#[repr(C)]
pub 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>,
}

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§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§

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impl WebGL2RenderingContext

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impl WebGL2RenderingContext

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impl WebGL2RenderingContext

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pub fn recreate(&self, size: Size2D<u32>)

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pub fn current_vao(&self) -> Root<Dom<WebGLVertexArrayObject>>

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pub fn validate_uniform_block_for_draw(&self)

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fn validate_vertex_attribs_for_draw(&self)

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pub fn base_context(&self) -> Root<Dom<WebGLRenderingContext>>

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fn bound_buffer( &self, target: u32 ) -> WebGLResult<Option<Root<Dom<WebGLBuffer>>>>

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pub fn buffer_usage(&self, usage: u32) -> WebGLResult<u32>

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fn unbind_from(&self, slot: &MutNullableDom<WebGLBuffer>, buffer: &WebGLBuffer)

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fn calc_read_pixel_formats( &self, pixel_type: u32, format: u32 ) -> WebGLResult<ReadPixelsAllowedFormats<'_>>

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fn calc_read_pixel_sizes( &self, width: i32, height: i32, bytes_per_pixel: usize ) -> WebGLResult<ReadPixelsSizes>

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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 )

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fn uniform_vec_section_uint( &self, vec: Uint32ArrayOrUnsignedLongSequence, offset: u32, length: u32, uniform_size: usize, uniform_location: &WebGLUniformLocation ) -> WebGLResult<Vec<u32>>

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fn get_default_fb_attachment_param( &self, attachment: u32, pname: u32 ) -> WebGLResult<JSVal>

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fn get_specific_fb_attachment_param( &self, cx: JSContext, fb: &WebGLFramebuffer, target: u32, attachment: u32, pname: u32 ) -> WebGLResult<JSVal>

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fn clearbuffer_array_size( &self, buffer: u32, draw_buffer: i32 ) -> WebGLResult<usize>

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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 )

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fn valid_fb_attachment_values(&self, target: u32, attachments: &[u32]) -> bool

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

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

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fn tex_storage( &self, dimensions: u8, target: u32, levels: i32, internal_format: u32, width: i32, height: i32, depth: i32 )

Trait Implementations§

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impl DomObject for WebGL2RenderingContext

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fn reflector(&self) -> &Reflector

Returns the receiver’s reflector.
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fn global(&self) -> Root<Dom<GlobalScope>>
where Self: Sized,

Returns the global scope of the realm that the DomObject was created in.
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impl DomObjectWrap for WebGL2RenderingContext

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const WRAP: unsafe fn(_: SafeJSContext, _: &GlobalScope, _: Option<HandleObject<'_>>, _: Box<Self>) -> Root<Dom<Self>> = {dom::bindings::codegen::Bindings::WebGL2RenderingContextBinding::WebGL2RenderingContext_Binding::Wrap as for<'a, 'b> unsafe fn(script_runtime::JSContext, &'a dom::globalscope::GlobalScope, std::option::Option<js::rust::Handle<'b, *mut js::jsapi::JSObject>>, std::boxed::Box<dom::webgl2renderingcontext::WebGL2RenderingContext>) -> dom::bindings::root::Root<dom::bindings::root::Dom<dom::webgl2renderingcontext::WebGL2RenderingContext>>}

Function pointer to the general wrap function type
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impl HasParent for WebGL2RenderingContext

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fn as_parent(&self) -> &Reflector

This is used in a type assertion to ensure that the source and webidls agree as to what the parent type is

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type Parent = Reflector

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impl IDLInterface for WebGL2RenderingContext

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fn derives(class: &'static DOMClass) -> bool

Returns whether the given DOM class derives that interface.
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impl MallocSizeOf for WebGL2RenderingContext

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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.
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impl MutDomObject for WebGL2RenderingContext

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unsafe fn init_reflector(&self, obj: *mut JSObject)

Initializes the Reflector
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impl PartialEq for WebGL2RenderingContext

