizeOfOps) -> usize
Measure the heap usage of all descendant heap-allocated structures, but
not the space taken up by the value itself.
Source§impl PartialEq for WebGL2RenderingContext
impl PartialEq for WebGL2RenderingContext
Source§impl ToJSValConvertible for WebGL2RenderingContext
impl ToJSValConvertible for WebGL2RenderingContext
Source§unsafe fn to_jsval(&self, cx: *mut JSContext, rval: MutableHandleValue<'_>)
unsafe fn to_jsval(&self, cx: *mut JSContext, rval: MutableHandleValue<'_>)
Convert
self to a JSVal. JSAPI failure causes a panic.Source§fn safe_to_jsval(&self, cx: &mut JSContext, rval: MutableHandle<'_, Value>)
fn safe_to_jsval(&self, cx: &mut JSContext, rval: MutableHandle<'_, Value>)
Convert
self to a JSVal. JSAPI failure causes a panic.Source§impl Traceable for WebGL2RenderingContext
impl Traceable for WebGL2RenderingContext
Source§impl WebGL2RenderingContextHelpers for WebGL2RenderingContext
impl WebGL2RenderingContextHelpers for WebGL2RenderingContext
fn is_webgl2_enabled(cx: &mut JSContext, global: HandleObject<'_>) -> bool
Source§impl WebGL2RenderingContextMethods<DomTypeHolder> for WebGL2RenderingContext
impl WebGL2RenderingContextMethods<DomTypeHolder> for WebGL2RenderingContext
Source§fn Canvas(&self) -> HTMLCanvasElementOrOffscreenCanvas<DomTypeHolder>
fn Canvas(&self) -> HTMLCanvasElementOrOffscreenCanvas<DomTypeHolder>
Source§fn DrawingBufferWidth(&self) -> i32
fn DrawingBufferWidth(&self) -> i32
Source§fn DrawingBufferHeight(&self) -> i32
fn DrawingBufferHeight(&self) -> i32
Source§fn GetBufferParameter(
&self,
cx: &mut JSContext,
target: u32,
parameter: u32,
retval: MutableHandleValue<'_>,
)
fn GetBufferParameter( &self, cx: &mut JSContext, target: u32, parameter: u32, retval: MutableHandleValue<'_>, )
Source§fn GetParameter(
&self,
cx: &mut JSContext,
parameter: u32,
rval: MutableHandleValue<'_>,
)
fn GetParameter( &self, cx: &mut JSContext, parameter: u32, rval: MutableHandleValue<'_>, )
Source§fn GetTexParameter(
&self,
cx: &mut JSContext,
target: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetTexParameter( &self, cx: &mut JSContext, target: u32, pname: u32, retval: MutableHandleValue<'_>, )
Source§fn GetContextAttributes(&self) -> Option<WebGLContextAttributes>
fn GetContextAttributes(&self) -> Option<WebGLContextAttributes>
Source§fn IsContextLost(&self) -> bool
fn IsContextLost(&self) -> bool
Source§fn GetExtension(
&self,
cx: &mut JSContext,
name: DOMString,
return_value: MutableHandleObject<'_>,
)
fn GetExtension( &self, cx: &mut JSContext, name: DOMString, return_value: MutableHandleObject<'_>, )
Source§fn GetFramebufferAttachmentParameter(
&self,
cx: &mut JSContext,
target: u32,
attachment: u32,
pname: u32,
rval: MutableHandleValue<'_>,
)
fn GetFramebufferAttachmentParameter( &self, cx: &mut JSContext, target: u32, attachment: u32, pname: u32, rval: MutableHandleValue<'_>, )
Source§fn GetRenderbufferParameter(
&self,
cx: &mut JSContext,
target: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetRenderbufferParameter( &self, cx: &mut JSContext, target: u32, pname: u32, retval: MutableHandleValue<'_>, )
Source§fn ActiveTexture(&self, texture: u32)
fn ActiveTexture(&self, texture: u32)
Source§fn BlendEquation(&self, mode: u32)
fn BlendEquation(&self, mode: u32)
Source§fn BlendEquationSeparate(&self, mode_rgb: u32, mode_alpha: u32)
fn BlendEquationSeparate(&self, mode_rgb: u32, mode_alpha: u32)
Source§fn AttachShader(&self, program: &WebGLProgram, shader: &WebGLShader)
fn AttachShader(&self, program: &WebGLProgram, shader: &WebGLShader)
Source§fn DetachShader(&self, program: &WebGLProgram, shader: &WebGLShader)
fn DetachShader(&self, program: &WebGLProgram, shader: &WebGLShader)
Source§fn BindAttribLocation(
&self,
program: &WebGLProgram,
index: u32,
name: DOMString,
)
fn BindAttribLocation( &self, program: &WebGLProgram, index: u32, name: DOMString, )
Source§fn BindBuffer(
&self,
cx: &mut JSContext,
target: u32,
buffer: Option<&WebGLBuffer>,
)
fn BindBuffer( &self, cx: &mut JSContext, target: u32, buffer: Option<&WebGLBuffer>, )
