WEBGL2_IDL

Constant WEBGL2_IDL 

Source
pub const WEBGL2_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 long long GLint64;\ntypedef unsigned long long GLuint64;\n\n\n[Exposed=(Window,Worker)]\ninterface WebGLQuery : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLSampler : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLSync : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLTransformFeedback : WebGLObject {\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGLVertexArrayObject : WebGLObject {\n};\n\ntypedef ([AllowShared] Uint32Array or sequence<GLuint>) Uint32List;\n\ninterface mixin WebGL2RenderingContextBase\n{\n  const GLenum READ_BUFFER                                   = 0x0C02;\n  const GLenum UNPACK_ROW_LENGTH                             = 0x0CF2;\n  const GLenum UNPACK_SKIP_ROWS                              = 0x0CF3;\n  const GLenum UNPACK_SKIP_PIXELS                            = 0x0CF4;\n  const GLenum PACK_ROW_LENGTH                               = 0x0D02;\n  const GLenum PACK_SKIP_ROWS                                = 0x0D03;\n  const GLenum PACK_SKIP_PIXELS                              = 0x0D04;\n  const GLenum COLOR                                         = 0x1800;\n  const GLenum DEPTH                                         = 0x1801;\n  const GLenum STENCIL                                       = 0x1802;\n  const GLenum RED                                           = 0x1903;\n  const GLenum RGB8                                          = 0x8051;\n  const GLenum RGBA8                                         = 0x8058;\n  const GLenum RGB10_A2                                      = 0x8059;\n  const GLenum TEXTURE_BINDING_3D                            = 0x806A;\n  const GLenum UNPACK_SKIP_IMAGES                            = 0x806D;\n  const GLenum UNPACK_IMAGE_HEIGHT                           = 0x806E;\n  const GLenum TEXTURE_3D                                    = 0x806F;\n  const GLenum TEXTURE_WRAP_R                                = 0x8072;\n  const GLenum MAX_3D_TEXTURE_SIZE                           = 0x8073;\n  const GLenum UNSIGNED_INT_2_10_10_10_REV                   = 0x8368;\n  const GLenum MAX_ELEMENTS_VERTICES                         = 0x80E8;\n  const GLenum MAX_ELEMENTS_INDICES                          = 0x80E9;\n  const GLenum TEXTURE_MIN_LOD                               = 0x813A;\n  const GLenum TEXTURE_MAX_LOD                               = 0x813B;\n  const GLenum TEXTURE_BASE_LEVEL                            = 0x813C;\n  const GLenum TEXTURE_MAX_LEVEL                             = 0x813D;\n  const GLenum MIN                                           = 0x8007;\n  const GLenum MAX                                           = 0x8008;\n  const GLenum DEPTH_COMPONENT24                             = 0x81A6;\n  const GLenum MAX_TEXTURE_LOD_BIAS                          = 0x84FD;\n  const GLenum TEXTURE_COMPARE_MODE                          = 0x884C;\n  const GLenum TEXTURE_COMPARE_FUNC                          = 0x884D;\n  const GLenum CURRENT_QUERY                                 = 0x8865;\n  const GLenum QUERY_RESULT                                  = 0x8866;\n  const GLenum QUERY_RESULT_AVAILABLE                        = 0x8867;\n  const GLenum STREAM_READ                                   = 0x88E1;\n  const GLenum STREAM_COPY                                   = 0x88E2;\n  const GLenum STATIC_READ                                   = 0x88E5;\n  const GLenum STATIC_COPY                                   = 0x88E6;\n  const GLenum DYNAMIC_READ                                  = 0x88E9;\n  const GLenum DYNAMIC_COPY                                  = 0x88EA;\n  const GLenum MAX_DRAW_BUFFERS                              = 0x8824;\n  const GLenum DRAW_BUFFER0                                  = 0x8825;\n  const GLenum DRAW_BUFFER1                                  = 0x8826;\n  const GLenum DRAW_BUFFER2                                  = 0x8827;\n  const GLenum DRAW_BUFFER3                                  = 0x8828;\n  const GLenum DRAW_BUFFER4                                  = 0x8829;\n  const GLenum DRAW_BUFFER5                                  = 0x882A;\n  const GLenum DRAW_BUFFER6                                  = 0x882B;\n  const GLenum DRAW_BUFFER7                                  = 0x882C;\n  const GLenum DRAW_BUFFER8                                  = 0x882D;\n  const GLenum DRAW_BUFFER9                                  = 0x882E;\n  const GLenum DRAW_BUFFER10                                 = 0x882F;\n  const GLenum DRAW_BUFFER11                                 = 0x8830;\n  const GLenum DRAW_BUFFER12                                 = 0x8831;\n  const GLenum DRAW_BUFFER13                                 = 0x8832;\n  const GLenum DRAW_BUFFER14                                 = 0x8833;\n  const GLenum DRAW_BUFFER15                                 = 0x8834;\n  const GLenum MAX_FRAGMENT_UNIFORM_COMPONENTS               = 0x8B49;\n  const GLenum MAX_VERTEX_UNIFORM_COMPONENTS                 = 0x8B4A;\n  const GLenum SAMPLER_3D                                    = 0x8B5F;\n  const GLenum SAMPLER_2D_SHADOW                             = 0x8B62;\n  const GLenum FRAGMENT_SHADER_DERIVATIVE_HINT               = 0x8B8B;\n  const GLenum PIXEL_PACK_BUFFER                             = 0x88EB;\n  const GLenum PIXEL_UNPACK_BUFFER                           = 0x88EC;\n  const GLenum PIXEL_PACK_BUFFER_BINDING                     = 0x88ED;\n  const GLenum PIXEL_UNPACK_BUFFER_BINDING                   = 0x88EF;\n  const GLenum FLOAT_MAT2x3                                  = 0x8B65;\n  const GLenum FLOAT_MAT2x4                                  = 0x8B66;\n  const GLenum FLOAT_MAT3x2                                  = 0x8B67;\n  const GLenum FLOAT_MAT3x4                                  = 0x8B68;\n  const GLenum FLOAT_MAT4x2                                  = 0x8B69;\n  const GLenum FLOAT_MAT4x3                                  = 0x8B6A;\n  const GLenum SRGB                                          = 0x8C40;\n  const GLenum SRGB8                                         = 0x8C41;\n  const GLenum SRGB8_ALPHA8                                  = 0x8C43;\n  const GLenum COMPARE_REF_TO_TEXTURE                        = 0x884E;\n  const GLenum RGBA32F                                       = 0x8814;\n  const GLenum RGB32F                                        = 0x8815;\n  const GLenum RGBA16F                                       = 0x881A;\n  const GLenum RGB16F                                        = 0x881B;\n  const GLenum VERTEX_ATTRIB_ARRAY_INTEGER                   = 0x88FD;\n  const GLenum MAX_ARRAY_TEXTURE_LAYERS                      = 0x88FF;\n  const GLenum MIN_PROGRAM_TEXEL_OFFSET                      = 0x8904;\n  const GLenum MAX_PROGRAM_TEXEL_OFFSET                      = 0x8905;\n  const GLenum MAX_VARYING_COMPONENTS                        = 0x8B4B;\n  const GLenum TEXTURE_2D_ARRAY                              = 0x8C1A;\n  const GLenum TEXTURE_BINDING_2D_ARRAY                      = 0x8C1D;\n  const GLenum R11F_G11F_B10F                                = 0x8C3A;\n  const GLenum UNSIGNED_INT_10F_11F_11F_REV                  = 0x8C3B;\n  const GLenum RGB9_E5                                       = 0x8C3D;\n  const GLenum UNSIGNED_INT_5_9_9_9_REV                      = 0x8C3E;\n  const GLenum TRANSFORM_FEEDBACK_BUFFER_MODE                = 0x8C7F;\n  const GLenum MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS    = 0x8C80;\n  const GLenum TRANSFORM_FEEDBACK_VARYINGS                   = 0x8C83;\n  const GLenum TRANSFORM_FEEDBACK_BUFFER_START               = 0x8C84;\n  const GLenum TRANSFORM_FEEDBACK_BUFFER_SIZE                = 0x8C85;\n  const GLenum TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN         = 0x8C88;\n  const GLenum RASTERIZER_DISCARD                            = 0x8C89;\n  const GLenum MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A;\n  const GLenum MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS       = 0x8C8B;\n  const GLenum INTERLEAVED_ATTRIBS                           = 0x8C8C;\n  const GLenum SEPARATE_ATTRIBS                              = 0x8C8D;\n  const GLenum TRANSFORM_FEEDBACK_BUFFER                     = 0x8C8E;\n  const GLenum TRANSFORM_FEEDBACK_BUFFER_BINDING             = 0x8C8F;\n  const GLenum RGBA32UI                                      = 0x8D70;\n  const GLenum RGB32UI                                       = 0x8D71;\n  const GLenum RGBA16UI                                      = 0x8D76;\n  const GLenum RGB16UI                                       = 0x8D77;\n  