未验证 提交 58b285a6 编写于 作者: O openharmony_ci 提交者: Gitee

!6763 WebGL表格过长问题修改:无需翻译

Merge pull request !6763 from 葛亚芳/master
...@@ -426,7 +426,7 @@ WebGLRenderingContextBase ...@@ -426,7 +426,7 @@ WebGLRenderingContextBase
| CONTEXT_LOST_WEBGL | GLenum | Yes| | CONTEXT_LOST_WEBGL | GLenum | Yes|
| UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | Yes| | UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | Yes|
| BROWSER_DEFAULT_WEBGL | GLenum | Yes| | BROWSER_DEFAULT_WEBGL | GLenum | Yes|
| canvas | HTMLCanvasElement \| OffscreenCanvas | Yes| | canvas | HTMLCanvasElement \| OffscreenCanvas | Yes|
| drawingBufferWidth | GLsizei | Yes| | drawingBufferWidth | GLsizei | Yes|
| drawingBufferHeight | GLsizei | Yes| | drawingBufferHeight | GLsizei | Yes|
...@@ -435,124 +435,124 @@ WebGLRenderingContextBase ...@@ -435,124 +435,124 @@ WebGLRenderingContextBase
| Method| Return Value Type| | Method| Return Value Type|
| -------- | -------- | | -------- | -------- |
| getContextAttributes() | WebGLContextAttributes \| null | | getContextAttributes() | WebGLContextAttributes \| null |
| isContextLost() | boolean | | isContextLost() | boolean |
| getSupportedExtensions() | string[] \| null | | getSupportedExtensions() | string[] \| null |
| getExtension(name: string) | any | | getExtension(name: string) | any |
| activeTexture(texture: GLenum) | void | | activeTexture(texture: GLenum) | void |
| attachShader(program: WebGLProgram, shader: WebGLShader) | void | | attachShader(program: WebGLProgram, shader: WebGLShader) | void |
| bindAttribLocation(program: WebGLProgram, index: GLuint, name: string) | void | | bindAttribLocation(program: WebGLProgram, index: GLuint, name: string) | void |
| bindBuffer(target: GLenum, buffer: WebGLBuffer \| null) | void | | bindBuffer(target: GLenum, buffer: WebGLBuffer \| null) | void |
| bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer \| null) | void | | bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer \| null) | void |
| bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer \| null) | void | | bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer \| null) | void |
| bindTexture(target: GLenum, texture: WebGLTexture \| null) | void | | bindTexture(target: GLenum, texture: WebGLTexture \| null) | void |
| blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void | | blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void |
| blendEquation(mode: GLenum) | void | | blendEquation(mode: GLenum) | void |
| blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum) | void | | blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum) | void |
| blendFunc(sfactor: GLenum, dfactor: GLenum) | void | | blendFunc(sfactor: GLenum, dfactor: GLenum) | void |
| blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum) | void | | blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum) | void |
| checkFramebufferStatus(target: GLenum) | GLenum | | checkFramebufferStatus(target: GLenum) | GLenum |
| clear(mask: GLbitfield) | void | | clear(mask: GLbitfield) | void |
| clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void | | clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void |
| clearDepth(depth: GLclampf) | void | | clearDepth(depth: GLclampf) | void |
| clearStencil(s: GLint) | void | | clearStencil(s: GLint) | void |
| colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean) | void | | colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean) | void |
| compileShader(shader: WebGLShader) | void | | compileShader(shader: WebGLShader) | void |
| copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint) | void | | copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint) | void |
| copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
| createBuffer() | WebGLBuffer \| null | | createBuffer() | WebGLBuffer \| null |
| createFramebuffer() | WebGLFramebuffer \| null | | createFramebuffer() | WebGLFramebuffer \| null |
| createProgram() | WebGLProgram \| null | | createProgram() | WebGLProgram \| null |
| createRenderbuffer() | WebGLRenderbuffer \| null | | createRenderbuffer() | WebGLRenderbuffer \| null |
| createShader(type: GLenum) | WebGLShader \| null | | createShader(type: GLenum) | WebGLShader \| null |
| createTexture() | WebGLTexture \| null | | createTexture() | WebGLTexture \| null |
| cullFace(mode: GLenum) | void | | cullFace(mode: GLenum) | void |
| deleteBuffer(buffer: WebGLBuffer \| null) | void | | deleteBuffer(buffer: WebGLBuffer \| null) | void |
| deleteFramebuffer(framebuffer: WebGLFramebuffer \| null) | void | | deleteFramebuffer(framebuffer: WebGLFramebuffer \| null) | void |
| deleteProgram(program: WebGLProgram \| null) | void | | deleteProgram(program: WebGLProgram \| null) | void |
| deleteRenderbuffer(renderbuffer: WebGLRenderbuffer \| null) | void | | deleteRenderbuffer(renderbuffer: WebGLRenderbuffer \| null) | void |
| deleteShader(shader: WebGLShader \| null) | void | | deleteShader(shader: WebGLShader \| null) | void |
| deleteTexture(texture: WebGLTexture \| null) | void | | deleteTexture(texture: WebGLTexture \| null) | void |
| depthFunc(func: GLenum) | void | | depthFunc(func: GLenum) | void |
| depthMask(flag: GLboolean) | void | | depthMask(flag: GLboolean) | void |
| depthRange(zNear: GLclampf, zFar: GLclampf) | void | | depthRange(zNear: GLclampf, zFar: GLclampf) | void |
| detachShader(program: WebGLProgram, shader: WebGLShader) | void | | detachShader(program: WebGLProgram, shader: WebGLShader) | void |
| disable(cap: GLenum) | void | | disable(cap: GLenum) | void |
| disableVertexAttribArray(index: GLuint) | void | | disableVertexAttribArray(index: GLuint) | void |
| drawArrays(mode: GLenum, first: GLint, count: GLsizei) | void | | drawArrays(mode: GLenum, first: GLint, count: GLsizei) | void |
| drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr) | void | | drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr) | void |
| enable(cap: GLenum) | void | | enable(cap: GLenum) | void |
| enableVertexAttribArray(index: GLuint) | void | | enableVertexAttribArray(index: GLuint) | void |
| finish() | void | | finish() | void |
| flush() | void | | flush() | void |
| framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer \| null) | void | | framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer \| null) | void |
| framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture \| null, level: GLint) | void | | framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture \| null, level: GLint) | void |
| frontFace(mode: GLenum) | void | | frontFace(mode: GLenum) | void |
| generateMipmap(target: GLenum) | void | | generateMipmap(target: GLenum) | void |
| getActiveAttrib(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null | | getActiveAttrib(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null |
| getActiveUniform(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null | | getActiveUniform(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null |
| getAttachedShaders(program: WebGLProgram) | WebGLShader[] \| null | | getAttachedShaders(program: WebGLProgram) | WebGLShader[] \| null |
| getAttribLocation(program: WebGLProgram, name: string) | GLint | | getAttribLocation(program: WebGLProgram, name: string) | GLint |
| getBufferParameter(target: GLenum, pname: GLenum) | any | | getBufferParameter(target: GLenum, pname: GLenum) | any |
| getParameter(pname: GLenum) | any | | getParameter(pname: GLenum) | any |
| getError() | GLenum | | getError() | GLenum |
| getFramebufferAttachmentParameter(target: GLenum, attachment: GLenum, pname: GLenum) | any | | getFramebufferAttachmentParameter(target: GLenum, attachment: GLenum, pname: GLenum) | any |
| getProgramParameter(program: WebGLProgram, pname: GLenum) | any | | getProgramParameter(program: WebGLProgram, pname: GLenum) | any |
| getProgramInfoLog(program: WebGLProgram) | string \| null | | getProgramInfoLog(program: WebGLProgram) | string \| null |
| getRenderbufferParameter(target: GLenum, pname: GLenum) | any | | getRenderbufferParameter(target: GLenum, pname: GLenum) | any |
| getShaderParameter(shader: WebGLShader, pname: GLenum) | any | | getShaderParameter(shader: WebGLShader, pname: GLenum) | any |
| getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum) | WebGLShaderPrecisionFormat \| null | | getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum) | WebGLShaderPrecisionFormat \| null |
| getShaderInfoLog(shader: WebGLShader) | string \| null | | getShaderInfoLog(shader: WebGLShader) | string \| null |