Source§fn BindFramebuffer(&self, target: u32, framebuffer: Option<&WebGLFramebuffer>)
fn BindFramebuffer(&self, target: u32, framebuffer: Option<&WebGLFramebuffer>)
Source§fn BindRenderbuffer(
&self,
target: u32,
renderbuffer: Option<&WebGLRenderbuffer>,
)
fn BindRenderbuffer( &self, target: u32, renderbuffer: Option<&WebGLRenderbuffer>, )
Source§fn BindTexture(&self, target: u32, texture: Option<&WebGLTexture>)
fn BindTexture(&self, target: u32, texture: Option<&WebGLTexture>)
Source§fn GenerateMipmap(&self, target: u32)
fn GenerateMipmap(&self, target: u32)
Source§fn BufferData_(
&self,
cx: &mut JSContext,
target: u32,
data: Option<ArrayBufferViewOrArrayBuffer>,
usage: u32,
)
fn BufferData_( &self, cx: &mut JSContext, target: u32, data: Option<ArrayBufferViewOrArrayBuffer>, usage: u32, )
Source§fn BufferData__(
&self,
cx: &mut JSContext,
target: u32,
data: CustomAutoRooterGuard<'_, ArrayBufferView>,
usage: u32,
elem_offset: u32,
length: u32,
)
fn BufferData__( &self, cx: &mut JSContext, target: u32, data: CustomAutoRooterGuard<'_, ArrayBufferView>, usage: u32, elem_offset: u32, length: u32, )
Source§fn BufferSubData(
&self,
cx: &mut JSContext,
target: u32,
offset: i64,
data: ArrayBufferViewOrArrayBuffer,
)
fn BufferSubData( &self, cx: &mut JSContext, target: u32, offset: i64, data: ArrayBufferViewOrArrayBuffer, )
Source§fn BufferSubData_(
&self,
cx: &mut JSContext,
target: u32,
dst_byte_offset: i64,
src_data: CustomAutoRooterGuard<'_, ArrayBufferView>,
src_elem_offset: u32,
length: u32,
)
fn BufferSubData_( &self, cx: &mut JSContext, target: u32, dst_byte_offset: i64, src_data: CustomAutoRooterGuard<'_, ArrayBufferView>, src_elem_offset: u32, length: u32, )
Source§fn CopyBufferSubData(
&self,
cx: &mut JSContext,
read_target: u32,
write_target: u32,
read_offset: i64,
write_offset: i64,
size: i64,
)
fn CopyBufferSubData( &self, cx: &mut JSContext, read_target: u32, write_target: u32, read_offset: i64, write_offset: i64, size: i64, )
Source§fn GetBufferSubData(
&self,
cx: &mut JSContext,
target: u32,
src_byte_offset: i64,
dst_buffer: CustomAutoRooterGuard<'_, ArrayBufferView>,
dst_elem_offset: u32,
length: u32,
)
fn GetBufferSubData( &self, cx: &mut JSContext, target: u32, src_byte_offset: i64, dst_buffer: CustomAutoRooterGuard<'_, ArrayBufferView>, dst_elem_offset: u32, length: u32, )
Source§fn CompressedTexImage2D(
&self,
target: u32,
level: i32,
internal_format: u32,
width: i32,
height: i32,
border: i32,
pixels: CustomAutoRooterGuard<'_, ArrayBufferView>,
src_offset: u32,
src_length_override: u32,
)
fn CompressedTexImage2D( &self, target: u32, level: i32, internal_format: u32, width: i32, height: i32, border: i32, pixels: CustomAutoRooterGuard<'_, ArrayBufferView>, src_offset: u32, src_length_override: u32, )
Source§fn CompressedTexSubImage2D(
&self,
target: u32,
level: i32,
xoffset: i32,
yoffset: i32,
width: i32,
height: i32,
format: u32,
pixels: CustomAutoRooterGuard<'_, ArrayBufferView>,
src_offset: u32,
src_length_override: u32,
)
fn CompressedTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, pixels: CustomAutoRooterGuard<'_, ArrayBufferView>, src_offset: u32, src_length_override: u32, )
Source§fn CopyTexImage2D(
&self,
target: u32,
level: i32,
internal_format: u32,
x: i32,
y: i32,
width: i32,
height: i32,
border: i32,
)
fn CopyTexImage2D( &self, target: u32, level: i32, internal_format: 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,
)
fn CopyTexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, x: i32, y: i32, width: i32, height: i32, )
Source§fn ClearDepth(&self, depth: f32)
fn ClearDepth(&self, depth: f32)
Source§fn ClearStencil(&self, stencil: i32)
fn ClearStencil(&self, stencil: i32)
Source§fn DepthRange(&self, near: f32, far: f32)
fn DepthRange(&self, near: f32, far: f32)
Source§fn CompileShader(&self, shader: &WebGLShader)
fn CompileShader(&self, shader: &WebGLShader)
Source§fn CreateBuffer(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLBuffer>>
fn CreateBuffer(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLBuffer>>
