WEBGL_IDL

Constant WEBGL_IDL 

Source
pub const WEBGL_IDL: &'static [u8] = b"// AUTOGENERATED FILE -- DO NOT EDIT -- SEE Makefile\n//\n// WebGL IDL definitions scraped from the Khronos specification:\n// https://www.khronos.org/registry/webgl/specs/latest/\n\n// Copyright (c) 2018 The Khronos Group Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and/or associated documentation files (the\n// \"Materials\"), to deal in the Materials without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Materials, and to\n// permit persons to whom the Materials are furnished to do so, subject to\n// the following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Materials.\n//\n// THE MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.\n// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY\n// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,\n// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE\n// MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.\n\ntypedef unsigned long  GLenum;\ntypedef boolean        GLboolean;\ntypedef unsigned long  GLbitfield;\ntypedef byte           GLbyte;         /* \'byte\' should be a signed 8 bit type. */\ntypedef short          GLshort;\ntypedef long           GLint;\ntypedef long           GLsizei;\ntypedef long long      GLintptr;\ntypedef long long      GLsizeiptr;\n// Ideally the typedef below would use \'unsigned byte\', but that doesn\'t currently exist in Web IDL.\ntypedef octet          GLubyte;        /* \'octet\' should be an unsigned 8 bit type. */\ntypedef unsigned short GLushort;\ntypedef unsigned long  GLuint;\ntypedef unrestricted float GLfloat;\ntypedef unrestricted float GLclampf;\n\n// The power preference settings are documented in the WebGLContextAttributes\n// section of the specification.\nenum WebGLPowerPreference { \"default\", \"low-power\", \"high-performance\" };\n\n\ndictionary WebGLContextAttributes {\n    GLboolean alpha = true;\n    GLboolean depth = true;\n    GLboolean stencil = false;\n    GLboolean antialias = true;\n    GLboolean premultipliedAlpha = true;\n    GLboolean preserveDrawingBuffer = false;\n    WebGLPowerPreference powerPreference = \"default\";\n    GLboolean failIfMajorPerformanceCaveat = false;\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLBuffer : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLFramebuffer : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLProgram : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLRenderbuffer : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLShader : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLTexture : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLUniformLocation {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLActiveInfo {\n    readonly attribute GLint size;\n    readonly attribute GLenum type;\n    readonly attribute DOMString name;\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLShaderPrecisionFormat {\n    readonly attribute GLint rangeMin;\n    readonly attribute GLint rangeMax;\n    readonly attribute GLint precision;\n};\n\ntypedef (ImageBitmap or\n         ImageData or\n         HTMLImageElement or\n         HTMLCanvasElement or\n         HTMLVideoElement) TexImageSource;\n\ntypedef ([AllowShared] Float32Array or sequence<GLfloat>) Float32List;\ntypedef ([AllowShared] Int32Array or sequence<GLint>) Int32List;\n\ninterface mixin WebGLRenderingContextBase\n{\n\n    /* ClearBufferMask */\n    const GLenum DEPTH_BUFFER_BIT               = 0x00000100;\n    const GLenum STENCIL_BUFFER_BIT             = 0x00000400;\n    const GLenum COLOR_BUFFER_BIT               = 0x00004000;\n\n    /* BeginMode */\n    const GLenum POINTS                         = 0x0000;\n    const GLenum LINES                          = 0x0001;\n    const GLenum LINE_LOOP                      = 0x0002;\n    const GLenum LINE_STRIP                     = 0x0003;\n    const GLenum TRIANGLES                      = 0x0004;\n    const GLenum TRIANGLE_STRIP                 = 0x0005;\n    const GLenum TRIANGLE_FAN                   = 0x0006;\n\n    /* AlphaFunction (not supported in ES20) */\n    /*      NEVER */\n    /*      LESS */\n    /*      EQUAL */\n    /*      LEQUAL */\n    /*      