| getShaderSource(shader: WebGLShader) | string \| null | | getShaderSource(shader: WebGLShader) | string \| null |
| getTexParameter(target: GLenum, pname: GLenum) | any | | getTexParameter(target: GLenum, pname: GLenum) | any |
| getUniform(program: WebGLProgram, location: WebGLUniformLocation) | any | | getUniform(program: WebGLProgram, location: WebGLUniformLocation) | any |
| getUniformLocation(program: WebGLProgram, name: string) | WebGLUniformLocation \| null | | getUniformLocation(program: WebGLProgram, name: string) | WebGLUniformLocation \| null |
| getVertexAttrib(index: GLuint, pname: GLenum) | any | | getVertexAttrib(index: GLuint, pname: GLenum) | any |
| getVertexAttribOffset(index: GLuint, pname: GLenum) | GLintptr | | getVertexAttribOffset(index: GLuint, pname: GLenum) | GLintptr |
| hint(target: GLenum, mode: GLenum) | void | | hint(target: GLenum, mode: GLenum) | void |
| isBuffer(buffer: WebGLBuffer \| null) | GLboolean | | isBuffer(buffer: WebGLBuffer \| null) | GLboolean |
| isEnabled(cap: GLenum) | GLboolean | | isEnabled(cap: GLenum) | GLboolean |
| isFramebuffer(framebuffer: WebGLFramebuffer \| null) | GLboolean | | isFramebuffer(framebuffer: WebGLFramebuffer \| null) | GLboolean |
| isProgram(program: WebGLProgram \| null) | GLboolean | | isProgram(program: WebGLProgram \| null) | GLboolean |
| isRenderbuffer(renderbuffer: WebGLRenderbuffer \| null) | GLboolean | | isRenderbuffer(renderbuffer: WebGLRenderbuffer \| null) | GLboolean |
| isShader(shader: WebGLShader \| null) | GLboolean | | isShader(shader: WebGLShader \| null) | GLboolean |
| isTexture(texture: WebGLTexture \| null) | GLboolean | | isTexture(texture: WebGLTexture \| null) | GLboolean |
| lineWidth(width: GLfloat) | void | | lineWidth(width: GLfloat) | void |
| linkProgram(program: WebGLProgram) | void | | linkProgram(program: WebGLProgram) | void |
| pixelStorei(pname: GLenum, param: GLint \| GLboolean) | void | | pixelStorei(pname: GLenum, param: GLint \| GLboolean) | void |
| polygonOffset(factor: GLfloat, units: GLfloat) | void | | polygonOffset(factor: GLfloat, units: GLfloat) | void |
| renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei) | void | | renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei) | void |
| sampleCoverage(value: GLclampf, invert: GLboolean) | void | | sampleCoverage(value: GLclampf, invert: GLboolean) | void |
| scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
| shaderSource(shader: WebGLShader, source: string) | void | | shaderSource(shader: WebGLShader, source: string) | void |
| stencilFunc(func: GLenum, ref: GLint, mask: GLuint) | void | | stencilFunc(func: GLenum, ref: GLint, mask: GLuint) | void |
| stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint) | void | | stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint) | void |
| stencilMask(mask: GLuint) | void | | stencilMask(mask: GLuint) | void |
| stencilMaskSeparate(face: GLenum, mask: GLuint) | void | | stencilMaskSeparate(face: GLenum, mask: GLuint) | void |
| stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum) | void | | stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum) | void |
| stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum) | void | | stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum) | void |
| texParameterf(target: GLenum, pname: GLenum, param: GLfloat) | void | | texParameterf(target: GLenum, pname: GLenum, param: GLfloat) | void |
| texParameteri(target: GLenum, pname: GLenum, param: GLint) | void | | texParameteri(target: GLenum, pname: GLenum, param: GLint) | void |
| uniform1f(location: WebGLUniformLocation \| null, x: GLfloat) | void | | uniform1f(location: WebGLUniformLocation \| null, x: GLfloat) | void |
| uniform2f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat) | void | | uniform2f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat) | void |
| uniform3f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat, z: GLfloat) | void | | uniform3f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat, z: GLfloat) | void |
| uniform4f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void | | uniform4f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void |
| uniform1i(location: WebGLUniformLocation \| null, x: GLint) | void | | uniform1i(location: WebGLUniformLocation \| null, x: GLint) | void |
| uniform2i(location: WebGLUniformLocation \| null, x: GLint, y: GLint) | void | | uniform2i(location: WebGLUniformLocation \| null, x: GLint, y: GLint) | void |
| uniform3i(location: WebGLUniformLocation \| null, x: GLint, y: GLint, z: GLint) | void | | uniform3i(location: WebGLUniformLocation \| null, x: GLint, y: GLint, z: GLint) | void |
| uniform4i(location: WebGLUniformLocation \| null, x: GLint, y: GLint, z: GLint, w: GLint) | void | | uniform4i(location: WebGLUniformLocation \| null, x: GLint, y: GLint, z: GLint, w: GLint) | void |
| useProgram(program: WebGLProgram \| null) | void | | useProgram(program: WebGLProgram \| null) | void |
| validateProgram(program: WebGLProgram) | void | | validateProgram(program: WebGLProgram) | void |
| vertexAttrib1f(index: GLuint, x: GLfloat) | void | | vertexAttrib1f(index: GLuint, x: GLfloat) | void |
| vertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat) | void | | vertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat) | void |
| vertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) | void | | vertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) | void |
| vertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void | | vertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void |
| vertexAttrib1fv(index: GLuint, values: Float32List) | void | | vertexAttrib1fv(index: GLuint, values: Float32List) | void |
| vertexAttrib2fv(index: GLuint, values: Float32List) | void | | vertexAttrib2fv(index: GLuint, values: Float32List) | void |
| vertexAttrib3fv(index: GLuint, values: Float32List) | void | | vertexAttrib3fv(index: GLuint, values: Float32List) | void |
| vertexAttrib4fv(index: GLuint, values: Float32List) | void | | vertexAttrib4fv(index: GLuint, values: Float32List) | void |
| vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr) | void | | vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr) | void |
| viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
## WebGLRenderingContextOverloads ## WebGLRenderingContextOverloads
...@@ -561,24 +561,24 @@ WebGLRenderingContextOverloads ...@@ -561,24 +561,24 @@ WebGLRenderingContextOverloads
| Method| Return Value Type| | Method| Return Value Type|
| -------- | -------- | | -------- | -------- |
| bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void | | bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void |
| bufferData(target: GLenum, data: BufferSource \| null, usage: GLenum) | void | | bufferData(target: GLenum, data: BufferSource \| null, usage: GLenum) | void |
| bufferSubData(target: GLenum, offset: GLintptr, data: BufferSource) | void | | bufferSubData(target: GLenum, offset: GLintptr, data: BufferSource) | void |
| compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: ArrayBufferView) | void | | compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: ArrayBufferView) | void |
| compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data: ArrayBufferView) | void | | compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data: ArrayBufferView) | void |
| readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void; | | readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| uniform1fv(location: WebGLUniformLocation \| null, v: Float32List) | void | | uniform1fv(location: WebGLUniformLocation \| null, v: Float32List) | void |
| uniform2fv(location: WebGLUniformLocation \| null, v: Float32List) | void | | uniform2fv(location: WebGLUniformLocation \| null, v: Float32List) | void |
| uniform3fv(location: WebGLUniformLocation \| null, v: Float32List) | void | | uniform3fv(location: WebGLUniformLocation \| null, v: Float32List) | void |
| uniform4fv(location: WebGLUniformLocation \| null, v: Float32List) | void | | uniform4fv(location: WebGLUniformLocation \| null, v: Float32List) | void |
| uniform1iv(location: WebGLUniformLocation \| null, v: Int32List) | void | | uniform1iv(location: WebGLUniformLocation \| null, v: Int32List) | void |
| uniform2iv(location: WebGLUniformLocation \| null, v: Int32List) | void | | uniform2iv(location: WebGLUniformLocation \| null, v: Int32List) | void |