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fn eq(&self, other: &WebGL2RenderingContext) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl ToJSValConvertible for WebGL2RenderingContext

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unsafe fn to_jsval(&self, cx: *mut JSContext, rval: MutableHandleValue<'_>)

Convert self to a JSVal. JSAPI failure causes a panic.
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impl Traceable for WebGL2RenderingContext

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unsafe fn trace(&self, tracer: *mut JSTracer)

Trace self.
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impl WebGL2RenderingContextMethods for WebGL2RenderingContext

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

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fn Flush(&self)

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fn Finish(&self)

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fn DrawingBufferWidth(&self) -> i32

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fn DrawingBufferHeight(&self) -> i32

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fn GetBufferParameter( &self, _cx: JSContext, target: u32, parameter: u32 ) -> JSVal

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fn GetParameter(&self, cx: JSContext, parameter: u32) -> JSVal

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

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fn GetError(&self) -> u32

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

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

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

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

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

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fn ActiveTexture(&self, texture: u32)

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fn BlendColor(&self, r: f32, g: f32, b: f32, a: f32)

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fn BlendEquation(&self, mode: u32)

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fn BlendEquationSeparate(&self, mode_rgb: u32, mode_alpha: u32)

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fn BlendFunc(&self, src_factor: u32, dest_factor: u32)

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fn BlendFuncSeparate( &self, src_rgb: u32, dest_rgb: u32, src_alpha: u32, dest_alpha: u32 )

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

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

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

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

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

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

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

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fn GenerateMipmap(&self, target: u32)

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

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

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

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

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fn BufferSubData_( &self, target: u32, dst_byte_offset: i64, src_data: CustomAutoRooterGuard<'_, ArrayBufferView>, src_elem_offset: u32, length: u32 )

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fn CopyBufferSubData( &self, read_target: u32, write_target: u32, read_offset: i64, write_offset: i64, size: i64 )

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fn GetBufferSubData( &self, target: u32, src_byte_offset: i64, dst_buffer: CustomAutoRooterGuard<'_, ArrayBufferView>, dst_elem_offset: u32, length: u32 )

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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 )

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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 )

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fn CopyTexImage2D( &self, target: u32, level: i32, internal_format: 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 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, stencil: i32)

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fn ColorMask(&self, r: bool, g: bool, b: bool, a: bool)

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fn CullFace(&self, mode: u32)

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fn FrontFace(&self, mode: u32)

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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, near: f32, far: f32)

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fn Enable(&self, cap: u32)

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fn Disable(&self, cap: u32)

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fn CompileShader(&self, shader: &WebGLShader)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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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 EnableVertexAttribArray(&self, attrib_id: u32)

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fn DisableVertexAttribArray(&self, attrib_id: u32)

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

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

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

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

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

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fn GetProgramParameter( &self, cx: JSContext, program: &WebGLProgram, param_id: u32 ) -> JSVal

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

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fn GetShaderParameter( &self, cx: JSContext, shader: &WebGLShader, param_id: u32 ) -> JSVal

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

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fn GetIndexedParameter(&self, cx: JSContext, target: u32, index: u32) -> JSVal

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

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

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

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

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

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

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

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

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

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

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

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

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fn LineWidth(&self, width: f32)

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fn PixelStorei(&self, param_name: u32, param_value: i32)

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

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

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

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fn ReadPixels__( &self, x: i32, y: i32, width: i32, height: i32, format: u32, pixel_type: u32, dst: CustomAutoRooterGuard<'_, ArrayBufferView>, dst_elem_offset: u32 )

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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 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 LinkProgram(&self, program: &WebGLProgram)

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

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

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

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

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fn Uniform1iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence, src_offset: u32, src_length: u32 )

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fn Uniform1fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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

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fn Uniform2fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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

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fn Uniform2iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence, src_offset: u32, src_length: u32 )

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

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fn Uniform3fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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

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fn Uniform3iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence, src_offset: u32, src_length: u32 )