GREATER */\n    /*      NOTEQUAL */\n    /*      GEQUAL */\n    /*      ALWAYS */\n\n    /* BlendingFactorDest */\n    const GLenum ZERO                           = 0;\n    const GLenum ONE                            = 1;\n    const GLenum SRC_COLOR                      = 0x0300;\n    const GLenum ONE_MINUS_SRC_COLOR            = 0x0301;\n    const GLenum SRC_ALPHA                      = 0x0302;\n    const GLenum ONE_MINUS_SRC_ALPHA            = 0x0303;\n    const GLenum DST_ALPHA                      = 0x0304;\n    const GLenum ONE_MINUS_DST_ALPHA            = 0x0305;\n\n    /* BlendingFactorSrc */\n    /*      ZERO */\n    /*      ONE */\n    const GLenum DST_COLOR                      = 0x0306;\n    const GLenum ONE_MINUS_DST_COLOR            = 0x0307;\n    const GLenum SRC_ALPHA_SATURATE             = 0x0308;\n    /*      SRC_ALPHA */\n    /*      ONE_MINUS_SRC_ALPHA */\n    /*      DST_ALPHA */\n    /*      ONE_MINUS_DST_ALPHA */\n\n    /* BlendEquationSeparate */\n    const GLenum FUNC_ADD                       = 0x8006;\n    const GLenum BLEND_EQUATION                 = 0x8009;\n    const GLenum BLEND_EQUATION_RGB             = 0x8009;   /* same as BLEND_EQUATION */\n    const GLenum BLEND_EQUATION_ALPHA           = 0x883D;\n\n    /* BlendSubtract */\n    const GLenum FUNC_SUBTRACT                  = 0x800A;\n    const GLenum FUNC_REVERSE_SUBTRACT          = 0x800B;\n\n    /* Separate Blend Functions */\n    const GLenum BLEND_DST_RGB                  = 0x80C8;\n    const GLenum BLEND_SRC_RGB                  = 0x80C9;\n    const GLenum BLEND_DST_ALPHA                = 0x80CA;\n    const GLenum BLEND_SRC_ALPHA                = 0x80CB;\n    const GLenum CONSTANT_COLOR                 = 0x8001;\n    const GLenum ONE_MINUS_CONSTANT_COLOR       = 0x8002;\n    const GLenum CONSTANT_ALPHA                 = 0x8003;\n    const GLenum ONE_MINUS_CONSTANT_ALPHA       = 0x8004;\n    const GLenum BLEND_COLOR                    = 0x8005;\n\n    /* Buffer Objects */\n    const GLenum ARRAY_BUFFER                   = 0x8892;\n    const GLenum ELEMENT_ARRAY_BUFFER           = 0x8893;\n    const GLenum ARRAY_BUFFER_BINDING           = 0x8894;\n    const GLenum ELEMENT_ARRAY_BUFFER_BINDING   = 0x8895;\n\n    const GLenum STREAM_DRAW                    = 0x88E0;\n    const GLenum STATIC_DRAW                    = 0x88E4;\n    const GLenum DYNAMIC_DRAW                   = 0x88E8;\n\n    const GLenum BUFFER_SIZE                    = 0x8764;\n    const GLenum BUFFER_USAGE                   = 0x8765;\n\n    const GLenum CURRENT_VERTEX_ATTRIB          = 0x8626;\n\n    /* CullFaceMode */\n    const GLenum FRONT                          = 0x0404;\n    const GLenum BACK                           = 0x0405;\n    const GLenum FRONT_AND_BACK                 = 0x0408;\n\n    /* DepthFunction */\n    /*      NEVER */\n    /*      LESS */\n    /*      EQUAL */\n    /*      LEQUAL */\n    /*      GREATER */\n    /*      NOTEQUAL */\n    /*      GEQUAL */\n    /*      ALWAYS */\n\n    /* EnableCap */\n    /* TEXTURE_2D */\n    const GLenum CULL_FACE                      = 0x0B44;\n    const GLenum BLEND                          = 0x0BE2;\n    const GLenum DITHER                         = 0x0BD0;\n    const GLenum STENCIL_TEST                   = 0x0B90;\n    const GLenum DEPTH_TEST                     = 0x0B71;\n    const GLenum SCISSOR_TEST                   = 0x0C11;\n    const GLenum POLYGON_OFFSET_FILL            = 0x8037;\n    const GLenum SAMPLE_ALPHA_TO_COVERAGE       = 0x809E;\n    const GLenum SAMPLE_COVERAGE                = 0x80A0;\n\n    /* ErrorCode */\n    const GLenum NO_ERROR                       = 0;\n    const GLenum INVALID_ENUM                   = 0x0500;\n    const GLenum INVALID_VALUE                  = 0x0501;\n    const GLenum INVALID_OPERATION              = 0x0502;\n    const GLenum OUT_OF_MEMORY                  = 0x0505;\n\n    /* FrontFaceDirection */\n    const GLenum CW                             = 0x0900;\n    const GLenum CCW                            = 0x0901;\n\n    /* GetPName */\n    const GLenum LINE_WIDTH                     = 0x0B21;\n    const GLenum ALIASED_POINT_SIZE_RANGE       = 0x846D;\n    const GLenum ALIASED_LINE_WIDTH_RANGE       = 0x846E;\n    const GLenum CULL_FACE_MODE                 = 0x0B45;\n    const GLenum FRONT_FACE                     = 0x0B46;\n    const GLenum DEPTH_RANGE                    = 0x0B70;\n    const GLenum DEPTH_WRITEMASK                = 0x0B72;\n    const GLenum DEPTH_CLEAR_VALUE              = 0x0B73;\n    const GLenum DEPTH_FUNC                     = 0x0B74;\n    const GLenum STENCIL_CLEAR_VALUE            = 0x0B91;\n    const GLenum STENCIL_FUNC                   = 0x0B92;\n    const GLenum STENCIL_FAIL                   = 0x0B94;\n    const GLenum STENCIL_PASS_DEPTH_FAIL        = 0x0B95;\n    const GLenum STENCIL_PASS_DEPTH_PASS        = 0x0B96;\n    const GLenum STENCIL_REF                    = 0x0B97;\n    const GLenum STENCIL_VALUE_MASK             = 0x0B93;\n    const GLenum STENCIL_WRITEMASK              = 0x0B98;\n    const GLenum STENCIL_BACK_FUNC              = 0x8800;\n    const GLenum STENCIL_BACK_FAIL              = 0x8801;\n    const GLenum STENCIL_BACK_PASS_DEPTH_FAIL   = 0x8802;\n    const GLenum STENCIL_BACK_PASS_DEPTH_PASS   = 0x8803;\n    const GLenum STENCIL_BACK_REF               = 0x8CA3;\n    const GLenum STENCIL_BACK_VALUE_MASK        = 0x8CA4;\n    const GLenum STENCIL_BACK_WRITEMASK         = 0x8CA5;\n    const GLenum VIEWPORT                       = 0x0BA2;\n    const GLenum SCISSOR_BOX                    = 0x0C10;\n    /*      SCISSOR_TEST */\n    const GLenum COLOR_CLEAR_VALUE              = 0x0C22;\n    const GLenum COLOR_WRITEMASK                = 0x0C23;\n    const GLenum UNPACK_ALIGNMENT               = 0x0CF5;\n    const GLenum PACK_ALIGNMENT                 = 0x0D05;\n    const GLenum MAX_TEXTURE_SIZE               = 0x0D33;\n    const GLenum MAX_VIEWPORT_DIMS              = 0x0D3A;\n    const GLenum SUBPIXEL_BITS                  = 0x0D50;\n    const GLenum RED_BITS                       = 0x0D52;\n    const GLenum GREEN_BITS                     = 0x0D53;\n    const GLenum BLUE_BITS                      = 0x0D54;\n    const GLenum ALPHA_BITS                     = 0x0D55;\n    const GLenum DEPTH_BITS                     = 0x0D56;\n    const GLenum STENCIL_BITS                   = 0x0D57;\n    const GLenum POLYGON_OFFSET_UNITS           = 0x2A00;\n    /*      POLYGON_OFFSET_FILL */\n    const GLenum POLYGON_OFFSET_FACTOR          = 0x8038;\n    const GLenum TEXTURE_BINDING_2D             = 0x8069;\n    const GLenum SAMPLE_BUFFERS                 = 0x80A8;\n    const GLenum SAMPLES                        = 0x80A9;\n    const GLenum SAMPLE_COVERAGE_VALUE          = 0x80AA;\n    const GLenum SAMPLE_COVERAGE_INVERT         = 0x80AB;\n\n    /* GetTextureParameter */\n    /*      TEXTURE_MAG_FILTER */\n    /*      TEXTURE_MIN_FILTER */\n    /*      TEXTURE_WRAP_S */\n    /*      TEXTURE_WRAP_T */\n\n    const GLenum COMPRESSED_TEXTURE_FORMATS     = 0x86A3;\n\n    /* HintMode */\n    const GLenum DONT_CARE                      = 0x1100;\n    const GLenum FASTEST                        = 0x1101;\n    const GLenum NICEST                         = 0x1102;\n\n    /* HintTarget */\n    const GLenum GENERATE_MIPMAP_HINT            = 0x8192;\n\n    /* DataType */\n    const GLenum BYTE                           = 0x1400;\n    const GLenum UNSIGNED_BYTE                  = 0x1401;\n    const GLenum SHORT                          = 0x1402;\n    const GLenum UNSIGNED_SHORT                 = 0x1403;\n    const GLenum INT                            = 0x1404;\n    const GLenum UNSIGNED_INT                   = 0x1405;\n    const GLenum FLOAT                          = 0x1406;\n\n    /* PixelFormat */\n    const GLenum DEPTH_COMPONENT                = 0x1902;\n    const GLenum ALPHA                          = 0x1906;\n    const GLenum RGB                            = 0x1907;\n    const GLenum RGBA                           = 0x1908;\n    const GLenum LUMINANCE                      = 0x1909;\n    const GLenum LUMINANCE_ALPHA                = 0x190A;\n\n    /* PixelType */\n    /*      UNSIGNED_BYTE */\n    const GLenum UNSIGNED_SHORT_4_4_4_4         = 0x8033;\n    const GLenum UNSIGNED_SHORT_5_5_5_1         = 0x8034;\n    const GLenum UNSIGNED_SHORT_5_6_5           = 0x8363;\n\n    /* Shaders */\n    const GLenum