| uniform3iv(location: WebGLUniformLocation \| null, v: Int32List) | void | | uniform3iv(location: WebGLUniformLocation \| null, v: Int32List) | void |
| uniform4iv(location: WebGLUniformLocation \| null, v: Int32List) | void | | uniform4iv(location: WebGLUniformLocation \| null, v: Int32List) | void |
| uniformMatrix2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void | | uniformMatrix2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void |
| uniformMatrix3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void | | uniformMatrix3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void |
| uniformMatrix4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void | | uniformMatrix4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void |
...@@ -341,101 +341,101 @@ WebGL2RenderingContextBase ...@@ -341,101 +341,101 @@ WebGL2RenderingContextBase
| Method| Return Value Type| | Method| Return Value Type|
| -------- | -------- | | -------- | -------- |
| copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) | void | | copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) | void |
| getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView, dstOffset?: GLuint, length?: GLuint) | void | | getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView, dstOffset?: GLuint, length?: GLuint) | void |
| blitFramebuffer(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) | void | | blitFramebuffer(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) | void |
| framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture \| null, level: GLint, layer: GLint) | void | | framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture \| null, level: GLint, layer: GLint) | void |
| invalidateFramebuffer(target: GLenum, attachments: GLenum[]) | void | | invalidateFramebuffer(target: GLenum, attachments: GLenum[]) | void |
| invalidateSubFramebuffer(target: GLenum, attachments: GLenum[], x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | invalidateSubFramebuffer(target: GLenum, attachments: GLenum[], x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
| readBuffer(src: GLenum) | void | | readBuffer(src: GLenum) | void |
| getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum) | any | | getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum) | any |
| renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) | void | | renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) | void |
| texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) | void | | texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) | void |
| texStorage3D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei) | void | | texStorage3D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei) | void |
| texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) | void | | texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) | void |
| texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView \| null) | void | | texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView \| null) | void |
| texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void | | texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void |
| texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) | void | | texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) | void |
| texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) | void | | texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView \| null, srcOffset?: GLuint) | void | | texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView \| null, srcOffset?: GLuint) | void |
| copyTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | copyTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
| compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) | void | | compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) | void |
| compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void | | compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void |
| compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) | void | | compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) | void |
| compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void | | compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void |
| getFragDataLocation(program: WebGLProgram, name: string) | GLint | | getFragDataLocation(program: WebGLProgram, name: string) | GLint |
| uniform1ui(location: WebGLUniformLocation \| null, v0: GLuint) | void | | uniform1ui(location: WebGLUniformLocation \| null, v0: GLuint) | void |
| uniform2ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint) | void | | uniform2ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint) | void |
| uniform3ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint, v2: GLuint) | void | | uniform3ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint, v2: GLuint) | void |
| uniform4ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) | void | | uniform4ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) | void |
| uniform1uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform1uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform2uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform2uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform3uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform3uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform4uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform4uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix3x2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix3x2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix4x2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix4x2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix2x3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix2x3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix4x3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix4x3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix2x4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix2x4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix3x4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix3x4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) | void | | vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) | void |
| vertexAttribI4iv(index: GLuint, values: Int32List) | void | | vertexAttribI4iv(index: GLuint, values: Int32List) | void |
| vertexAttribI4ui(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) | void | | vertexAttribI4ui(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) | void |
| vertexAttribI4uiv(index: GLuint, values: Uint32List) | void | | vertexAttribI4uiv(index: GLuint, values: Uint32List) | void |
| vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) | void | | vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) | void |
| vertexAttribDivisor(index: GLuint, divisor: GLuint) | void | | vertexAttribDivisor(index: GLuint, divisor: GLuint) | void |
| drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei) | void | | drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei) | void |
| drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei) | void | | drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei) | void |
| drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr) | void | | drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr) | void |
| drawBuffers(buffers: GLenum[]) | void | | drawBuffers(buffers: GLenum[]) | void |
| clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset?: GLuint) | void | | clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset?: GLuint) | void |
| clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset?: GLuint) | void | | clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset?: GLuint) | void |
| clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset?: GLuint) | void | | clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset?: GLuint) | void |
| clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint) | void | | clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint) | void |
| createQuery() | WebGLQuery \| null | | createQuery() | WebGLQuery \| null |
| deleteQuery(query: WebGLQuery \| null) | void | | deleteQuery(query: WebGLQuery \| null) | void |
| isQuery(query: WebGLQuery \| null) | GLboolean | | isQuery(query: WebGLQuery \| null) | GLboolean |
| beginQuery(target: GLenum, query: WebGLQuery) | void | | beginQuery(target: GLenum, query: WebGLQuery) | void |
| endQuery(target: GLenum) | void | | endQuery(target: GLenum) | void |
