Struct script::dom::webgl2renderingcontext::WebGL2RenderingContext
source · #[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>,
}
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( window: &Window, canvas: &HTMLCanvasElementOrOffscreenCanvas, size: Size2D<u32>, attrs: GLContextAttributes, can_gc: CanGc, ) -> Option<WebGL2RenderingContext>
pub fn new( window: &Window, canvas: &HTMLCanvasElementOrOffscreenCanvas, size: Size2D<u32>, attrs: GLContextAttributes, can_gc: CanGc, ) -> Option<Root<Dom<WebGL2RenderingContext>>>
pub fn is_webgl2_enabled(_cx: JSContext, global: HandleObject<'_>) -> bool
source§impl WebGL2RenderingContext
impl WebGL2RenderingContext
pub fn recreate(&self, size: Size2D<u32>)
pub fn current_vao(&self) -> Root<Dom<WebGLVertexArrayObject>>
pub fn validate_uniform_block_for_draw(&self)
fn validate_vertex_attribs_for_draw(&self)
pub fn base_context(&self) -> Root<Dom<WebGLRenderingContext>>
fn bound_buffer( &self, target: u32, ) -> WebGLResult<Option<Root<Dom<WebGLBuffer>>>>
pub 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: 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, index: u32, x: i32, y: i32, z: i32, w: i32)
fn vertex_attrib_u(&self, 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, )
Trait Implementations§
source§impl DomObject for WebGL2RenderingContext
impl DomObject for WebGL2RenderingContext
source§impl DomObjectWrap for WebGL2RenderingContext
impl DomObjectWrap for WebGL2RenderingContext
source§const WRAP: unsafe fn(_: SafeJSContext, _: &GlobalScope, _: Option<HandleObject<'_>>, _: Box<Self>, _: CanGc) -> 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>, script_runtime::CanGc) -> dom::bindings::root::Root<dom::bindings::root::Dom<dom::webgl2renderingcontext::WebGL2RenderingContext>>}
const WRAP: unsafe fn(_: SafeJSContext, _: &GlobalScope, _: Option<HandleObject<'_>>, _: Box<Self>, _: CanGc) -> 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>, script_runtime::CanGc) -> dom::bindings::root::Root<dom::bindings::root::Dom<dom::webgl2renderingcontext::WebGL2RenderingContext>>}
Function pointer to the general wrap function type
source§impl HasParent for WebGL2RenderingContext
impl HasParent for WebGL2RenderingContext
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 Traceable for WebGL2RenderingContext
impl Traceable for WebGL2RenderingContext
source§impl WebGL2RenderingContextMethods for WebGL2RenderingContext
impl WebGL2RenderingContextMethods for WebGL2RenderingContext
source§fn Canvas(&self) -> HTMLCanvasElementOrOffscreenCanvas
fn Canvas(&self) -> HTMLCanvasElementOrOffscreenCanvas
source§fn DrawingBufferWidth(&self) -> i32
fn DrawingBufferWidth(&self) -> i32
source§fn DrawingBufferHeight(&self) -> i32
fn DrawingBufferHeight(&self) -> i32
source§fn GetBufferParameter(
&self,
_cx: JSContext,
target: u32,
parameter: u32,
retval: MutableHandleValue<'_>,
)
fn GetBufferParameter( &self, _cx: JSContext, target: u32, parameter: u32, retval: MutableHandleValue<'_>, )
source§fn GetParameter(
&self,
cx: JSContext,
parameter: u32,
rval: MutableHandleValue<'_>,
)
fn GetParameter( &self, cx: JSContext, parameter: u32, rval: MutableHandleValue<'_>, )
source§fn GetTexParameter(
&self,
cx: JSContext,
target: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetTexParameter( &self, cx: JSContext, target: u32, pname: u32, retval: MutableHandleValue<'_>, )
source§fn GetContextAttributes(&self) -> Option<WebGLContextAttributes>
fn GetContextAttributes(&self) -> Option<WebGLContextAttributes>
source§fn GetFramebufferAttachmentParameter(
&self,
cx: JSContext,
target: u32,
attachment: u32,
pname: u32,
rval: MutableHandleValue<'_>,
)
fn GetFramebufferAttachmentParameter( &self, cx: JSContext, target: u32, attachment: u32, pname: u32, rval: MutableHandleValue<'_>, )
source§fn GetRenderbufferParameter(
&self,
cx: JSContext,