Source§fn CreateFramebuffer(
&self,
cx: &mut JSContext,
) -> Option<DomRoot<WebGLFramebuffer>>
fn CreateFramebuffer( &self, cx: &mut JSContext, ) -> Option<DomRoot<WebGLFramebuffer>>
Source§fn CreateRenderbuffer(
&self,
cx: &mut JSContext,
) -> Option<DomRoot<WebGLRenderbuffer>>
fn CreateRenderbuffer( &self, cx: &mut JSContext, ) -> Option<DomRoot<WebGLRenderbuffer>>
Source§fn CreateTexture(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLTexture>>
fn CreateTexture(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLTexture>>
Source§fn CreateProgram(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLProgram>>
fn CreateProgram(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLProgram>>
Source§fn CreateShader(
&self,
cx: &mut JSContext,
shader_type: u32,
) -> Option<DomRoot<WebGLShader>>
fn CreateShader( &self, cx: &mut JSContext, shader_type: u32, ) -> Option<DomRoot<WebGLShader>>
Source§fn CreateVertexArray(
&self,
cx: &mut JSContext,
) -> Option<DomRoot<WebGLVertexArrayObject>>
fn CreateVertexArray( &self, cx: &mut JSContext, ) -> Option<DomRoot<WebGLVertexArrayObject>>
Source§fn DeleteBuffer(&self, cx: &mut JSContext, buffer: Option<&WebGLBuffer>)
fn DeleteBuffer(&self, cx: &mut JSContext, buffer: Option<&WebGLBuffer>)
Source§fn DeleteFramebuffer(&self, framebuffer: Option<&WebGLFramebuffer>)
fn DeleteFramebuffer(&self, framebuffer: Option<&WebGLFramebuffer>)
Source§fn DeleteRenderbuffer(&self, renderbuffer: Option<&WebGLRenderbuffer>)
fn DeleteRenderbuffer(&self, renderbuffer: Option<&WebGLRenderbuffer>)
Source§fn DeleteTexture(&self, texture: Option<&WebGLTexture>)
fn DeleteTexture(&self, texture: Option<&WebGLTexture>)
Source§fn DeleteProgram(&self, program: Option<&WebGLProgram>)
fn DeleteProgram(&self, program: Option<&WebGLProgram>)
Source§fn DeleteShader(&self, shader: Option<&WebGLShader>)
fn DeleteShader(&self, shader: Option<&WebGLShader>)
Source§fn DeleteVertexArray(
&self,
cx: &mut JSContext,
vertex_array: Option<&WebGLVertexArrayObject>,
)
fn DeleteVertexArray( &self, cx: &mut JSContext, vertex_array: Option<&WebGLVertexArrayObject>, )
Source§fn DrawElements(
&self,
cx: &mut JSContext,
mode: u32,
count: i32,
type_: u32,
offset: i64,
)
fn DrawElements( &self, cx: &mut JSContext, mode: u32, count: i32, type_: u32, offset: i64, )
Source§fn EnableVertexAttribArray(&self, cx: &mut JSContext, attrib_id: u32)
fn EnableVertexAttribArray(&self, cx: &mut JSContext, attrib_id: u32)
Source§fn DisableVertexAttribArray(&self, cx: &mut JSContext, attrib_id: u32)
fn DisableVertexAttribArray(&self, cx: &mut JSContext, attrib_id: u32)
Source§fn GetActiveUniform(
&self,
cx: &mut JSContext,
program: &WebGLProgram,
index: u32,
) -> Option<DomRoot<WebGLActiveInfo>>
fn GetActiveUniform( &self, cx: &mut JSContext, program: &WebGLProgram, index: u32, ) -> Option<DomRoot<WebGLActiveInfo>>
Source§fn GetActiveAttrib(
&self,
cx: &mut JSContext,
program: &WebGLProgram,
index: u32,
) -> Option<DomRoot<WebGLActiveInfo>>
fn GetActiveAttrib( &self, cx: &mut JSContext, program: &WebGLProgram, index: u32, ) -> Option<DomRoot<WebGLActiveInfo>>
Source§fn GetAttribLocation(&self, program: &WebGLProgram, name: DOMString) -> i32
fn GetAttribLocation(&self, program: &WebGLProgram, name: DOMString) -> i32
Source§fn GetFragDataLocation(&self, program: &WebGLProgram, name: DOMString) -> i32
fn GetFragDataLocation(&self, program: &WebGLProgram, name: DOMString) -> i32
Source§fn GetProgramInfoLog(&self, program: &WebGLProgram) -> Option<DOMString>
fn GetProgramInfoLog(&self, program: &WebGLProgram) -> Option<DOMString>
Source§fn GetProgramParameter(
&self,
cx: &mut JSContext,
program: &WebGLProgram,
param_id: u32,
retval: MutableHandleValue<'_>,
)
fn GetProgramParameter( &self, cx: &mut JSContext, program: &WebGLProgram, param_id: u32, retval: MutableHandleValue<'_>, )
Source§fn GetShaderInfoLog(&self, shader: &WebGLShader) -> Option<DOMString>
fn GetShaderInfoLog(&self, shader: &WebGLShader) -> Option<DOMString>
Source§fn GetShaderParameter(
&self,
cx: &mut JSContext,
shader: &WebGLShader,
param_id: u32,