FRAGMENT_SHADER                  = 0x8B30;\n    const GLenum VERTEX_SHADER                    = 0x8B31;\n    const GLenum MAX_VERTEX_ATTRIBS               = 0x8869;\n    const GLenum MAX_VERTEX_UNIFORM_VECTORS       = 0x8DFB;\n    const GLenum MAX_VARYING_VECTORS              = 0x8DFC;\n    const GLenum MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D;\n    const GLenum MAX_VERTEX_TEXTURE_IMAGE_UNITS   = 0x8B4C;\n    const GLenum MAX_TEXTURE_IMAGE_UNITS          = 0x8872;\n    const GLenum MAX_FRAGMENT_UNIFORM_VECTORS     = 0x8DFD;\n    const GLenum SHADER_TYPE                      = 0x8B4F;\n    const GLenum DELETE_STATUS                    = 0x8B80;\n    const GLenum LINK_STATUS                      = 0x8B82;\n    const GLenum VALIDATE_STATUS                  = 0x8B83;\n    const GLenum ATTACHED_SHADERS                 = 0x8B85;\n    const GLenum ACTIVE_UNIFORMS                  = 0x8B86;\n    const GLenum ACTIVE_ATTRIBUTES                = 0x8B89;\n    const GLenum SHADING_LANGUAGE_VERSION         = 0x8B8C;\n    const GLenum CURRENT_PROGRAM                  = 0x8B8D;\n\n    /* StencilFunction */\n    const GLenum NEVER                          = 0x0200;\n    const GLenum LESS                           = 0x0201;\n    const GLenum EQUAL                          = 0x0202;\n    const GLenum LEQUAL                         = 0x0203;\n    const GLenum GREATER                        = 0x0204;\n    const GLenum NOTEQUAL                       = 0x0205;\n    const GLenum GEQUAL                         = 0x0206;\n    const GLenum ALWAYS                         = 0x0207;\n\n    /* StencilOp */\n    /*      ZERO */\n    const GLenum KEEP                           = 0x1E00;\n    const GLenum REPLACE                        = 0x1E01;\n    const GLenum INCR                           = 0x1E02;\n    const GLenum DECR                           = 0x1E03;\n    const GLenum INVERT                         = 0x150A;\n    const GLenum INCR_WRAP                      = 0x8507;\n    const GLenum DECR_WRAP                      = 0x8508;\n\n    /* StringName */\n    const GLenum VENDOR                         = 0x1F00;\n    const GLenum RENDERER                       = 0x1F01;\n    const GLenum VERSION                        = 0x1F02;\n\n    /* TextureMagFilter */\n    const GLenum NEAREST                        = 0x2600;\n    const GLenum LINEAR                         = 0x2601;\n\n    /* TextureMinFilter */\n    /*      NEAREST */\n    /*      LINEAR */\n    const GLenum NEAREST_MIPMAP_NEAREST         = 0x2700;\n    const GLenum LINEAR_MIPMAP_NEAREST          = 0x2701;\n    const GLenum NEAREST_MIPMAP_LINEAR          = 0x2702;\n    const GLenum LINEAR_MIPMAP_LINEAR           = 0x2703;\n\n    /* TextureParameterName */\n    const GLenum TEXTURE_MAG_FILTER             = 0x2800;\n    const GLenum TEXTURE_MIN_FILTER             = 0x2801;\n    const GLenum TEXTURE_WRAP_S                 = 0x2802;\n    const GLenum TEXTURE_WRAP_T                 = 0x2803;\n\n    /* TextureTarget */\n    const GLenum TEXTURE_2D                     = 0x0DE1;\n    const GLenum TEXTURE                        = 0x1702;\n\n    const GLenum TEXTURE_CUBE_MAP               = 0x8513;\n    const GLenum TEXTURE_BINDING_CUBE_MAP       = 0x8514;\n    const GLenum TEXTURE_CUBE_MAP_POSITIVE_X    = 0x8515;\n    const GLenum TEXTURE_CUBE_MAP_NEGATIVE_X    = 0x8516;\n    const GLenum TEXTURE_CUBE_MAP_POSITIVE_Y    = 0x8517;\n    const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Y    = 0x8518;\n    const GLenum TEXTURE_CUBE_MAP_POSITIVE_Z    = 0x8519;\n    const GLenum TEXTURE_CUBE_MAP_NEGATIVE_Z    = 0x851A;\n    const GLenum MAX_CUBE_MAP_TEXTURE_SIZE      = 0x851C;\n\n    /* TextureUnit */\n    const GLenum TEXTURE0                       = 0x84C0;\n    const GLenum TEXTURE1                       = 0x84C1;\n    const GLenum TEXTURE2                       = 0x84C2;\n    const GLenum TEXTURE3                       = 0x84C3;\n    const GLenum TEXTURE4                       = 0x84C4;\n    const GLenum TEXTURE5                       = 0x84C5;\n    const GLenum TEXTURE6                       = 0x84C6;\n    const GLenum TEXTURE7                       = 0x84C7;\n    const GLenum TEXTURE8                       = 0x84C8;\n    const GLenum TEXTURE9                       = 0x84C9;\n    const GLenum TEXTURE10                      = 0x84CA;\n    const GLenum TEXTURE11                      = 0x84CB;\n    const GLenum TEXTURE12                      = 0x84CC;\n    const GLenum TEXTURE13                      = 0x84CD;\n    const GLenum TEXTURE14                      = 0x84CE;\n    const GLenum TEXTURE15                      = 0x84CF;\n    const GLenum TEXTURE16                      = 0x84D0;\n    const GLenum TEXTURE17                      = 0x84D1;\n    const GLenum TEXTURE18                      = 0x84D2;\n    const GLenum TEXTURE19                      = 0x84D3;\n    const GLenum TEXTURE20                      = 0x84D4;\n    const GLenum TEXTURE21                      = 0x84D5;\n    const GLenum TEXTURE22                      = 0x84D6;\n    const GLenum TEXTURE23                      = 0x84D7;\n    const GLenum TEXTURE24                      = 0x84D8;\n    const GLenum TEXTURE25                      = 0x84D9;\n    const GLenum TEXTURE26                      = 0x84DA;\n    const GLenum TEXTURE27                      = 0x84DB;\n    const GLenum TEXTURE28                      = 0x84DC;\n    const GLenum TEXTURE29                      = 0x84DD;\n    const GLenum TEXTURE30                      = 0x84DE;\n    const GLenum TEXTURE31                      = 0x84DF;\n    const GLenum ACTIVE_TEXTURE                 = 0x84E0;\n\n    /* TextureWrapMode */\n    const GLenum REPEAT                         = 0x2901;\n    const GLenum CLAMP_TO_EDGE                  = 0x812F;\n    const GLenum MIRRORED_REPEAT                = 0x8370;\n\n    /* Uniform Types */\n    const GLenum FLOAT_VEC2                     = 0x8B50;\n    const GLenum FLOAT_VEC3                     = 0x8B51;\n    const GLenum FLOAT_VEC4                     = 0x8B52;\n    const GLenum INT_VEC2                       = 0x8B53;\n    const GLenum INT_VEC3                       = 0x8B54;\n    const GLenum INT_VEC4                       = 0x8B55;\n    const GLenum BOOL                           = 0x8B56;\n    const GLenum BOOL_VEC2                      = 0x8B57;\n    const GLenum BOOL_VEC3                      = 0x8B58;\n    const GLenum BOOL_VEC4                      = 0x8B59;\n    const GLenum FLOAT_MAT2                     = 0x8B5A;\n    const GLenum FLOAT_MAT3                     = 0x8B5B;\n    const GLenum FLOAT_MAT4                     = 0x8B5C;\n    const GLenum SAMPLER_2D                     = 0x8B5E;\n    const GLenum SAMPLER_CUBE                   = 0x8B60;\n\n    /* Vertex Arrays */\n    const GLenum VERTEX_ATTRIB_ARRAY_ENABLED        = 0x8622;\n    const GLenum VERTEX_ATTRIB_ARRAY_SIZE           = 0x8623;\n    const GLenum VERTEX_ATTRIB_ARRAY_STRIDE         = 0x8624;\n    const GLenum VERTEX_ATTRIB_ARRAY_TYPE           = 0x8625;\n    const GLenum VERTEX_ATTRIB_ARRAY_NORMALIZED     = 0x886A;\n    const GLenum VERTEX_ATTRIB_ARRAY_POINTER        = 0x8645;\n    const GLenum VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F;\n\n    /* Read Format */\n    const GLenum IMPLEMENTATION_COLOR_READ_TYPE   = 0x8B9A;\n    const GLenum IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B;\n\n    /* Shader Source */\n    const GLenum COMPILE_STATUS                 = 0x8B81;\n\n    /* Shader Precision-Specified Types */\n    const GLenum LOW_FLOAT                      = 0x8DF0;\n    const GLenum MEDIUM_FLOAT                   = 0x8DF1;\n    const GLenum HIGH_FLOAT                     = 0x8DF2;\n    const GLenum LOW_INT                        = 0x8DF3;\n    const GLenum MEDIUM_INT                     = 0x8DF4;\n    const GLenum HIGH_INT                       = 0x8DF5;\n\n    /* Framebuffer Object. */\n    const GLenum FRAMEBUFFER                    = 0x8D40;\n    const GLenum RENDERBUFFER                   = 0x8D41;\n\n    const GLenum RGBA4                          = 0x8056;\n    const GLenum RGB5_A1                        = 0x8057;\n    const GLenum RGB565                         = 0x8D62;\n    const GLenum DEPTH_COMPONENT16              = 0x81A5;\n    const GLenum STENCIL_INDEX8                 = 0x8D48;\n    const GLenum DEPTH_STENCIL                  = 0x84F9;\n\n    const GLenum