target: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetRenderbufferParameter( &self, cx: 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, target: u32, buffer: Option<&WebGLBuffer>)
fn BindBuffer(&self, 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,
target: u32,
data: Option<ArrayBufferViewOrArrayBuffer>,
usage: u32,
)
fn BufferData_( &self, target: u32, data: Option<ArrayBufferViewOrArrayBuffer>, usage: u32, )
source§fn BufferData__(
&self,
target: u32,
data: CustomAutoRooterGuard<'_, ArrayBufferView>,
usage: u32,
elem_offset: u32,
length: u32,
)
fn BufferData__( &self, target: u32, data: CustomAutoRooterGuard<'_, ArrayBufferView>, usage: u32, elem_offset: u32, length: u32, )
source§fn BufferSubData(
&self,
target: u32,
offset: i64,
data: ArrayBufferViewOrArrayBuffer,
)
fn BufferSubData( &self, target: u32, offset: i64, data: ArrayBufferViewOrArrayBuffer, )
source§fn BufferSubData_(
&self,
target: u32,
dst_byte_offset: i64,
src_data: CustomAutoRooterGuard<'_, ArrayBufferView>,
src_elem_offset: u32,
length: u32,
)
fn BufferSubData_( &self, target: u32, dst_byte_offset: i64, src_data: CustomAutoRooterGuard<'_, ArrayBufferView>, src_elem_offset: u32, length: u32, )
source§fn CopyBufferSubData(
&self,
read_target: u32,
write_target: u32,
read_offset: i64,
write_offset: i64,
size: i64,
)
fn CopyBufferSubData( &self, read_target: u32, write_target: u32, read_offset: i64, write_offset: i64, size: i64, )
source§fn GetBufferSubData(
&self,
target: u32,
src_byte_offset: i64,
dst_buffer: CustomAutoRooterGuard<'_, ArrayBufferView>,
dst_elem_offset: u32,
length: u32,
)
fn GetBufferSubData( &self, 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) -> Option<Root<Dom<WebGLBuffer>>>
fn CreateBuffer(&self) -> Option<Root<Dom<WebGLBuffer>>>
source§fn CreateFramebuffer(&self) -> Option<Root<Dom<WebGLFramebuffer>>>
fn CreateFramebuffer(&self) -> Option<Root<Dom<WebGLFramebuffer>>>
source§fn CreateRenderbuffer(&self) -> Option<Root<Dom<WebGLRenderbuffer>>>
fn CreateRenderbuffer(&self) -> Option<Root<Dom<WebGLRenderbuffer>>>
source§fn CreateTexture(&self) -> Option<Root<Dom<WebGLTexture>>>
fn CreateTexture(&self) -> Option<Root<Dom<WebGLTexture>>>
source§fn CreateProgram(&self) -> Option<Root<Dom<WebGLProgram>>>
fn CreateProgram(&self) -> Option<Root<Dom<WebGLProgram>>>
source§fn CreateShader(&self, shader_type: u32) -> Option<Root<Dom<WebGLShader>>>
fn CreateShader(&self, shader_type: u32) -> Option<Root<Dom<WebGLShader>>>
source§fn CreateVertexArray(&self) -> Option<Root<Dom<WebGLVertexArrayObject>>>
fn CreateVertexArray(&self) -> Option<Root<Dom<WebGLVertexArrayObject>>>
source§fn DeleteBuffer(&self, buffer: Option<&WebGLBuffer>)
fn DeleteBuffer(&self, 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, vertex_array: Option<&WebGLVertexArrayObject>)
fn DeleteVertexArray(&self, vertex_array: Option<&WebGLVertexArrayObject>)
source§fn EnableVertexAttribArray(&self, attrib_id: u32)
fn EnableVertexAttribArray(&self, attrib_id: u32)
source§fn DisableVertexAttribArray(&self, attrib_id: u32)
fn DisableVertexAttribArray(&self, attrib_id: u32)
source§fn GetActiveUniform(
&self,
program: &WebGLProgram,
index: u32,
) -> Option<Root<Dom<WebGLActiveInfo>>>
fn GetActiveUniform( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<WebGLActiveInfo>>>
source§fn GetActiveAttrib(
&self,
program: &WebGLProgram,
index: u32,
) -> Option<Root<Dom<WebGLActiveInfo>>>
fn GetActiveAttrib( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<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: JSContext,
program: &WebGLProgram,
param_id: u32,
retval: MutableHandleValue<'_>,
)
fn GetProgramParameter( &self, cx: 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: JSContext,
shader: &WebGLShader,
param_id: u32,
retval: MutableHandleValue<'_>,
)
fn GetShaderParameter( &self, cx: JSContext, shader: &WebGLShader, param_id: u32, retval: MutableHandleValue<'_>, )