retval: MutableHandleValue<'_>,
)
fn GetShaderParameter( &self, cx: &mut JSContext, shader: &WebGLShader, param_id: u32, retval: MutableHandleValue<'_>, )
Source§fn GetShaderPrecisionFormat(
&self,
cx: &mut JSContext,
shader_type: u32,
precision_type: u32,
) -> Option<DomRoot<WebGLShaderPrecisionFormat>>
fn GetShaderPrecisionFormat( &self, cx: &mut JSContext, shader_type: u32, precision_type: u32, ) -> Option<DomRoot<WebGLShaderPrecisionFormat>>
Source§fn GetIndexedParameter(
&self,
cx: &mut JSContext,
target: u32,
index: u32,
retval: MutableHandleValue<'_>,
)
fn GetIndexedParameter( &self, cx: &mut JSContext, target: u32, index: u32, retval: MutableHandleValue<'_>, )
Source§fn GetUniformLocation(
&self,
cx: &mut JSContext,
program: &WebGLProgram,
name: DOMString,
) -> Option<DomRoot<WebGLUniformLocation>>
fn GetUniformLocation( &self, cx: &mut JSContext, program: &WebGLProgram, name: DOMString, ) -> Option<DomRoot<WebGLUniformLocation>>
Source§fn GetVertexAttrib(
&self,
cx: &mut JSContext,
index: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetVertexAttrib( &self, cx: &mut JSContext, index: u32, pname: u32, retval: MutableHandleValue<'_>, )
Source§fn IsFramebuffer(&self, frame_buffer: Option<&WebGLFramebuffer>) -> bool
fn IsFramebuffer(&self, frame_buffer: Option<&WebGLFramebuffer>) -> bool
Source§fn IsRenderbuffer(&self, render_buffer: Option<&WebGLRenderbuffer>) -> bool
fn IsRenderbuffer(&self, render_buffer: Option<&WebGLRenderbuffer>) -> bool
Source§fn IsVertexArray(&self, vertex_array: Option<&WebGLVertexArrayObject>) -> bool
fn IsVertexArray(&self, vertex_array: Option<&WebGLVertexArrayObject>) -> bool
Source§fn PixelStorei(&self, param_name: u32, param_value: i32)
fn PixelStorei(&self, param_name: u32, param_value: i32)
Source§fn PolygonOffset(&self, factor: f32, units: f32)
fn PolygonOffset(&self, factor: f32, units: f32)
Source§fn ReadPixels(
&self,
x: i32,
y: i32,
width: i32,
height: i32,
format: u32,
pixel_type: u32,
pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>,
)
fn ReadPixels( &self, x: i32, y: i32, width: i32, height: i32, format: u32, pixel_type: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, )
Source§fn ReadPixels_(
&self,
x: i32,
y: i32,
width: i32,
height: i32,
format: u32,
pixel_type: u32,
dst_byte_offset: i64,
)
fn ReadPixels_( &self, x: i32, y: i32, width: i32, height: i32, format: u32, pixel_type: u32, dst_byte_offset: i64, )
Source§fn ReadPixels__(
&self,
x: i32,
y: i32,
width: i32,
height: i32,
format: u32,
pixel_type: u32,
dst: CustomAutoRooterGuard<'_, ArrayBufferView>,
dst_elem_offset: u32,
)
fn ReadPixels__( &self, x: i32, y: i32, width: i32, height: i32, format: u32, pixel_type: u32, dst: CustomAutoRooterGuard<'_, ArrayBufferView>, dst_elem_offset: u32, )
Source§fn SampleCoverage(&self, value: f32, invert: bool)
fn SampleCoverage(&self, value: f32, invert: bool)
Source§fn StencilMask(&self, mask: u32)
fn StencilMask(&self, mask: u32)
Source§fn StencilMaskSeparate(&self, face: u32, mask: u32)
fn StencilMaskSeparate(&self, face: u32, mask: u32)
Source§fn LinkProgram(&self, program: &WebGLProgram)
fn LinkProgram(&self, program: &WebGLProgram)
Source§fn ShaderSource(&self, shader: &WebGLShader, source: DOMString)
fn ShaderSource(&self, shader: &WebGLShader, source: DOMString)
Source§fn GetShaderSource(&self, shader: &WebGLShader) -> Option<DOMString>
fn GetShaderSource(&self, shader: &WebGLShader) -> Option<DOMString>
Source§fn Uniform1iv(
&self,
location: Option<&WebGLUniformLocation>,
v: Int32ArrayOrLongSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform1iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform1ui(&self, location: Option<&WebGLUniformLocation>, val: u32)
fn Uniform1ui(&self, location: Option<&WebGLUniformLocation>, val: u32)
Source§fn Uniform1uiv(
&self,
location: Option<&WebGLUniformLocation>,
val: Uint32ArrayOrUnsignedLongSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform1uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform1fv(
&self,