const GLenum RGBA8UI                                       = 0x8D7C;\n  const GLenum RGB8UI                                        = 0x8D7D;\n  const GLenum RGBA32I                                       = 0x8D82;\n  const GLenum RGB32I                                        = 0x8D83;\n  const GLenum RGBA16I                                       = 0x8D88;\n  const GLenum RGB16I                                        = 0x8D89;\n  const GLenum RGBA8I                                        = 0x8D8E;\n  const GLenum RGB8I                                         = 0x8D8F;\n  const GLenum RED_INTEGER                                   = 0x8D94;\n  const GLenum RGB_INTEGER                                   = 0x8D98;\n  const GLenum RGBA_INTEGER                                  = 0x8D99;\n  const GLenum SAMPLER_2D_ARRAY                              = 0x8DC1;\n  const GLenum SAMPLER_2D_ARRAY_SHADOW                       = 0x8DC4;\n  const GLenum SAMPLER_CUBE_SHADOW                           = 0x8DC5;\n  const GLenum UNSIGNED_INT_VEC2                             = 0x8DC6;\n  const GLenum UNSIGNED_INT_VEC3                             = 0x8DC7;\n  const GLenum UNSIGNED_INT_VEC4                             = 0x8DC8;\n  const GLenum INT_SAMPLER_2D                                = 0x8DCA;\n  const GLenum INT_SAMPLER_3D                                = 0x8DCB;\n  const GLenum INT_SAMPLER_CUBE                              = 0x8DCC;\n  const GLenum INT_SAMPLER_2D_ARRAY                          = 0x8DCF;\n  const GLenum UNSIGNED_INT_SAMPLER_2D                       = 0x8DD2;\n  const GLenum UNSIGNED_INT_SAMPLER_3D                       = 0x8DD3;\n  const GLenum UNSIGNED_INT_SAMPLER_CUBE                     = 0x8DD4;\n  const GLenum UNSIGNED_INT_SAMPLER_2D_ARRAY                 = 0x8DD7;\n  const GLenum DEPTH_COMPONENT32F                            = 0x8CAC;\n  const GLenum DEPTH32F_STENCIL8                             = 0x8CAD;\n  const GLenum FLOAT_32_UNSIGNED_INT_24_8_REV                = 0x8DAD;\n  const GLenum FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING         = 0x8210;\n  const GLenum FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE         = 0x8211;\n  const GLenum FRAMEBUFFER_ATTACHMENT_RED_SIZE               = 0x8212;\n  const GLenum FRAMEBUFFER_ATTACHMENT_GREEN_SIZE             = 0x8213;\n  const GLenum FRAMEBUFFER_ATTACHMENT_BLUE_SIZE              = 0x8214;\n  const GLenum FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE             = 0x8215;\n  const GLenum FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE             = 0x8216;\n  const GLenum FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE           = 0x8217;\n  const GLenum FRAMEBUFFER_DEFAULT                           = 0x8218;\n  const GLenum DEPTH_STENCIL_ATTACHMENT                      = 0x821A;\n  const GLenum DEPTH_STENCIL                                 = 0x84F9;\n  const GLenum UNSIGNED_INT_24_8                             = 0x84FA;\n  const GLenum DEPTH24_STENCIL8                              = 0x88F0;\n  const GLenum UNSIGNED_NORMALIZED                           = 0x8C17;\n  const GLenum DRAW_FRAMEBUFFER_BINDING                      = 0x8CA6; /* Same as FRAMEBUFFER_BINDING */\n  const GLenum READ_FRAMEBUFFER                              = 0x8CA8;\n  const GLenum DRAW_FRAMEBUFFER                              = 0x8CA9;\n  const GLenum READ_FRAMEBUFFER_BINDING                      = 0x8CAA;\n  const GLenum RENDERBUFFER_SAMPLES                          = 0x8CAB;\n  const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER          = 0x8CD4;\n  const GLenum MAX_COLOR_ATTACHMENTS                         = 0x8CDF;\n  const GLenum COLOR_ATTACHMENT1                             = 0x8CE1;\n  const GLenum COLOR_ATTACHMENT2                             = 0x8CE2;\n  const GLenum COLOR_ATTACHMENT3                             = 0x8CE3;\n  const GLenum COLOR_ATTACHMENT4                             = 0x8CE4;\n  const GLenum COLOR_ATTACHMENT5                             = 0x8CE5;\n  const GLenum COLOR_ATTACHMENT6                             = 0x8CE6;\n  const GLenum COLOR_ATTACHMENT7                             = 0x8CE7;\n  const GLenum COLOR_ATTACHMENT8                             = 0x8CE8;\n  const GLenum COLOR_ATTACHMENT9                             = 0x8CE9;\n  const GLenum COLOR_ATTACHMENT10                            = 0x8CEA;\n  const GLenum COLOR_ATTACHMENT11                            = 0x8CEB;\n  const GLenum COLOR_ATTACHMENT12                            = 0x8CEC;\n  const GLenum COLOR_ATTACHMENT13                            = 0x8CED;\n  const GLenum COLOR_ATTACHMENT14                            = 0x8CEE;\n  const GLenum COLOR_ATTACHMENT15                            = 0x8CEF;\n  const GLenum FRAMEBUFFER_INCOMPLETE_MULTISAMPLE            = 0x8D56;\n  const GLenum MAX_SAMPLES                                   = 0x8D57;\n  const GLenum HALF_FLOAT                                    = 0x140B;\n  const GLenum RG                                            = 0x8227;\n  const GLenum RG_INTEGER                                    = 0x8228;\n  const GLenum R8                                            = 0x8229;\n  const GLenum RG8                                           = 0x822B;\n  const GLenum R16F                                          = 0x822D;\n  const GLenum R32F                                          = 0x822E;\n  const GLenum RG16F                                         = 0x822F;\n  const GLenum RG32F                                         = 0x8230;\n  const GLenum R8I                                           = 0x8231;\n  const GLenum R8UI                                          = 0x8232;\n  const GLenum R16I                                          = 0x8233;\n  const GLenum R16UI                                         = 0x8234;\n  const GLenum R32I                                          = 0x8235;\n  const GLenum R32UI                                         = 0x8236;\n  const GLenum RG8I                                          = 0x8237;\n  const GLenum RG8UI                                         = 0x8238;\n  const GLenum RG16I                                         = 0x8239;\n  const GLenum RG16UI                                        = 0x823A;\n  const GLenum RG32I                                         = 0x823B;\n  const GLenum RG32UI                                        = 0x823C;\n  const GLenum VERTEX_ARRAY_BINDING                          = 0x85B5;\n  const GLenum R8_SNORM                                      = 0x8F94;\n  const GLenum RG8_SNORM                                     = 0x8F95;\n  const GLenum RGB8_SNORM                                    = 0x8F96;\n  const GLenum RGBA8_SNORM                                   = 0x8F97;\n  const GLenum SIGNED_NORMALIZED                             = 0x8F9C;\n  const GLenum COPY_READ_BUFFER                              = 0x8F36;\n  const GLenum COPY_WRITE_BUFFER                             = 0x8F37;\n  const GLenum COPY_READ_BUFFER_BINDING                      = 0x8F36; /* Same as COPY_READ_BUFFER */\n  const GLenum COPY_WRITE_BUFFER_BINDING                     = 0x8F37; /* Same as COPY_WRITE_BUFFER */\n  const GLenum UNIFORM_BUFFER                                = 0x8A11;\n  const GLenum UNIFORM_BUFFER_BINDING                        = 0x8A28;\n  const GLenum UNIFORM_BUFFER_START                          = 0x8A29;\n  const GLenum UNIFORM_BUFFER_SIZE                           = 0x8A2A;\n  const GLenum MAX_VERTEX_UNIFORM_BLOCKS                     = 0x8A2B;\n  const GLenum MAX_FRAGMENT_UNIFORM_BLOCKS                   = 0x8A2D;\n  const GLenum MAX_COMBINED_UNIFORM_BLOCKS                   = 0x8A2E;\n  const GLenum MAX_UNIFORM_BUFFER_BINDINGS                   = 0x8A2F;\n  const GLenum MAX_UNIFORM_BLOCK_SIZE                        = 0x8A30;\n  const GLenum MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS        = 0x8A31;\n  const GLenum MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS      = 0x8A33;\n  const GLenum UNIFORM_BUFFER_OFFSET_ALIGNMENT               = 0x8A34;\n  const GLenum ACTIVE_UNIFORM_BLOCKS                         = 0x8A36;\n  const GLenum UNIFORM_TYPE                                  = 0x8A37;\n  const GLenum UNIFORM_SIZE                                  = 0x8A38;\n  const GLenum UNIFORM_BLOCK_INDEX                           = 0x8A3A;\n  const GLenum UNIFORM_OFFSET                                = 0x8A3B;\n  const GLenum UNIFORM_ARRAY_STRIDE                          = 0x8A3C;\n  const GLenum UNIFORM_MATRIX_STRIDE                         = 0x8A3D;\n  const GLenum