| getQuery(target: GLenum, pname: GLenum) | WebGLQuery \| null | | getQuery(target: GLenum, pname: GLenum) | WebGLQuery \| null |
| getQueryParameter(query: WebGLQuery, pname: GLenum) | any | | getQueryParameter(query: WebGLQuery, pname: GLenum) | any |
| createSampler() | WebGLSampler \| null | | createSampler() | WebGLSampler \| null |
| deleteSampler(sampler: WebGLSampler \| null) | void | | deleteSampler(sampler: WebGLSampler \| null) | void |
| isSampler(sampler: WebGLSampler \| null) | GLboolean | | isSampler(sampler: WebGLSampler \| null) | GLboolean |
| bindSampler(unit: GLuint, sampler: WebGLSampler \| null) | void | | bindSampler(unit: GLuint, sampler: WebGLSampler \| null) | void |
| samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint) | void | | samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint) | void |
| samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat) | void; | | samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat) | void; |
| getSamplerParameter(sampler: WebGLSampler, pname: GLenum) | any | | getSamplerParameter(sampler: WebGLSampler, pname: GLenum) | any |
| fenceSync(condition: GLenum, flags: GLbitfield) | WebGLSync \| null | | fenceSync(condition: GLenum, flags: GLbitfield) | WebGLSync \| null |
| isSync(sync: WebGLSync \| null) | GLboolean | | isSync(sync: WebGLSync \| null) | GLboolean |
| deleteSync(sync: WebGLSync \| null) | void | | deleteSync(sync: WebGLSync \| null) | void |
| clientWaitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLuint64) | GLenum | | clientWaitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLuint64) | GLenum |
| waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64) | void | | waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64) | void |
| getSyncParameter(sync: WebGLSync, pname: GLenum) | any | | getSyncParameter(sync: WebGLSync, pname: GLenum) | any |
| createTransformFeedback() | WebGLTransformFeedback \| null | | createTransformFeedback() | WebGLTransformFeedback \| null |
| deleteTransformFeedback(tf: WebGLTransformFeedback \| null) | void | | deleteTransformFeedback(tf: WebGLTransformFeedback \| null) | void |
| isTransformFeedback(tf: WebGLTransformFeedback \| null) | GLboolean | | isTransformFeedback(tf: WebGLTransformFeedback \| null) | GLboolean |
| bindTransformFeedback(target: GLenum, tf: WebGLTransformFeedback \| null) | void | | bindTransformFeedback(target: GLenum, tf: WebGLTransformFeedback \| null) | void |
| beginTransformFeedback(primitiveMode: GLenum) | void | | beginTransformFeedback(primitiveMode: GLenum) | void |
| endTransformFeedback() | void | | endTransformFeedback() | void |
| transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: GLenum) | void | | transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: GLenum) | void |
| getTransformFeedbackVarying(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null | | getTransformFeedbackVarying(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null |
| pauseTransformFeedback() | void | | pauseTransformFeedback() | void |
| resumeTransformFeedback() | void | | resumeTransformFeedback() | void |
| bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer \| null) | void | | bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer \| null) | void |
| bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer \| null, offset: GLintptr, size: GLsizeiptr) | void | | bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer \| null, offset: GLintptr, size: GLsizeiptr) | void |
| getIndexedParameter(target: GLenum, index: GLuint) | any | | getIndexedParameter(target: GLenum, index: GLuint) | any |
| getUniformIndices(program: WebGLProgram, uniformNames: string[]) | GLuint[] \| null | | getUniformIndices(program: WebGLProgram, uniformNames: string[]) | GLuint[] \| null |
| getActiveUniforms(program: WebGLProgram, uniformIndices: GLuint[], pname: GLenum) | any | | getActiveUniforms(program: WebGLProgram, uniformIndices: GLuint[], pname: GLenum) | any |
| getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string) | GLuint | | getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string) | GLuint |
| getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum) | any | | getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum) | any |
| getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint) | string \| null | | getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint) | string \| null |
| uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint) | void | | uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint) | void |
| createVertexArray() | WebGLVertexArrayObject \| null | | createVertexArray() | WebGLVertexArrayObject \| null |
| deleteVertexArray(vertexArray: WebGLVertexArrayObject \| null) | void | | deleteVertexArray(vertexArray: WebGLVertexArrayObject \| null) | void |
| isVertexArray(vertexArray: WebGLVertexArrayObject \| null) | GLboolean | | isVertexArray(vertexArray: WebGLVertexArrayObject \| null) | GLboolean |
| bindVertexArray(array: WebGLVertexArrayObject \| null) | void | | bindVertexArray(array: WebGLVertexArrayObject \| null) | void |
## WebGL2RenderingContextOverloads ## WebGL2RenderingContextOverloads
...@@ -444,36 +444,36 @@ WebGL2RenderingContextOverloads ...@@ -444,36 +444,36 @@ WebGL2RenderingContextOverloads
| Method| Return Value Type| | Method| Return Value Type|
| -------- | -------- | | -------- | -------- |
| bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void | | bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void |
| bufferData(target: GLenum, srcData: BufferSource \| null, usage: GLenum) | void | | bufferData(target: GLenum, srcData: BufferSource \| null, usage: GLenum) | void |
| bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: BufferSource) | void | | bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: BufferSource) | void |
| bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint) | void | | bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint) | void |
| bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView, srcOffset: GLuint, length?: GLuint) | void | | bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView, srcOffset: GLuint, length?: GLuint) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void |
| compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) | void | | compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) | void |
| compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void | | compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void |
| compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) | void | | compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) | void |
| compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void | | compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void |
| uniform1fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform1fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform2fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform2fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform3fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform3fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform4fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform4fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform1iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform1iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform2iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform2iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform3iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform3iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform4iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform4iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView \| null) | void | | readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView \| null) | void |
| readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr) | void | | readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr) | void |
| readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView, dstOffset: GLuint) | void | | readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView, dstOffset: GLuint) | void |
...@@ -428,7 +428,7 @@ WebGLRenderingContextBase ...@@ -428,7 +428,7 @@ WebGLRenderingContextBase
| CONTEXT_LOST_WEBGL | GLenum | 是 | | CONTEXT_LOST_WEBGL | GLenum | 是 |
| UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | 是 | | UNPACK_COLORSPACE_CONVERSION_WEBGL | GLenum | 是 |
| BROWSER_DEFAULT_WEBGL | GLenum | 是 | | BROWSER_DEFAULT_WEBGL | GLenum | 是 |