source§fn GetShaderPrecisionFormat(
&self,
shader_type: u32,
precision_type: u32,
) -> Option<Root<Dom<WebGLShaderPrecisionFormat>>>
fn GetShaderPrecisionFormat( &self, shader_type: u32, precision_type: u32, ) -> Option<Root<Dom<WebGLShaderPrecisionFormat>>>
source§fn GetIndexedParameter(
&self,
cx: JSContext,
target: u32,
index: u32,
retval: MutableHandleValue<'_>,
)
fn GetIndexedParameter( &self, cx: JSContext, target: u32, index: u32, retval: MutableHandleValue<'_>, )
source§fn GetUniformLocation(
&self,
program: &WebGLProgram,
name: DOMString,
) -> Option<Root<Dom<WebGLUniformLocation>>>
fn GetUniformLocation( &self, program: &WebGLProgram, name: DOMString, ) -> Option<Root<Dom<WebGLUniformLocation>>>
source§fn GetVertexAttrib(
&self,
cx: JSContext,
index: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetVertexAttrib( &self, cx: 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 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 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 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 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: JSContext,
program: &WebGLProgram,
location: &WebGLUniformLocation,
retval: MutableHandleValue<'_>,
)
fn GetUniform( &self, cx: 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 VertexAttrib1f(&self, indx: u32, x: f32)
fn VertexAttrib1f(&self, indx: u32, x: f32)
source§fn VertexAttrib1fv(&self, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence)
fn VertexAttrib1fv(&self, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence)
source§fn VertexAttrib2fv(&self, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence)
fn VertexAttrib2fv(&self, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence)
source§fn VertexAttrib3fv(&self, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence)
fn VertexAttrib3fv(&self, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence)
source§fn VertexAttrib4fv(&self, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence)
fn VertexAttrib4fv(&self, indx: u32, v: Float32ArrayOrUnrestrictedFloatSequence)
source§fn VertexAttribI4iv(&self, index: u32, v: Int32ArrayOrLongSequence)
fn VertexAttribI4iv(&self, index: u32, v: Int32ArrayOrLongSequence)
source§fn VertexAttribI4uiv(&self, index: u32, v: Uint32ArrayOrUnsignedLongSequence)
fn VertexAttribI4uiv(&self, index: u32, v: Uint32ArrayOrUnsignedLongSequence)
source§fn VertexAttribPointer(
&self,
attrib_id: u32,
size: i32,
data_type: u32,
normalized: bool,
stride: i32,
offset: i64,
)
fn VertexAttribPointer( &self, attrib_id: u32, size: i32, data_type: u32, normalized: bool, stride: i32, offset: i64, )
source§fn VertexAttribIPointer(
&self,
index: u32,
size: i32,
type_: u32,
stride: i32,
offset: i64,
)
fn VertexAttribIPointer( &self, index: u32, size: i32, type_: u32, stride: i32, offset: i64, )
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>>,
) -> Result<(), Error>
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>
source§fn TexImage2D_(
&self,
target: u32,
level: i32,
internal_format: i32,
format: u32,
data_type: u32,
source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement,
) -> Result<(), Error>
fn TexImage2D_( &self, target: u32, level: i32, internal_format: i32, format: u32, data_type: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>
source§fn TexImage2D__(
&self,
target: u32,
level: i32,
internalformat: i32,
width: i32,
height: i32,
border: i32,
format: u32,
type_: u32,
pbo_offset: i64,
) -> Result<(), Error>
fn TexImage2D__( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, pbo_offset: i64, ) -> Result<(), Error>
source§fn TexImage2D___(
&self,
target: u32,
level: i32,
internalformat: i32,
width: i32,
height: i32,
border: i32,
format: u32,
type_: u32,
source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement,
) -> Result<(), Error>