RENDERBUFFER_WIDTH             = 0x8D42;\n    const GLenum RENDERBUFFER_HEIGHT            = 0x8D43;\n    const GLenum RENDERBUFFER_INTERNAL_FORMAT   = 0x8D44;\n    const GLenum RENDERBUFFER_RED_SIZE          = 0x8D50;\n    const GLenum RENDERBUFFER_GREEN_SIZE        = 0x8D51;\n    const GLenum RENDERBUFFER_BLUE_SIZE         = 0x8D52;\n    const GLenum RENDERBUFFER_ALPHA_SIZE        = 0x8D53;\n    const GLenum RENDERBUFFER_DEPTH_SIZE        = 0x8D54;\n    const GLenum RENDERBUFFER_STENCIL_SIZE      = 0x8D55;\n\n    const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE           = 0x8CD0;\n    const GLenum FRAMEBUFFER_ATTACHMENT_OBJECT_NAME           = 0x8CD1;\n    const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL         = 0x8CD2;\n    const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3;\n\n    const GLenum COLOR_ATTACHMENT0              = 0x8CE0;\n    const GLenum DEPTH_ATTACHMENT               = 0x8D00;\n    const GLenum STENCIL_ATTACHMENT             = 0x8D20;\n    const GLenum DEPTH_STENCIL_ATTACHMENT       = 0x821A;\n\n    const GLenum NONE                           = 0;\n\n    const GLenum FRAMEBUFFER_COMPLETE                      = 0x8CD5;\n    const GLenum FRAMEBUFFER_INCOMPLETE_ATTACHMENT         = 0x8CD6;\n    const GLenum FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7;\n    const GLenum FRAMEBUFFER_INCOMPLETE_DIMENSIONS         = 0x8CD9;\n    const GLenum FRAMEBUFFER_UNSUPPORTED                   = 0x8CDD;\n\n    const GLenum FRAMEBUFFER_BINDING            = 0x8CA6;\n    const GLenum RENDERBUFFER_BINDING           = 0x8CA7;\n    const GLenum MAX_RENDERBUFFER_SIZE          = 0x84E8;\n\n    const GLenum INVALID_FRAMEBUFFER_OPERATION  = 0x0506;\n\n    /* WebGL-specific enums */\n    const GLenum UNPACK_FLIP_Y_WEBGL            = 0x9240;\n    const GLenum UNPACK_PREMULTIPLY_ALPHA_WEBGL = 0x9241;\n    const GLenum CONTEXT_LOST_WEBGL             = 0x9242;\n    const GLenum UNPACK_COLORSPACE_CONVERSION_WEBGL = 0x9243;\n    const GLenum BROWSER_DEFAULT_WEBGL          = 0x9244;\n\n    [Exposed=Window] readonly attribute HTMLCanvasElement canvas;\n    readonly attribute GLsizei drawingBufferWidth;\n    readonly attribute GLsizei drawingBufferHeight;\n\n    [WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();\n    [WebGLHandlesContextLoss] boolean isContextLost();\n\n    sequence<DOMString>? getSupportedExtensions();\n    object? getExtension(DOMString name);\n\n    void activeTexture(GLenum texture);\n    void attachShader(WebGLProgram program, WebGLShader shader);\n    void bindAttribLocation(WebGLProgram program, GLuint index, DOMString name);\n    void bindBuffer(GLenum target, WebGLBuffer? buffer);\n    void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);\n    void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);\n    void bindTexture(GLenum target, WebGLTexture? texture);\n    void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);\n    void blendEquation(GLenum mode);\n    void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);\n    void blendFunc(GLenum sfactor, GLenum dfactor);\n    void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB,\n                           GLenum srcAlpha, GLenum dstAlpha);\n\n    void bufferData(GLenum target, GLsizeiptr size, GLenum usage);\n    void bufferData(GLenum target, [AllowShared] BufferSource? data, GLenum usage);\n    void bufferSubData(GLenum target, GLintptr offset, [AllowShared] BufferSource data);\n\n    [WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);\n    void clear(GLbitfield mask);\n    void clearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);\n    void clearDepth(GLclampf depth);\n    void clearStencil(GLint s);\n    void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);\n    void compileShader(WebGLShader shader);\n\n    void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,\n                              GLsizei width, GLsizei height, GLint border,\n                              [AllowShared] ArrayBufferView data);\n    void compressedTexSubImage2D(GLenum target, GLint level,\n                                 GLint xoffset, GLint yoffset,\n                                 GLsizei width, GLsizei