location: Option<&WebGLUniformLocation>,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform1fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform2fv(
&self,
location: Option<&WebGLUniformLocation>,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform2fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform2iv(
&self,
location: Option<&WebGLUniformLocation>,
v: Int32ArrayOrLongSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform2iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform2ui(&self, location: Option<&WebGLUniformLocation>, x: u32, y: u32)
fn Uniform2ui(&self, location: Option<&WebGLUniformLocation>, x: u32, y: u32)
Source§fn Uniform2uiv(
&self,
location: Option<&WebGLUniformLocation>,
val: Uint32ArrayOrUnsignedLongSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform2uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform3fv(
&self,
location: Option<&WebGLUniformLocation>,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform3fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform3iv(
&self,
location: Option<&WebGLUniformLocation>,
v: Int32ArrayOrLongSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform3iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform3ui(
&self,
location: Option<&WebGLUniformLocation>,
x: u32,
y: u32,
z: u32,
)
fn Uniform3ui( &self, location: Option<&WebGLUniformLocation>, x: u32, y: u32, z: u32, )
Source§fn Uniform3uiv(
&self,
location: Option<&WebGLUniformLocation>,
val: Uint32ArrayOrUnsignedLongSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform3uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform4i(
&self,
location: Option<&WebGLUniformLocation>,
x: i32,
y: i32,
z: i32,
w: i32,
)
fn Uniform4i( &self, location: Option<&WebGLUniformLocation>, x: i32, y: i32, z: i32, w: i32, )
Source§fn Uniform4iv(
&self,
location: Option<&WebGLUniformLocation>,
v: Int32ArrayOrLongSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform4iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform4ui(
&self,
location: Option<&WebGLUniformLocation>,
x: u32,
y: u32,
z: u32,
w: u32,
)
fn Uniform4ui( &self, location: Option<&WebGLUniformLocation>, x: u32, y: u32, z: u32, w: u32, )
Source§fn Uniform4uiv(
&self,
location: Option<&WebGLUniformLocation>,
val: Uint32ArrayOrUnsignedLongSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform4uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32, )
Source§fn Uniform4f(
&self,
location: Option<&WebGLUniformLocation>,
x: f32,
y: f32,
z: f32,
w: f32,
)
fn Uniform4f( &self, location: Option<&WebGLUniformLocation>, x: f32, y: f32, z: f32, w: f32, )
Source§fn Uniform4fv(
&self,
location: Option<&WebGLUniformLocation>,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn Uniform4fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix2fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix3fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix4fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix3x2fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix3x2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix4x2fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix4x2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix2x3fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix2x3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix4x3fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix4x3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix2x4fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix2x4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn UniformMatrix3x4fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
)
fn UniformMatrix3x4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32, )
Source§fn GetUniform(
&self,
cx: &mut JSContext,
program: &WebGLProgram,
location: &WebGLUniformLocation,
retval: MutableHandleValue<'_>,
)
fn GetUniform( &self, cx: &mut JSContext, program: &WebGLProgram, location: &WebGLUniformLocation, retval: MutableHandleValue<'_>, )
Source§fn UseProgram(&self, program: Option<&WebGLProgram>)
fn UseProgram(&self, program: Option<&WebGLProgram>)