UNIFORM_IS_ROW_MAJOR                          = 0x8A3E;\n  const GLenum UNIFORM_BLOCK_BINDING                         = 0x8A3F;\n  const GLenum UNIFORM_BLOCK_DATA_SIZE                       = 0x8A40;\n  const GLenum UNIFORM_BLOCK_ACTIVE_UNIFORMS                 = 0x8A42;\n  const GLenum UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES          = 0x8A43;\n  const GLenum UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER     = 0x8A44;\n  const GLenum UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER   = 0x8A46;\n  const GLenum INVALID_INDEX                                 = 0xFFFFFFFF;\n  const GLenum MAX_VERTEX_OUTPUT_COMPONENTS                  = 0x9122;\n  const GLenum MAX_FRAGMENT_INPUT_COMPONENTS                 = 0x9125;\n  const GLenum MAX_SERVER_WAIT_TIMEOUT                       = 0x9111;\n  const GLenum OBJECT_TYPE                                   = 0x9112;\n  const GLenum SYNC_CONDITION                                = 0x9113;\n  const GLenum SYNC_STATUS                                   = 0x9114;\n  const GLenum SYNC_FLAGS                                    = 0x9115;\n  const GLenum SYNC_FENCE                                    = 0x9116;\n  const GLenum SYNC_GPU_COMMANDS_COMPLETE                    = 0x9117;\n  const GLenum UNSIGNALED                                    = 0x9118;\n  const GLenum SIGNALED                                      = 0x9119;\n  const GLenum ALREADY_SIGNALED                              = 0x911A;\n  const GLenum TIMEOUT_EXPIRED                               = 0x911B;\n  const GLenum CONDITION_SATISFIED                           = 0x911C;\n  const GLenum WAIT_FAILED                                   = 0x911D;\n  const GLenum SYNC_FLUSH_COMMANDS_BIT                       = 0x00000001;\n  const GLenum VERTEX_ATTRIB_ARRAY_DIVISOR                   = 0x88FE;\n  const GLenum ANY_SAMPLES_PASSED                            = 0x8C2F;\n  const GLenum ANY_SAMPLES_PASSED_CONSERVATIVE               = 0x8D6A;\n  const GLenum SAMPLER_BINDING                               = 0x8919;\n  const GLenum RGB10_A2UI                                    = 0x906F;\n  const GLenum INT_2_10_10_10_REV                            = 0x8D9F;\n  const GLenum TRANSFORM_FEEDBACK                            = 0x8E22;\n  const GLenum TRANSFORM_FEEDBACK_PAUSED                     = 0x8E23;\n  const GLenum TRANSFORM_FEEDBACK_ACTIVE                     = 0x8E24;\n  const GLenum TRANSFORM_FEEDBACK_BINDING                    = 0x8E25;\n  const GLenum TEXTURE_IMMUTABLE_FORMAT                      = 0x912F;\n  const GLenum MAX_ELEMENT_INDEX                             = 0x8D6B;\n  const GLenum TEXTURE_IMMUTABLE_LEVELS                      = 0x82DF;\n\n  const GLint64 TIMEOUT_IGNORED                              = -1;\n\n  /* WebGL-specific enums */\n  const GLenum MAX_CLIENT_WAIT_TIMEOUT_WEBGL                 = 0x9247;\n\n  /* Buffer objects */\n  // WebGL1:\n  void bufferData(GLenum target, GLsizeiptr size, GLenum usage);\n  void bufferData(GLenum target, [AllowShared] BufferSource? srcData, GLenum usage);\n  void bufferSubData(GLenum target, GLintptr dstByteOffset, [AllowShared] BufferSource srcData);\n  // WebGL2:\n  void bufferData(GLenum target, [AllowShared] ArrayBufferView srcData, GLenum usage, GLuint srcOffset,\n                  optional GLuint length = 0);\n  void bufferSubData(GLenum target, GLintptr dstByteOffset, [AllowShared] ArrayBufferView srcData,\n                     GLuint srcOffset, optional GLuint length = 0);\n\n  void copyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset,\n                         GLintptr writeOffset, GLsizeiptr size);\n  // MapBufferRange, in particular its read-only and write-only modes,\n  // can not be exposed safely to JavaScript. GetBufferSubData\n  // replaces it for the purpose of fetching data back from the GPU.