height, GLenum format,\n                                 [AllowShared] ArrayBufferView data);\n\n    void copyTexImage2D(GLenum target, GLint level, GLenum internalformat,\n                        GLint x, GLint y, GLsizei width, GLsizei height,\n                        GLint border);\n    void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,\n                           GLint x, GLint y, GLsizei width, GLsizei height);\n\n    WebGLBuffer? createBuffer();\n    WebGLFramebuffer? createFramebuffer();\n    WebGLProgram? createProgram();\n    WebGLRenderbuffer? createRenderbuffer();\n    WebGLShader? createShader(GLenum type);\n    WebGLTexture? createTexture();\n\n    void cullFace(GLenum mode);\n\n    void deleteBuffer(WebGLBuffer? buffer);\n    void deleteFramebuffer(WebGLFramebuffer? framebuffer);\n    void deleteProgram(WebGLProgram? program);\n    void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);\n    void deleteShader(WebGLShader? shader);\n    void deleteTexture(WebGLTexture? texture);\n\n    void depthFunc(GLenum func);\n    void depthMask(GLboolean flag);\n    void depthRange(GLclampf zNear, GLclampf zFar);\n    void detachShader(WebGLProgram program, WebGLShader shader);\n    void disable(GLenum cap);\n    void disableVertexAttribArray(GLuint index);\n    void drawArrays(GLenum mode, GLint first, GLsizei count);\n    void drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset);\n\n    void enable(GLenum cap);\n    void enableVertexAttribArray(GLuint index);\n    void finish();\n    void flush();\n    void framebufferRenderbuffer(GLenum target, GLenum attachment,\n                                 GLenum renderbuffertarget,\n                                 WebGLRenderbuffer? renderbuffer);\n    void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget,\n                              WebGLTexture? texture, GLint level);\n    void frontFace(GLenum mode);\n\n    void generateMipmap(GLenum target);\n\n    WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);\n    WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);\n    sequence<WebGLShader>? getAttachedShaders(WebGLProgram program);\n\n    [WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram program, DOMString name);\n\n    any getBufferParameter(GLenum target, GLenum pname);\n    any getParameter(GLenum pname);\n\n    [WebGLHandlesContextLoss] GLenum getError();\n\n    any getFramebufferAttachmentParameter(GLenum target, GLenum attachment,\n                                          GLenum pname);\n    any getProgramParameter(WebGLProgram program, GLenum pname);\n    DOMString? getProgramInfoLog(WebGLProgram program);\n    any getRenderbufferParameter(GLenum target, GLenum pname);\n    any getShaderParameter(WebGLShader shader, GLenum pname);\n    WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);\n    DOMString? getShaderInfoLog(WebGLShader shader);\n\n    DOMString? getShaderSource(WebGLShader shader);\n\n    any getTexParameter(GLenum target, GLenum pname);\n\n    any getUniform(WebGLProgram program, WebGLUniformLocation location);\n\n    WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);\n\n    any getVertexAttrib(GLuint index, GLenum pname);\n\n    [WebGLHandlesContextLoss] GLintptr getVertexAttribOffset(GLuint index, GLenum pname);\n\n    void hint(GLenum target, GLenum mode);\n    [WebGLHandlesContextLoss] GLboolean isBuffer(WebGLBuffer? buffer);\n    [WebGLHandlesContextLoss] GLboolean isEnabled(GLenum cap);\n    [WebGLHandlesContextLoss] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);\n    [WebGLHandlesContextLoss] GLboolean isProgram(WebGLProgram? program);\n    [WebGLHandlesContextLoss] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);\n    [WebGLHandlesContextLoss] GLboolean isShader(WebGLShader? shader);\n    [WebGLHandlesContextLoss] GLboolean isTexture(WebGLTexture? texture);\n    void lineWidth(GLfloat width);\n    void linkProgram(WebGLProgram program);\n    void pixelStorei(GLenum pname, GLint param);\n    void polygonOffset(GLfloat factor, GLfloat units);\n\n    void readPixels(GLint x, GLint y, GLsizei width, GLsizei height,\n                    GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);\n\n    void