Source§fn ValidateProgram(&self, program: &WebGLProgram)
fn ValidateProgram(&self, program: &WebGLProgram)
Source§fn VertexAttrib1fv(
&self,
cx: &mut JSContext,
indx: u32,
v: Float32ArrayOrUnrestrictedFloatSequence,
)
fn VertexAttrib1fv( &self, cx: &mut JSContext, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence, )
Source§fn VertexAttrib2fv(
&self,
cx: &mut JSContext,
indx: u32,
v: Float32ArrayOrUnrestrictedFloatSequence,
)
fn VertexAttrib2fv( &self, cx: &mut JSContext, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence, )
Source§fn VertexAttrib3fv(
&self,
cx: &mut JSContext,
indx: u32,
v: Float32ArrayOrUnrestrictedFloatSequence,
)
fn VertexAttrib3fv( &self, cx: &mut JSContext, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence, )
Source§fn VertexAttrib4fv(
&self,
cx: &mut JSContext,
indx: u32,
v: Float32ArrayOrUnrestrictedFloatSequence,
)
fn VertexAttrib4fv( &self, cx: &mut JSContext, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence, )
Source§fn VertexAttribI4iv(
&self,
cx: &mut JSContext,
index: u32,
v: Int32ArrayOrLongSequence,
)
fn VertexAttribI4iv( &self, cx: &mut JSContext, index: u32, v: Int32ArrayOrLongSequence, )
Source§fn VertexAttribI4ui(
&self,
cx: &mut JSContext,
index: u32,
x: u32,
y: u32,
z: u32,
w: u32,
)
fn VertexAttribI4ui( &self, cx: &mut JSContext, index: u32, x: u32, y: u32, z: u32, w: u32, )
Source§fn VertexAttribI4uiv(
&self,
cx: &mut JSContext,
index: u32,
v: Uint32ArrayOrUnsignedLongSequence,
)
fn VertexAttribI4uiv( &self, cx: &mut JSContext, index: u32, v: Uint32ArrayOrUnsignedLongSequence, )
Source§fn VertexAttribPointer(
&self,
cx: &mut JSContext,
attrib_id: u32,
size: i32,
data_type: u32,
normalized: bool,
stride: i32,
offset: i64,
)
fn VertexAttribPointer( &self, cx: &mut JSContext, attrib_id: u32, size: i32, data_type: u32, normalized: bool, stride: i32, offset: i64, )
Source§fn VertexAttribIPointer(
&self,
cx: &mut JSContext,
index: u32,
size: i32,
type_: u32,
stride: i32,
offset: i64,
)
fn VertexAttribIPointer( &self, cx: &mut JSContext, index: u32, size: i32, type_: u32, stride: i32, offset: i64, )
Source§fn TexImage3D(
&self,
target: u32,
level: i32,
internal_format: i32,
width: i32,
height: i32,
depth: i32,
border: i32,
format: u32,
type_: u32,
src_data: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>,
) -> Fallible<()>
fn TexImage3D( &self, target: u32, level: i32, internal_format: i32, width: i32, height: i32, depth: i32, border: i32, format: u32, type_: u32, src_data: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ) -> Fallible<()>
https://www.khronos.org/registry/webgl/specs/latest/2.0/#4.7.6
Allocates and initializes the specified mipmap level of a three-dimensional or two-dimensional array texture.
Source§fn TexImage2D(
&self,
target: u32,
level: i32,
internal_format: i32,
width: i32,
height: i32,
border: i32,
format: u32,
data_type: u32,
pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>,
) -> Fallible<()>
fn TexImage2D( &self, target: u32, level: i32, internal_format: i32, width: i32, height: i32, border: i32, format: u32, data_type: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ) -> Fallible<()>
Source§fn TexImage2D_(
&self,
target: u32,
level: i32,
internal_format: i32,
format: u32,
data_type: u32,
source: TexImageSource<DomTypeHolder>,
) -> ErrorResult
fn TexImage2D_( &self, target: u32, level: i32, internal_format: i32, format: u32, data_type: u32, source: TexImageSource<DomTypeHolder>, ) -> ErrorResult
Source§fn TexImage2D__(
&self,
target: u32,
level: i32,
internalformat: i32,
width: i32,
height: i32,
border: i32,
format: u32,
type_: u32,
pbo_offset: i64,
) -> Fallible<()>
fn TexImage2D__( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, pbo_offset: i64, ) -> Fallible<()>
Source§fn TexImage2D___(
&self,
target: u32,
level: i32,
internalformat: i32,
width: i32,
height: i32,
border: i32,
format: u32,
type_: u32,
source: TexImageSource<DomTypeHolder>,
) -> Fallible<()>
fn TexImage2D___( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, source: TexImageSource<DomTypeHolder>, ) -> Fallible<()>