| canvas | HTMLCanvasElement \| OffscreenCanvas | 是 | | canvas | HTMLCanvasElement \| OffscreenCanvas | 是 |
| drawingBufferWidth | GLsizei | 是 | | drawingBufferWidth | GLsizei | 是 |
| drawingBufferHeight | GLsizei | 是 | | drawingBufferHeight | GLsizei | 是 |
...@@ -437,124 +437,124 @@ WebGLRenderingContextBase ...@@ -437,124 +437,124 @@ WebGLRenderingContextBase
| 方法 | 返回值类型 | | 方法 | 返回值类型 |
| -------- | -------- | | -------- | -------- |
| getContextAttributes() | WebGLContextAttributes \| null | | getContextAttributes() | WebGLContextAttributes \| null |
| isContextLost() | boolean | | isContextLost() | boolean |
| getSupportedExtensions() | string[] \| null | | getSupportedExtensions() | string[] \| null |
| getExtension(name: string) | any | | getExtension(name: string) | any |
| activeTexture(texture: GLenum) | void | | activeTexture(texture: GLenum) | void |
| attachShader(program: WebGLProgram, shader: WebGLShader) | void | | attachShader(program: WebGLProgram, shader: WebGLShader) | void |
| bindAttribLocation(program: WebGLProgram, index: GLuint, name: string) | void | | bindAttribLocation(program: WebGLProgram, index: GLuint, name: string) | void |
| bindBuffer(target: GLenum, buffer: WebGLBuffer \| null) | void | | bindBuffer(target: GLenum, buffer: WebGLBuffer \| null) | void |
| bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer \| null) | void | | bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer \| null) | void |
| bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer \| null) | void | | bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer \| null) | void |
| bindTexture(target: GLenum, texture: WebGLTexture \| null) | void | | bindTexture(target: GLenum, texture: WebGLTexture \| null) | void |
| blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void | | blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void |
| blendEquation(mode: GLenum) | void | | blendEquation(mode: GLenum) | void |
| blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum) | void | | blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum) | void |
| blendFunc(sfactor: GLenum, dfactor: GLenum) | void | | blendFunc(sfactor: GLenum, dfactor: GLenum) | void |
| blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum) | void | | blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum) | void |
| checkFramebufferStatus(target: GLenum) | GLenum | | checkFramebufferStatus(target: GLenum) | GLenum |
| clear(mask: GLbitfield) | void | | clear(mask: GLbitfield) | void |
| clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void | | clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf) | void |
| clearDepth(depth: GLclampf) | void | | clearDepth(depth: GLclampf) | void |
| clearStencil(s: GLint) | void | | clearStencil(s: GLint) | void |
| colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean) | void | | colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean) | void |
| compileShader(shader: WebGLShader) | void | | compileShader(shader: WebGLShader) | void |
| copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint) | void | | copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint) | void |
| copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
| createBuffer() | WebGLBuffer \| null | | createBuffer() | WebGLBuffer \| null |
| createFramebuffer() | WebGLFramebuffer \| null | | createFramebuffer() | WebGLFramebuffer \| null |
| createProgram() | WebGLProgram \| null | | createProgram() | WebGLProgram \| null |
| createRenderbuffer() | WebGLRenderbuffer \| null | | createRenderbuffer() | WebGLRenderbuffer \| null |
| createShader(type: GLenum) | WebGLShader \| null | | createShader(type: GLenum) | WebGLShader \| null |
| createTexture() | WebGLTexture \| null | | createTexture() | WebGLTexture \| null |
| cullFace(mode: GLenum) | void | | cullFace(mode: GLenum) | void |
| deleteBuffer(buffer: WebGLBuffer \| null) | void | | deleteBuffer(buffer: WebGLBuffer \| null) | void |
| deleteFramebuffer(framebuffer: WebGLFramebuffer \| null) | void | | deleteFramebuffer(framebuffer: WebGLFramebuffer \| null) | void |
| deleteProgram(program: WebGLProgram \| null) | void | | deleteProgram(program: WebGLProgram \| null) | void |
| deleteRenderbuffer(renderbuffer: WebGLRenderbuffer \| null) | void | | deleteRenderbuffer(renderbuffer: WebGLRenderbuffer \| null) | void |
| deleteShader(shader: WebGLShader \| null) | void | | deleteShader(shader: WebGLShader \| null) | void |
| deleteTexture(texture: WebGLTexture \| null) | void | | deleteTexture(texture: WebGLTexture \| null) | void |
| depthFunc(func: GLenum) | void | | depthFunc(func: GLenum) | void |
| depthMask(flag: GLboolean) | void | | depthMask(flag: GLboolean) | void |
| depthRange(zNear: GLclampf, zFar: GLclampf) | void | | depthRange(zNear: GLclampf, zFar: GLclampf) | void |
| detachShader(program: WebGLProgram, shader: WebGLShader) | void | | detachShader(program: WebGLProgram, shader: WebGLShader) | void |
| disable(cap: GLenum) | void | | disable(cap: GLenum) | void |
| disableVertexAttribArray(index: GLuint) | void | | disableVertexAttribArray(index: GLuint) | void |
| drawArrays(mode: GLenum, first: GLint, count: GLsizei) | void | | drawArrays(mode: GLenum, first: GLint, count: GLsizei) | void |
| drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr) | void | | drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr) | void |
| enable(cap: GLenum) | void | | enable(cap: GLenum) | void |
| enableVertexAttribArray(index: GLuint) | void | | enableVertexAttribArray(index: GLuint) | void |
| finish() | void | | finish() | void |
| flush() | void | | flush() | void |
| framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer \| null) | void | | framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer \| null) | void |
| framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture \| null, level: GLint) | void | | framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture \| null, level: GLint) | void |
| frontFace(mode: GLenum) | void | | frontFace(mode: GLenum) | void |
| generateMipmap(target: GLenum) | void | | generateMipmap(target: GLenum) | void |
| getActiveAttrib(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null | | getActiveAttrib(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null |
| getActiveUniform(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null | | getActiveUniform(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null |
| getAttachedShaders(program: WebGLProgram) | WebGLShader[] \| null | | getAttachedShaders(program: WebGLProgram) | WebGLShader[] \| null |
| getAttribLocation(program: WebGLProgram, name: string) | GLint | | getAttribLocation(program: WebGLProgram, name: string) | GLint |
| getBufferParameter(target: GLenum, pname: GLenum) | any | | getBufferParameter(target: GLenum, pname: GLenum) | any |
| getParameter(pname: GLenum) | any | | getParameter(pname: GLenum) | any |
| getError() | GLenum | | getError() | GLenum |
| getFramebufferAttachmentParameter(target: GLenum, attachment: GLenum, pname: GLenum) | any | | getFramebufferAttachmentParameter(target: GLenum, attachment: GLenum, pname: GLenum) | any |
| getProgramParameter(program: WebGLProgram, pname: GLenum) | any | | getProgramParameter(program: WebGLProgram, pname: GLenum) | any |
| getProgramInfoLog(program: WebGLProgram) | string \| null | | getProgramInfoLog(program: WebGLProgram) | string \| null |
| getRenderbufferParameter(target: GLenum, pname: GLenum) | any | | getRenderbufferParameter(target: GLenum, pname: GLenum) | any |
| getShaderParameter(shader: WebGLShader, pname: GLenum) | any | | getShaderParameter(shader: WebGLShader, pname: GLenum) | any |
| getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum) | WebGLShaderPrecisionFormat \| null | | getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum) | WebGLShaderPrecisionFormat \| null |
| getShaderInfoLog(shader: WebGLShader) | string \| null | | getShaderInfoLog(shader: WebGLShader) | string \| null |
| getShaderSource(shader: WebGLShader) | string \| null | | getShaderSource(shader: WebGLShader) | string \| null |
| getTexParameter(target: GLenum, pname: GLenum) | any | | getTexParameter(target: GLenum, pname: GLenum) | any |
| getUniform(program: WebGLProgram, location: WebGLUniformLocation) | any | | getUniform(program: WebGLProgram, location: WebGLUniformLocation) | any |
| getUniformLocation(program: WebGLProgram, name: string) | WebGLUniformLocation \| null | | getUniformLocation(program: WebGLProgram, name: string) | WebGLUniformLocation \| null |