fn TexImage2D___( &self, target: u32, level: i32, internalformat: i32, width: i32, height: i32, border: i32, format: u32, type_: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>
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,
) -> Result<(), Error>
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>
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>>,
) -> Result<(), Error>
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>
source§fn TexSubImage2D_(
&self,
target: u32,
level: i32,
xoffset: i32,
yoffset: i32,
format: u32,
data_type: u32,
source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement,
) -> Result<(), Error>
fn TexSubImage2D_( &self, target: u32, level: i32, xoffset: i32, yoffset: i32, format: u32, data_type: u32, source: ImageDataOrHTMLImageElementOrHTMLCanvasElementOrHTMLVideoElement, ) -> Result<(), Error>
source§fn CheckFramebufferStatus(&self, target: u32) -> u32
fn CheckFramebufferStatus(&self, target: u32) -> 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<Root<Dom<WebGLShader>>>>
fn GetAttachedShaders( &self, program: &WebGLProgram, ) -> Option<Vec<Root<Dom<WebGLShader>>>>
source§fn DrawElementsInstanced(
&self,
mode: u32,
count: i32,
type_: u32,
offset: i64,
primcount: i32,
)
fn DrawElementsInstanced( &self, mode: u32, count: i32, type_: u32, offset: i64, primcount: i32, )
source§fn DrawRangeElements(
&self,
mode: u32,
start: u32,
end: u32,
count: i32,
type_: u32,
offset: i64,
)
fn DrawRangeElements( &self, mode: u32, start: u32, end: u32, count: i32, type_: u32, offset: i64, )
source§fn VertexAttribDivisor(&self, index: u32, divisor: u32)
fn VertexAttribDivisor(&self, index: u32, divisor: u32)
source§fn CreateQuery(&self) -> Option<Root<Dom<WebGLQuery>>>
fn CreateQuery(&self) -> Option<Root<Dom<WebGLQuery>>>
source§fn DeleteQuery(&self, query: Option<&WebGLQuery>)
fn DeleteQuery(&self, query: Option<&WebGLQuery>)
source§fn CreateSampler(&self) -> Option<Root<Dom<WebGLSampler>>>
fn CreateSampler(&self) -> Option<Root<Dom<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: JSContext,
query: &WebGLQuery,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetQueryParameter( &self, _cx: JSContext, query: &WebGLQuery, pname: u32, retval: MutableHandleValue<'_>, )
source§fn GetSyncParameter(
&self,
_cx: JSContext,
sync: &WebGLSync,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetSyncParameter( &self, _cx: 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: JSContext,
sampler: &WebGLSampler,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetSamplerParameter( &self, _cx: JSContext, sampler: &WebGLSampler, pname: u32, retval: MutableHandleValue<'_>, )
source§fn CreateTransformFeedback(&self) -> Option<Root<Dom<WebGLTransformFeedback>>>
fn CreateTransformFeedback(&self) -> Option<Root<Dom<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,
program: &WebGLProgram,
index: u32,
) -> Option<Root<Dom<WebGLActiveInfo>>>
fn GetTransformFeedbackVarying( &self, program: &WebGLProgram, index: u32, ) -> Option<Root<Dom<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: JSContext,
program: &WebGLProgram,
indices: Vec<u32>,
pname: u32,
rval: MutableHandleValue<'_>,
)
fn GetActiveUniforms( &self, cx: 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: JSContext,
program: &WebGLProgram,
block_index: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetActiveUniformBlockParameter( &self, cx: JSContext, program: &WebGLProgram, block_index: u32, pname: u32, retval: MutableHandleValue<'_>, )
source§fn GetActiveUniformBlockName(
&self,
program: &WebGLProgram,
block_index: u32,
) -> Option<DOMString>
fn GetActiveUniformBlockName( &self, program: &WebGLProgram, block_index: u32, ) -> Option<DOMString>
source§fn UniformBlockBinding(
&self,
program: &WebGLProgram,
block_index: u32,
block_binding: u32,
)
fn UniformBlockBinding( &self, program: &WebGLProgram, block_index: u32, block_binding: u32, )