\n  void getBufferSubData(GLenum target, GLintptr srcByteOffset, [AllowShared] ArrayBufferView dstBuffer,\n                        optional GLuint dstOffset = 0, optional GLuint length = 0);\n\n  /* Framebuffer objects */\n  void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,\n                       GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);\n  void framebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture? texture, GLint level,\n                               GLint layer);\n  void invalidateFramebuffer(GLenum target, sequence<GLenum> attachments);\n  void invalidateSubFramebuffer(GLenum target, sequence<GLenum> attachments,\n                                GLint x, GLint y, GLsizei width, GLsizei height);\n  void readBuffer(GLenum src);\n\n  /* Renderbuffer objects */\n  any getInternalformatParameter(GLenum target, GLenum internalformat, GLenum pname);\n  void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat,\n                                      GLsizei width, GLsizei height);\n\n  /* Texture objects */\n  void texStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width,\n                    GLsizei height);\n  void texStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width,\n                    GLsizei height, GLsizei depth);\n\n  // WebGL1 legacy entrypoints:\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 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  // WebGL2 entrypoints:\n  void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,\n                  GLint border, GLenum format, GLenum type, GLintptr pboOffset);\n  void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,\n                  GLint border, GLenum format, GLenum type,\n                  TexImageSource source); // May throw DOMException\n  void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,\n                  GLint border, GLenum format, GLenum type, [AllowShared] ArrayBufferView srcData,\n                  GLuint srcOffset);\n\n  void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,\n                  GLsizei depth, GLint border, GLenum format, GLenum type, GLintptr pboOffset);\n  void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,\n                  GLsizei depth, GLint border, GLenum format, GLenum type,\n                  TexImageSource source); // May throw DOMException\n  void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,\n                  GLsizei depth, GLint border, GLenum format, GLenum type, [AllowShared] ArrayBufferView? srcData);\n  void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,\n                  GLsizei depth, GLint border, GLenum format, GLenum type, [AllowShared] ArrayBufferView srcData,\n                  GLuint srcOffset);\n\n  void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,\n                     GLsizei height, GLenum format, GLenum type, GLintptr pboOffset);\n  void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,\n                     GLsizei height, GLenum format, GLenum type,\n                     TexImageSource source); // May throw DOMException\n  void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width,\n                     GLsizei height, GLenum format, GLenum type, [AllowShared] ArrayBufferView srcData,\n                     GLuint srcOffset);\n\n  void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,\n                     GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,\n                     GLintptr pboOffset);\n  void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,\n                     GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,\n                     TexImageSource source); // May throw DOMException\n  void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,\n                     GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,\n                     [AllowShared] ArrayBufferView? srcData, optional GLuint srcOffset = 0);\n\n  void copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,\n                         GLint x, GLint y, GLsizei width, GLsizei height);\n\n  void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width,\n                            GLsizei height, GLint border, GLsizei imageSize, GLintptr offset);\n  void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width,\n                            GLsizei height, GLint border, [AllowShared] ArrayBufferView srcData,\n                            optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0);\n\n  void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width,\n                            GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, GLintptr offset);\n  void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width,\n                            