| getVertexAttrib(index: GLuint, pname: GLenum) | any | | getVertexAttrib(index: GLuint, pname: GLenum) | any |
| getVertexAttribOffset(index: GLuint, pname: GLenum) | GLintptr | | getVertexAttribOffset(index: GLuint, pname: GLenum) | GLintptr |
| hint(target: GLenum, mode: GLenum) | void | | hint(target: GLenum, mode: GLenum) | void |
| isBuffer(buffer: WebGLBuffer \| null) | GLboolean | | isBuffer(buffer: WebGLBuffer \| null) | GLboolean |
| isEnabled(cap: GLenum) | GLboolean | | isEnabled(cap: GLenum) | GLboolean |
| isFramebuffer(framebuffer: WebGLFramebuffer \| null) | GLboolean | | isFramebuffer(framebuffer: WebGLFramebuffer \| null) | GLboolean |
| isProgram(program: WebGLProgram \| null) | GLboolean | | isProgram(program: WebGLProgram \| null) | GLboolean |
| isRenderbuffer(renderbuffer: WebGLRenderbuffer \| null) | GLboolean | | isRenderbuffer(renderbuffer: WebGLRenderbuffer \| null) | GLboolean |
| isShader(shader: WebGLShader \| null) | GLboolean | | isShader(shader: WebGLShader \| null) | GLboolean |
| isTexture(texture: WebGLTexture \| null) | GLboolean | | isTexture(texture: WebGLTexture \| null) | GLboolean |
| lineWidth(width: GLfloat) | void | | lineWidth(width: GLfloat) | void |
| linkProgram(program: WebGLProgram) | void | | linkProgram(program: WebGLProgram) | void |
| pixelStorei(pname: GLenum, param: GLint \| GLboolean) | void | | pixelStorei(pname: GLenum, param: GLint \| GLboolean) | void |
| polygonOffset(factor: GLfloat, units: GLfloat) | void | | polygonOffset(factor: GLfloat, units: GLfloat) | void |
| renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei) | void | | renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei) | void |
| sampleCoverage(value: GLclampf, invert: GLboolean) | void | | sampleCoverage(value: GLclampf, invert: GLboolean) | void |
| scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
| shaderSource(shader: WebGLShader, source: string) | void | | shaderSource(shader: WebGLShader, source: string) | void |
| stencilFunc(func: GLenum, ref: GLint, mask: GLuint) | void | | stencilFunc(func: GLenum, ref: GLint, mask: GLuint) | void |
| stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint) | void | | stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint) | void |
| stencilMask(mask: GLuint) | void | | stencilMask(mask: GLuint) | void |
| stencilMaskSeparate(face: GLenum, mask: GLuint) | void | | stencilMaskSeparate(face: GLenum, mask: GLuint) | void |
| stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum) | void | | stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum) | void |
| stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum) | void | | stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum) | void |
| texParameterf(target: GLenum, pname: GLenum, param: GLfloat) | void | | texParameterf(target: GLenum, pname: GLenum, param: GLfloat) | void |
| texParameteri(target: GLenum, pname: GLenum, param: GLint) | void | | texParameteri(target: GLenum, pname: GLenum, param: GLint) | void |
| uniform1f(location: WebGLUniformLocation \| null, x: GLfloat) | void | | uniform1f(location: WebGLUniformLocation \| null, x: GLfloat) | void |
| uniform2f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat) | void | | uniform2f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat) | void |
| uniform3f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat, z: GLfloat) | void | | uniform3f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat, z: GLfloat) | void |
| uniform4f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void | | uniform4f(location: WebGLUniformLocation \| null, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void |
| uniform1i(location: WebGLUniformLocation \| null, x: GLint) | void | | uniform1i(location: WebGLUniformLocation \| null, x: GLint) | void |
| uniform2i(location: WebGLUniformLocation \| null, x: GLint, y: GLint) | void | | uniform2i(location: WebGLUniformLocation \| null, x: GLint, y: GLint) | void |
| uniform3i(location: WebGLUniformLocation \| null, x: GLint, y: GLint, z: GLint) | void | | uniform3i(location: WebGLUniformLocation \| null, x: GLint, y: GLint, z: GLint) | void |
| uniform4i(location: WebGLUniformLocation \| null, x: GLint, y: GLint, z: GLint, w: GLint) | void | | uniform4i(location: WebGLUniformLocation \| null, x: GLint, y: GLint, z: GLint, w: GLint) | void |
| useProgram(program: WebGLProgram \| null) | void | | useProgram(program: WebGLProgram \| null) | void |
| validateProgram(program: WebGLProgram) | void | | validateProgram(program: WebGLProgram) | void |
| vertexAttrib1f(index: GLuint, x: GLfloat) | void | | vertexAttrib1f(index: GLuint, x: GLfloat) | void |
| vertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat) | void | | vertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat) | void |
| vertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) | void | | vertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat) | void |
| vertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void | | vertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat) | void |
| vertexAttrib1fv(index: GLuint, values: Float32List) | void | | vertexAttrib1fv(index: GLuint, values: Float32List) | void |
| vertexAttrib2fv(index: GLuint, values: Float32List) | void | | vertexAttrib2fv(index: GLuint, values: Float32List) | void |
| vertexAttrib3fv(index: GLuint, values: Float32List) | void | | vertexAttrib3fv(index: GLuint, values: Float32List) | void |
| vertexAttrib4fv(index: GLuint, values: Float32List) | void | | vertexAttrib4fv(index: GLuint, values: Float32List) | void |
| vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr) | void | | vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr) | void |
| viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
## WebGLRenderingContextOverloads ## WebGLRenderingContextOverloads
...@@ -563,24 +563,24 @@ WebGLRenderingContextOverloads ...@@ -563,24 +563,24 @@ WebGLRenderingContextOverloads
| 方法 | 返回值类型 | | 方法 | 返回值类型 |
| -------- | -------- | | -------- | -------- |
| bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void | | bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void |
| bufferData(target: GLenum, data: BufferSource \| null, usage: GLenum) | void | | bufferData(target: GLenum, data: BufferSource \| null, usage: GLenum) | void |
| bufferSubData(target: GLenum, offset: GLintptr, data: BufferSource) | void | | bufferSubData(target: GLenum, offset: GLintptr, data: BufferSource) | void |
| compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: ArrayBufferView) | void | | compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: ArrayBufferView) | void |
| compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data: ArrayBufferView) | void | | compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data: ArrayBufferView) | void |
| readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void; | | readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| uniform1fv(location: WebGLUniformLocation \| null, v: Float32List) | void | | uniform1fv(location: WebGLUniformLocation \| null, v: Float32List) | void |
| uniform2fv(location: WebGLUniformLocation \| null, v: Float32List) | void | | uniform2fv(location: WebGLUniformLocation \| null, v: Float32List) | void |
| uniform3fv(location: WebGLUniformLocation \| null, v: Float32List) | void | | uniform3fv(location: WebGLUniformLocation \| null, v: Float32List) | void |
| uniform4fv(location: WebGLUniformLocation \| null, v: Float32List) | void | | uniform4fv(location: WebGLUniformLocation \| null, v: Float32List) | void |
| uniform1iv(location: WebGLUniformLocation \| null, v: Int32List) | void | | uniform1iv(location: WebGLUniformLocation \| null, v: Int32List) | void |
| uniform2iv(location: WebGLUniformLocation \| null, v: Int32List) | void | | uniform2iv(location: WebGLUniformLocation \| null, v: Int32List) | void |
| uniform3iv(location: WebGLUniformLocation \| null, v: Int32List) | void | | uniform3iv(location: WebGLUniformLocation \| null, v: Int32List) | void |
| uniform4iv(location: WebGLUniformLocation \| null, v: Int32List) | void | | uniform4iv(location: WebGLUniformLocation \| null, v: Int32List) | void |
| uniformMatrix2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void | | uniformMatrix2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void |
| uniformMatrix3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void | | uniformMatrix3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void |