source§fn ClearBufferfv(
&self,
buffer: u32,
draw_buffer: i32,
values: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
)
fn ClearBufferfv( &self, buffer: u32, draw_buffer: i32, values: Float32ArrayOrUnrestrictedFloatSequence, src_offset: u32, )
source§fn ClearBufferiv(
&self,
buffer: u32,
draw_buffer: i32,
values: Int32ArrayOrLongSequence,
src_offset: u32,
)
fn ClearBufferiv( &self, buffer: u32, draw_buffer: i32, values: Int32ArrayOrLongSequence, src_offset: u32, )
source§fn ClearBufferuiv(
&self,
buffer: u32,
draw_buffer: i32,
values: Uint32ArrayOrUnsignedLongSequence,
src_offset: u32,
)
fn ClearBufferuiv( &self, buffer: u32, draw_buffer: i32, values: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, )
source§fn InvalidateSubFramebuffer(
&self,
target: u32,
attachments: Vec<u32>,
x: i32,
y: i32,
width: i32,
height: i32,
)
fn InvalidateSubFramebuffer( &self, target: u32, attachments: Vec<u32>, x: i32, y: i32, width: i32, height: i32, )
source§fn FramebufferTextureLayer(
&self,
target: u32,
attachment: u32,
texture: Option<&WebGLTexture>,
level: i32,
layer: i32,
)
fn FramebufferTextureLayer( &self, target: u32, attachment: u32, texture: Option<&WebGLTexture>, level: i32, layer: i32, )
source§fn GetInternalformatParameter(
&self,
cx: JSContext,
target: u32,
internal_format: u32,
pname: u32,
retval: MutableHandleValue<'_>,
)
fn GetInternalformatParameter( &self, cx: JSContext, target: u32, internal_format: u32, pname: u32, retval: MutableHandleValue<'_>, )
source§fn RenderbufferStorageMultisample(
&self,
target: u32,
samples: i32,
internal_format: u32,
width: i32,
height: i32,
)
fn RenderbufferStorageMultisample( &self, target: u32, samples: i32, internal_format: u32, width: i32, height: i32, )
source§fn DrawBuffers(&self, buffers: Vec<u32>)
fn DrawBuffers(&self, buffers: Vec<u32>)
source§fn TexStorage2D(
&self,
target: u32,
levels: i32,
internal_format: u32,
width: i32,
height: i32,
)
fn TexStorage2D( &self, target: u32, levels: i32, internal_format: u32, width: i32, height: i32, )
source§fn TexStorage3D(
&self,
target: u32,
levels: i32,
internal_format: u32,
width: i32,
height: i32,
depth: i32,
)
fn TexStorage3D( &self, target: u32, levels: i32, internal_format: u32, width: i32, height: i32, depth: i32, )
fn IsContextLost(&self) -> bool
fn Uniform1ui(&self, location: Option<&WebGLUniformLocation>, val: u32)
fn Uniform1uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32, )
fn Uniform2ui(&self, location: Option<&WebGLUniformLocation>, x: u32, y: u32)
fn Uniform2uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32, )
fn Uniform3ui( &self, location: Option<&WebGLUniformLocation>, x: u32, y: u32, z: u32, )
fn Uniform3uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32, )
fn Uniform4ui( &self, location: Option<&WebGLUniformLocation>, x: u32, y: u32, z: u32, w: u32, )
fn Uniform4uiv( &self, location: Option<&WebGLUniformLocation>, val: Uint32ArrayOrUnsignedLongSequence, src_offset: u32, src_length: u32, )
impl Eq for WebGL2RenderingContext
Auto Trait Implementations§
impl !Freeze for WebGL2RenderingContext
impl !RefUnwindSafe for WebGL2RenderingContext
impl !Send for WebGL2RenderingContext
impl !Sync for WebGL2RenderingContext
impl Unpin for WebGL2RenderingContext
impl !UnwindSafe for WebGL2RenderingContext
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
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source§impl<Q, K> Equivalent<K> for Q
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source§impl<T> Instrument for T
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source§fn in_current_span(self) -> Instrumented<Self>
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source§impl<T> IntoEither for T
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source§fn into_either(self, into_left: bool) -> Either<Self, Self>
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