GLsizei height, GLsizei depth, GLint border, [AllowShared] ArrayBufferView srcData,\n                            optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0);\n\n  void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,\n                               GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, GLintptr offset);\n  void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,\n                               GLsizei width, GLsizei height, GLenum format,\n                               [AllowShared] ArrayBufferView srcData,\n                               optional GLuint srcOffset = 0,\n                               optional GLuint srcLengthOverride = 0);\n\n  void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,\n                               GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,\n                               GLenum format, GLsizei imageSize, GLintptr offset);\n  void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,\n                               GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,\n                               GLenum format, [AllowShared] ArrayBufferView srcData,\n                               optional GLuint srcOffset = 0,\n                               optional GLuint srcLengthOverride = 0);\n\n  /* Programs and shaders */\n  [WebGLHandlesContextLoss] GLint getFragDataLocation(WebGLProgram program, DOMString name);\n\n  /* Uniforms */\n  void uniform1ui(WebGLUniformLocation? location, GLuint v0);\n  void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1);\n  void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);\n  void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);\n\n  void uniform1fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform2fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform3fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform4fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n\n  void uniform1iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform2iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform3iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n\n  void uniform1uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform2uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform3uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n  void uniform4uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,\n                  optional GLuint srcLength = 0);\n\n  void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                        optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n  void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                          optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n  void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                          optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n\n  void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                          optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n  void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                        optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n  void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                          optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n\n  void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                          optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n  void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                          optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n  void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,\n                        optional GLuint srcOffset = 0, optional GLuint srcLength = 0);\n\n  /* Vertex attribs */\n  void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);\n  void vertexAttribI4iv(GLuint index, Int32List values);\n  void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);\n  void vertexAttribI4uiv(GLuint index, Uint32List values);\n  void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);\n\n  /* Writing to the drawing buffer */\n  void vertexAttribDivisor(GLuint index, GLuint divisor);\n  void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);\n  void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount);\n  void drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset);\n\n  /* Reading back pixels */\n  // WebGL1:\n  void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,\n                  [AllowShared] ArrayBufferView? dstData);\n  // WebGL2:\n  void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,\n                  GLintptr offset);\n  void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,\n                  [AllowShared] ArrayBufferView dstData, GLuint dstOffset);\n\n  /* Multiple Render Targets */\n  void drawBuffers(sequence<GLenum> buffers);\n\n  void clearBufferfv(GLenum buffer, GLint drawbuffer, Float32List values,\n                     optional GLuint srcOffset = 0);\n  void clearBufferiv(GLenum buffer, GLint drawbuffer, Int32List values,\n                     optional GLuint srcOffset = 0);\n  void clearBufferuiv(GLenum buffer, GLint drawbuffer, Uint32List values,\n                      optional GLuint srcOffset = 0);\n\n  void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);\n\n  /* Query Objects */\n  WebGLQuery? createQuery();\n  void deleteQuery(WebGLQuery? query);\n  [WebGLHandlesContextLoss] GLboolean isQuery(WebGLQuery? query);\n  void beginQuery(GLenum target, WebGLQuery query);\n  void endQuery(GLenum target);\n  WebGLQuery? getQuery(GLenum target, GLenum pname);\n  any getQueryParameter(WebGLQuery query, GLenum pname);\n\n  /* Sampler Objects */\n  WebGLSampler? createSampler();\n  void deleteSampler(WebGLSampler? sampler);\n  [WebGLHandlesContextLoss] GLboolean isSampler(WebGLSampler? sampler);\n  void bindSampler(GLuint unit, WebGLSampler? sampler);\n  void samplerParameteri(WebGLSampler sampler, GLenum pname, GLint param);\n  void samplerParameterf(WebGLSampler sampler, GLenum pname, GLfloat param);\n  any getSamplerParameter(WebGLSampler sampler, GLenum pname);\n\n  /* Sync objects */\n  WebGLSync? fenceSync(GLenum condition, GLbitfield flags);\n  [WebGLHandlesContextLoss] GLboolean isSync(WebGLSync? sync);\n  void deleteSync(WebGLSync? sync);\n  GLenum clientWaitSync(WebGLSync sync, GLbitfield flags, GLuint64 timeout);\n  void waitSync(WebGLSync sync, GLbitfield flags, GLint64 timeout);\n  any getSyncParameter(WebGLSync sync, GLenum pname);\n\n  /* Transform Feedback */\n  WebGLTransformFeedback? createTransformFeedback();\n  void deleteTransformFeedback(WebGLTransformFeedback? tf);\n  [WebGLHandlesContextLoss] GLboolean isTransformFeedback(WebGLTransformFeedback? tf);\n  void bindTransformFeedback (GLenum target, WebGLTransformFeedback? tf);\n  void beginTransformFeedback(GLenum primitiveMode);\n  void endTransformFeedback();\n  void transformFeedbackVaryings(WebGLProgram program, sequence<DOMString> varyings, GLenum bufferMode);\n  WebGLActiveInfo? getTransformFeedbackVarying(WebGLProgram program, GLuint index);\n  void pauseTransformFeedback();\n  void resumeTransformFeedback();\n\n  /* Uniform Buffer Objects and Transform Feedback Buffers */\n  void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer);\n  void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLintptr offset, GLsizeiptr size);\n  any getIndexedParameter(GLenum target, GLuint index);\n  sequence<GLuint>? getUniformIndices(WebGLProgram program, sequence<DOMString> uniformNames);\n  any getActiveUniforms(WebGLProgram program, sequence<GLuint> uniformIndices, GLenum pname);\n  GLuint getUniformBlockIndex(WebGLProgram program, DOMString uniformBlockName);\n  any getActiveUniformBlockParameter(WebGLProgram program, GLuint uniformBlockIndex, GLenum pname);\n  DOMString? getActiveUniformBlockName(WebGLProgram program, GLuint uniformBlockIndex);\n  void uniformBlockBinding(WebGLProgram program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);\n\n  /* Vertex Array Objects */\n  WebGLVertexArrayObject? createVertexArray();\n  void deleteVertexArray(WebGLVertexArrayObject? vertexArray);\n  [WebGLHandlesContextLoss] GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray);\n  void bindVertexArray(WebGLVertexArrayObject? array);\n};\n\n[Exposed=(Window,Worker)]\ninterface WebGL2RenderingContext\n{\n};\nWebGL2RenderingContext includes WebGLRenderingContextBase;\nWebGL2RenderingContext includes WebGL2RenderingContextBase;\n\n\n";
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The contents of webgl2.idl