| uniformMatrix4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void | | uniformMatrix4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, value: Float32List) | void |
...@@ -343,101 +343,101 @@ WebGL2RenderingContextBase ...@@ -343,101 +343,101 @@ WebGL2RenderingContextBase
| 方法 | 返回值类型 | | 方法 | 返回值类型 |
| -------- | -------- | | -------- | -------- |
| copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) | void | | copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr) | void |
| getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView, dstOffset?: GLuint, length?: GLuint) | void | | getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView, dstOffset?: GLuint, length?: GLuint) | void |
| blitFramebuffer(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) | void | | blitFramebuffer(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum) | void |
| framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture \| null, level: GLint, layer: GLint) | void | | framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture \| null, level: GLint, layer: GLint) | void |
| invalidateFramebuffer(target: GLenum, attachments: GLenum[]) | void | | invalidateFramebuffer(target: GLenum, attachments: GLenum[]) | void |
| invalidateSubFramebuffer(target: GLenum, attachments: GLenum[], x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | invalidateSubFramebuffer(target: GLenum, attachments: GLenum[], x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
| readBuffer(src: GLenum) | void | | readBuffer(src: GLenum) | void |
| getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum) | any | | getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum) | any |
| renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) | void | | renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) | void |
| texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) | void | | texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei) | void |
| texStorage3D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei) | void | | texStorage3D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei) | void |
| texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) | void | | texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) | void |
| texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView \| null) | void | | texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView \| null) | void |
| texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void | | texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void |
| texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) | void | | texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) | void |
| texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) | void | | texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView \| null, srcOffset?: GLuint) | void | | texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView \| null, srcOffset?: GLuint) | void |
| copyTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void | | copyTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei) | void |
| compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) | void | | compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) | void |
| compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void | | compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void |
| compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) | void | | compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) | void |
| compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void | | compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void |
| getFragDataLocation(program: WebGLProgram, name: string) | GLint | | getFragDataLocation(program: WebGLProgram, name: string) | GLint |
| uniform1ui(location: WebGLUniformLocation \| null, v0: GLuint) | void | | uniform1ui(location: WebGLUniformLocation \| null, v0: GLuint) | void |
| uniform2ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint) | void | | uniform2ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint) | void |
| uniform3ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint, v2: GLuint) | void | | uniform3ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint, v2: GLuint) | void |
| uniform4ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) | void | | uniform4ui(location: WebGLUniformLocation \| null, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint) | void |
| uniform1uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform1uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform2uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform2uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform3uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform3uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform4uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform4uiv(location: WebGLUniformLocation \| null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix3x2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix3x2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix4x2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix4x2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix2x3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix2x3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix4x3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix4x3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix2x4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix2x4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix3x4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix3x4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) | void | | vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint) | void |
| vertexAttribI4iv(index: GLuint, values: Int32List) | void | | vertexAttribI4iv(index: GLuint, values: Int32List) | void |
| vertexAttribI4ui(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) | void | | vertexAttribI4ui(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint) | void |
| vertexAttribI4uiv(index: GLuint, values: Uint32List) | void | | vertexAttribI4uiv(index: GLuint, values: Uint32List) | void |
| vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) | void | | vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr) | void |
| vertexAttribDivisor(index: GLuint, divisor: GLuint) | void | | vertexAttribDivisor(index: GLuint, divisor: GLuint) | void |
| drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei) | void | | drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei) | void |
| drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei) | void | | drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei) | void |
| drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr) | void | | drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr) | void |
| drawBuffers(buffers: GLenum[]) | void | | drawBuffers(buffers: GLenum[]) | void |
| clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset?: GLuint) | void | | clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset?: GLuint) | void |
| clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset?: GLuint) | void | | clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset?: GLuint) | void |
| clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset?: GLuint) | void | | clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset?: GLuint) | void |
| clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint) | void | | clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint) | void |
| createQuery() | WebGLQuery \| null | | createQuery() | WebGLQuery \| null |
| deleteQuery(query: WebGLQuery \| null) | void | | deleteQuery(query: WebGLQuery \| null) | void |
| isQuery(query: WebGLQuery \| null) | GLboolean | | isQuery(query: WebGLQuery \| null) | GLboolean |
| beginQuery(target: GLenum, query: WebGLQuery) | void | | beginQuery(target: GLenum, query: WebGLQuery) | void |
| endQuery(target: GLenum) | void | | endQuery(target: GLenum) | void |
| getQuery(target: GLenum, pname: GLenum) | WebGLQuery \| null | | getQuery(target: GLenum, pname: GLenum) | WebGLQuery \| null |
| getQueryParameter(query: WebGLQuery, pname: GLenum) | any | | getQueryParameter(query: WebGLQuery, pname: GLenum) | any |
| createSampler() | WebGLSampler \| null | | createSampler() | WebGLSampler \| null |
| deleteSampler(sampler: WebGLSampler \| null) | void | | deleteSampler(sampler: WebGLSampler \| null) | void |