Source§fn TexImage2D____(
&self,
target: u32,
level: i32,
internalformat: i32,
width: i32,
height: i32,
border: i32,
format: u32,
type_: u32,
src_data: CustomAutoRooterGuard<'_, ArrayBufferView>,
src_offset: u32,
) -> Fallible<()>
fn TexImage2D____( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, src_data: CustomAutoRooterGuard<'_, ArrayBufferView>, src_offset: u32, ) -> Fallible<()>
Source§fn TexSubImage2D(
&self,
target: u32,
level: i32,
xoffset: i32,
yoffset: i32,
width: i32,
height: i32,
format: u32,
data_type: u32,
pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>,
) -> Fallible<()>
fn TexSubImage2D( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, width: i32, height: i32, format: u32, data_type: u32, pixels: CustomAutoRooterGuard<'_, Option<ArrayBufferView>>, ) -> Fallible<()>
Source§fn TexSubImage2D_(
&self,
target: u32,
level: i32,
xoffset: i32,
yoffset: i32,
format: u32,
data_type: u32,
source: TexImageSource<DomTypeHolder>,
) -> ErrorResult
fn TexSubImage2D_( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, format: u32, data_type: u32, source: TexImageSource<DomTypeHolder>, ) -> ErrorResult
Source§fn CheckFramebufferStatus(&self, target: u32) -> u32
fn CheckFramebufferStatus(&self, target: u32) -> u32
Source§fn BlitFramebuffer(
&self,
src_x0: i32,
src_y0: i32,
src_x1: i32,
src_y1: i32,
dst_x0: i32,
dst_y0: i32,
dst_x1: i32,
dst_y1: i32,
mask: u32,
filter: u32,
)
fn BlitFramebuffer( &self, src_x0: i32, src_y0: i32, src_x1: i32, src_y1: i32, dst_x0: i32, dst_y0: i32, dst_x1: i32, dst_y1: i32, mask: u32, filter: u32, )
Source§fn FramebufferRenderbuffer(
&self,
target: u32,
attachment: u32,
renderbuffertarget: u32,
rb: Option<&WebGLRenderbuffer>,
)
fn FramebufferRenderbuffer( &self, target: u32, attachment: u32, renderbuffertarget: u32, rb: Option<&WebGLRenderbuffer>, )
Source§fn FramebufferTexture2D(
&self,
target: u32,
attachment: u32,
textarget: u32,
texture: Option<&WebGLTexture>,
level: i32,
)
fn FramebufferTexture2D( &self, target: u32, attachment: u32, textarget: u32, texture: Option<&WebGLTexture>, level: i32, )
Source§fn GetAttachedShaders(
&self,
program: &WebGLProgram,
) -> Option<Vec<DomRoot<WebGLShader>>>
fn GetAttachedShaders( &self, program: &WebGLProgram, ) -> Option<Vec<DomRoot<WebGLShader>>>
Source§fn DrawArraysInstanced(
&self,
cx: &mut JSContext,
mode: u32,
first: i32,
count: i32,
primcount: i32,
)
fn DrawArraysInstanced( &self, cx: &mut JSContext, mode: u32, first: i32, count: i32, primcount: i32, )
Source§fn DrawElementsInstanced(
&self,
cx: &mut JSContext,
mode: u32,
count: i32,
type_: u32,
offset: i64,
primcount: i32,
)
fn DrawElementsInstanced( &self, cx: &mut JSContext, mode: u32, count: i32, type_: u32, offset: i64, primcount: i32, )
Source§fn DrawRangeElements(
&self,
cx: &mut JSContext,
mode: u32,
start: u32,
end: u32,
count: i32,
type_: u32,
offset: i64,
)
fn DrawRangeElements( &self, cx: &mut JSContext, mode: u32, start: u32, end: u32, count: i32, type_: u32, offset: i64, )
Source§fn CreateQuery(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLQuery>>
fn CreateQuery(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLQuery>>
Source§fn DeleteQuery(&self, query: Option<&WebGLQuery>)
fn DeleteQuery(&self, query: Option<&WebGLQuery>)
Source§fn CreateSampler(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLSampler>>
fn CreateSampler(&self, cx: &mut JSContext) -> Option<DomRoot<WebGLSampler>>
Source§fn DeleteSampler(&self, sampler: Option<&WebGLSampler>)
fn DeleteSampler(&self, sampler: Option<&WebGLSampler>)
Source§fn BeginQuery(&self, target: u32, query: &WebGLQuery)
fn BeginQuery(&self, target: u32, query: &WebGLQuery)
Source§fn GetQueryParameter(
&self,
_cx: &mut JSContext,
query: &WebGLQuery,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetQueryParameter( &self, _cx: &mut JSContext, query: &WebGLQuery, pname: u32, retval: MutableHandleValue<'_>, )
Source§fn FenceSync(
&self,
cx: &mut JSContext,
condition: u32,
flags: u32,
) -> Option<DomRoot<WebGLSync>>