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

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fn Uniform4iv( &self, location: Option<&WebGLUniformLocation>, v: Int32ArrayOrLongSequence, src_offset: u32, src_length: u32 )

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

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fn Uniform4fv( &self, location: Option<&WebGLUniformLocation>, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, v: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix3x2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix4x2fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix2x3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix4x3fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix2x4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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fn UniformMatrix3x4fv( &self, location: Option<&WebGLUniformLocation>, transpose: bool, val: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, src_length: u32 )

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

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

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fn ValidateProgram(&self, program: &WebGLProgram)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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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>> ) -> Result<(), Error>

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

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

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

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

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

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

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fn TexParameterf(&self, target: u32, name: u32, value: f32)

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fn TexParameteri(&self, target: u32, name: u32, value: i32)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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fn EndQuery(&self, target: u32)

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

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fn GetQueryParameter( &self, _cx: JSContext, query: &WebGLQuery, pname: u32 ) -> JSVal

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

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

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

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

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fn GetSyncParameter( &self, _cx: JSContext, sync: &WebGLSync, pname: u32 ) -> JSVal

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

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

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

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

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

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fn GetSamplerParameter( &self, _cx: JSContext, sampler: &WebGLSampler, pname: u32 ) -> JSVal

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

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

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

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

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fn BeginTransformFeedback(&self, primitiveMode: u32)

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fn EndTransformFeedback(&self)

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fn ResumeTransformFeedback(&self)

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fn PauseTransformFeedback(&self)

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

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

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

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

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

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fn GetActiveUniforms( &self, cx: JSContext, program: &WebGLProgram, indices: Vec<u32>, pname: u32 ) -> JSVal

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

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fn GetActiveUniformBlockParameter( &self, cx: JSContext, program: &WebGLProgram, block_index: u32, pname: u32 ) -> JSVal

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

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fn UniformBlockBinding( &self, program: &WebGLProgram, block_index: u32, block_binding: u32 )

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fn ClearBufferfv( &self, buffer: u32, draw_buffer: i32, values: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32 )

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fn ClearBufferiv( &self, buffer: u32, draw_buffer: i32, values: Int32ArrayOrLongSequence, src_offset: u32 )

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fn ClearBufferuiv( &self, buffer: u32, draw_buffer: i32, values: Uint32ArrayOrUnsignedLongSequence, src_offset: u32 )

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

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

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

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

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fn GetInternalformatParameter( &self, cx: JSContext, target: u32, internal_format: u32, pname: u32 ) -> JSVal

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

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fn ReadBuffer(&self, src: u32)

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

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

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

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fn IsContextLost(&self) -> bool

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

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fn Uniform1uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32 )

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fn Uniform2ui(&self, location: Option<&WebGLUniformLocation>, x: u32, y: u32)

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fn Uniform2uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32 )

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fn Uniform3ui( &self, location: Option<&WebGLUniformLocation>, x: u32, y: u32, z: u32 )

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fn Uniform3uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32 )

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fn Uniform4ui( &self, location: Option<&WebGLUniformLocation>, x: u32, y: u32, z: u32, w: u32 )

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fn Uniform4uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32 )

Auto Trait Implementations§

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impl<T> Any for T
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fn type_id(&self) -> TypeId

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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

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impl<T, U> Into<U> for T
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fn into(self) -> U

Calls U::from(self).

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> MaybeBoxed<Box<T>> for T

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fn maybe_boxed(self) -> Box<T>

Convert
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impl<T> MaybeBoxed<T> for T

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fn maybe_boxed(self) -> T

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impl<T> Pointable for T

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const ALIGN: usize = _

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type Init = T

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unsafe fn init(init: <T as Pointable>::Init) -> usize

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unsafe fn deref<'a>(ptr: usize) -> &'a T

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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

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unsafe fn drop(ptr: usize)

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type Output = T

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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

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impl<T, U> TryInto<U> for T
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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
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fn vzip(self) -> V

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

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impl<T> ErasedDestructor for T
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impl<T> MaybeSendSync for T