| isSampler(sampler: WebGLSampler \| null) | GLboolean | | isSampler(sampler: WebGLSampler \| null) | GLboolean |
| bindSampler(unit: GLuint, sampler: WebGLSampler \| null) | void | | bindSampler(unit: GLuint, sampler: WebGLSampler \| null) | void |
| samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint) | void | | samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint) | void |
| samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat) | void; | | samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat) | void; |
| getSamplerParameter(sampler: WebGLSampler, pname: GLenum) | any | | getSamplerParameter(sampler: WebGLSampler, pname: GLenum) | any |
| fenceSync(condition: GLenum, flags: GLbitfield) | WebGLSync \| null | | fenceSync(condition: GLenum, flags: GLbitfield) | WebGLSync \| null |
| isSync(sync: WebGLSync \| null) | GLboolean | | isSync(sync: WebGLSync \| null) | GLboolean |
| deleteSync(sync: WebGLSync \| null) | void | | deleteSync(sync: WebGLSync \| null) | void |
| clientWaitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLuint64) | GLenum | | clientWaitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLuint64) | GLenum |
| waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64) | void | | waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64) | void |
| getSyncParameter(sync: WebGLSync, pname: GLenum) | any | | getSyncParameter(sync: WebGLSync, pname: GLenum) | any |
| createTransformFeedback() | WebGLTransformFeedback \| null | | createTransformFeedback() | WebGLTransformFeedback \| null |
| deleteTransformFeedback(tf: WebGLTransformFeedback \| null) | void | | deleteTransformFeedback(tf: WebGLTransformFeedback \| null) | void |
| isTransformFeedback(tf: WebGLTransformFeedback \| null) | GLboolean | | isTransformFeedback(tf: WebGLTransformFeedback \| null) | GLboolean |
| bindTransformFeedback(target: GLenum, tf: WebGLTransformFeedback \| null) | void | | bindTransformFeedback(target: GLenum, tf: WebGLTransformFeedback \| null) | void |
| beginTransformFeedback(primitiveMode: GLenum) | void | | beginTransformFeedback(primitiveMode: GLenum) | void |
| endTransformFeedback() | void | | endTransformFeedback() | void |
| transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: GLenum) | void | | transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: GLenum) | void |
| getTransformFeedbackVarying(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null | | getTransformFeedbackVarying(program: WebGLProgram, index: GLuint) | WebGLActiveInfo \| null |
| pauseTransformFeedback() | void | | pauseTransformFeedback() | void |
| resumeTransformFeedback() | void | | resumeTransformFeedback() | void |
| bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer \| null) | void | | bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer \| null) | void |
| bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer \| null, offset: GLintptr, size: GLsizeiptr) | void | | bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer \| null, offset: GLintptr, size: GLsizeiptr) | void |
| getIndexedParameter(target: GLenum, index: GLuint) | any | | getIndexedParameter(target: GLenum, index: GLuint) | any |
| getUniformIndices(program: WebGLProgram, uniformNames: string[]) | GLuint[] \| null | | getUniformIndices(program: WebGLProgram, uniformNames: string[]) | GLuint[] \| null |
| getActiveUniforms(program: WebGLProgram, uniformIndices: GLuint[], pname: GLenum) | any | | getActiveUniforms(program: WebGLProgram, uniformIndices: GLuint[], pname: GLenum) | any |
| getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string) | GLuint | | getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string) | GLuint |
| getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum) | any | | getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum) | any |
| getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint) | string \| null | | getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint) | string \| null |
| uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint) | void | | uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint) | void |
| createVertexArray() | WebGLVertexArrayObject \| null | | createVertexArray() | WebGLVertexArrayObject \| null |
| deleteVertexArray(vertexArray: WebGLVertexArrayObject \| null) | void | | deleteVertexArray(vertexArray: WebGLVertexArrayObject \| null) | void |
| isVertexArray(vertexArray: WebGLVertexArrayObject \| null) | GLboolean | | isVertexArray(vertexArray: WebGLVertexArrayObject \| null) | GLboolean |
| bindVertexArray(array: WebGLVertexArrayObject \| null) | void | | bindVertexArray(array: WebGLVertexArrayObject \| null) | void |
## WebGL2RenderingContextOverloads ## WebGL2RenderingContextOverloads
...@@ -446,36 +446,36 @@ WebGL2RenderingContextOverloads ...@@ -446,36 +446,36 @@ WebGL2RenderingContextOverloads
| 方法 | 返回值类型 | | 方法 | 返回值类型 |
| -------- | -------- | | -------- | -------- |
| bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void | | bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum) | void |
| bufferData(target: GLenum, srcData: BufferSource \| null, usage: GLenum) | void | | bufferData(target: GLenum, srcData: BufferSource \| null, usage: GLenum) | void |
| bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: BufferSource) | void | | bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: BufferSource) | void |
| bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint) | void | | bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint) | void |
| bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView, srcOffset: GLuint, length?: GLuint) | void | | bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView, srcOffset: GLuint, length?: GLuint) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView \| null) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void | | texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource) | void |
| texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void | | texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint) | void |
| compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) | void | | compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr) | void |
| compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void | | compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void |
| compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) | void | | compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr) | void |
| compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void | | compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint) | void |
| uniform1fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform1fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform2fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform2fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform3fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform3fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform4fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform4fv(location: WebGLUniformLocation \| null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform1iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform1iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform2iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform2iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform3iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform3iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniform4iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniform4iv(location: WebGLUniformLocation \| null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix2fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix3fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| uniformMatrix4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void | | uniformMatrix4fv(location: WebGLUniformLocation \| null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint) | void |
| readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView \| null) | void | | readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView \| null) | void |
| readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr) | void | | readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr) | void |
| readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView, dstOffset: GLuint) | void | | readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView, dstOffset: GLuint) | void |
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