renderbufferStorage(GLenum target, GLenum internalformat,\n                             GLsizei width, GLsizei height);\n    void sampleCoverage(GLclampf value, GLboolean invert);\n    void scissor(GLint x, GLint y, GLsizei width, GLsizei height);\n\n    void shaderSource(WebGLShader shader, DOMString source);\n\n    void stencilFunc(GLenum func, GLint ref, GLuint mask);\n    void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);\n    void stencilMask(GLuint mask);\n    void stencilMaskSeparate(GLenum face, GLuint mask);\n    void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);\n    void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);\n\n    void texImage2D(GLenum target, GLint level, GLint internalformat,\n                    GLsizei width, GLsizei height, GLint border, GLenum format,\n                    GLenum type, [AllowShared] ArrayBufferView? pixels);\n    void texImage2D(GLenum target, GLint level, GLint internalformat,\n                    GLenum format, GLenum type, TexImageSource source); // May throw DOMException\n\n    void texParameterf(GLenum target, GLenum pname, GLfloat param);\n    void texParameteri(GLenum target, GLenum pname, GLint param);\n\n    void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,\n                       GLsizei width, GLsizei height,\n                       GLenum format, GLenum type, [AllowShared] ArrayBufferView? pixels);\n    void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,\n                       GLenum format, GLenum type, TexImageSource source); // May throw DOMException\n\n    void uniform1f(WebGLUniformLocation? location, GLfloat x);\n    void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);\n    void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);\n    void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\n\n    void uniform1i(WebGLUniformLocation? location, GLint x);\n    void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);\n    void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);\n    void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);\n\n    void uniform1fv(WebGLUniformLocation? location, Float32List v);\n    void uniform2fv(WebGLUniformLocation? location, Float32List v);\n    void uniform3fv(WebGLUniformLocation? location, Float32List v);\n    void uniform4fv(WebGLUniformLocation? location, Float32List v);\n\n    void uniform1iv(WebGLUniformLocation? location, Int32List v);\n    void uniform2iv(WebGLUniformLocation? location, Int32List v);\n    void uniform3iv(WebGLUniformLocation? location, Int32List v);\n    void uniform4iv(WebGLUniformLocation? location, Int32List v);\n\n    void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);\n    void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);\n    void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);\n\n    void useProgram(WebGLProgram? program);\n    void validateProgram(WebGLProgram program);\n\n    void vertexAttrib1f(GLuint index, GLfloat x);\n    void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);\n    void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);\n    void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);\n\n    void vertexAttrib1fv(GLuint index, Float32List values);\n    void vertexAttrib2fv(GLuint index, Float32List values);\n    void vertexAttrib3fv(GLuint index, Float32List values);\n    void vertexAttrib4fv(GLuint index, Float32List values);\n\n    void vertexAttribPointer(GLuint index, GLint size, GLenum type,\n                             GLboolean normalized, GLsizei stride, GLintptr offset);\n\n    void viewport(GLint x, GLint y, GLsizei width, GLsizei height);\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLRenderingContext\n{\n};\nWebGLRenderingContext includes WebGLRenderingContextBase;\n\n\n[Exposed=(Window,Worker),\n Constructor(DOMString type,\n optional WebGLContextEventInit eventInit)]\ninterface WebGLContextEvent : Event {\n    readonly attribute DOMString statusMessage;\n};\n\n// EventInit is defined in the DOM4 specification.\ndictionary WebGLContextEventInit : EventInit {\n    DOMString statusMessage = \"\";\n};\n";
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The contents of webgl.idl