fn FenceSync( &self, cx: &mut JSContext, condition: u32, flags: u32, ) -> Option<DomRoot<WebGLSync>>
Source§fn GetSyncParameter(
&self,
_cx: &mut JSContext,
sync: &WebGLSync,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetSyncParameter( &self, _cx: &mut JSContext, sync: &WebGLSync, pname: u32, retval: MutableHandleValue<'_>, )
Source§fn DeleteSync(&self, sync: Option<&WebGLSync>)
fn DeleteSync(&self, sync: Option<&WebGLSync>)
Source§fn BindSampler(&self, unit: u32, sampler: Option<&WebGLSampler>)
fn BindSampler(&self, unit: u32, sampler: Option<&WebGLSampler>)
Source§fn BindVertexArray(&self, array: Option<&WebGLVertexArrayObject>)
fn BindVertexArray(&self, array: Option<&WebGLVertexArrayObject>)
Source§fn SamplerParameteri(&self, sampler: &WebGLSampler, pname: u32, param: i32)
fn SamplerParameteri(&self, sampler: &WebGLSampler, pname: u32, param: i32)
Source§fn SamplerParameterf(&self, sampler: &WebGLSampler, pname: u32, param: f32)
fn SamplerParameterf(&self, sampler: &WebGLSampler, pname: u32, param: f32)
Source§fn GetSamplerParameter(
&self,
_cx: &mut JSContext,
sampler: &WebGLSampler,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetSamplerParameter( &self, _cx: &mut JSContext, sampler: &WebGLSampler, pname: u32, retval: MutableHandleValue<'_>, )
Source§fn CreateTransformFeedback(
&self,
cx: &mut JSContext,
) -> Option<DomRoot<WebGLTransformFeedback>>
fn CreateTransformFeedback( &self, cx: &mut JSContext, ) -> Option<DomRoot<WebGLTransformFeedback>>
Source§fn DeleteTransformFeedback(&self, tf: Option<&WebGLTransformFeedback>)
fn DeleteTransformFeedback(&self, tf: Option<&WebGLTransformFeedback>)
Source§fn IsTransformFeedback(&self, tf: Option<&WebGLTransformFeedback>) -> bool
fn IsTransformFeedback(&self, tf: Option<&WebGLTransformFeedback>) -> bool
Source§fn BindTransformFeedback(
&self,
target: u32,
tf: Option<&WebGLTransformFeedback>,
)
fn BindTransformFeedback( &self, target: u32, tf: Option<&WebGLTransformFeedback>, )
Source§fn BeginTransformFeedback(&self, primitiveMode: u32)
fn BeginTransformFeedback(&self, primitiveMode: u32)
Source§fn EndTransformFeedback(&self)
fn EndTransformFeedback(&self)
Source§fn ResumeTransformFeedback(&self)
fn ResumeTransformFeedback(&self)
Source§fn PauseTransformFeedback(&self)
fn PauseTransformFeedback(&self)
Source§fn TransformFeedbackVaryings(
&self,
program: &WebGLProgram,
varyings: Vec<DOMString>,
bufferMode: u32,
)
fn TransformFeedbackVaryings( &self, program: &WebGLProgram, varyings: Vec<DOMString>, bufferMode: u32, )
Source§fn GetTransformFeedbackVarying(
&self,
cx: &mut JSContext,
program: &WebGLProgram,
index: u32,
) -> Option<DomRoot<WebGLActiveInfo>>
fn GetTransformFeedbackVarying( &self, cx: &mut JSContext, program: &WebGLProgram, index: u32, ) -> Option<DomRoot<WebGLActiveInfo>>
Source§fn BindBufferBase(&self, target: u32, index: u32, buffer: Option<&WebGLBuffer>)
fn BindBufferBase(&self, target: u32, index: u32, buffer: Option<&WebGLBuffer>)
Source§fn BindBufferRange(
&self,
target: u32,
index: u32,
buffer: Option<&WebGLBuffer>,
offset: i64,
size: i64,
)
fn BindBufferRange( &self, target: u32, index: u32, buffer: Option<&WebGLBuffer>, offset: i64, size: i64, )
Source§fn GetUniformIndices(
&self,
program: &WebGLProgram,
names: Vec<DOMString>,
) -> Option<Vec<u32>>
fn GetUniformIndices( &self, program: &WebGLProgram, names: Vec<DOMString>, ) -> Option<Vec<u32>>
Source§fn GetActiveUniforms(
&self,
cx: &mut JSContext,
program: &WebGLProgram,
indices: Vec<u32>,
pname: u32,
rval: MutableHandleValue<'_>,
)
fn GetActiveUniforms( &self, cx: &mut JSContext, program: &WebGLProgram, indices: Vec<u32>, pname: u32, rval: MutableHandleValue<'_>, )
Source§fn GetUniformBlockIndex(
&self,
program: &WebGLProgram,
block_name: DOMString,
) -> u32
fn GetUniformBlockIndex( &self, program: &WebGLProgram, block_name: DOMString, ) -> u32
Source§fn GetActiveUniformBlockParameter(
&self,
cx: &mut JSContext,
program: &WebGLProgram,
block_index: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
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