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//! Bindings for all objects and method associated with WebGL2
//!
//! Documentation taken straight from https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext
//! and https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext
use data_view::{Buffer, Image};
use glenum::*;
use wasm_bindgen::prelude::*;

#[wasm_bindgen]
#[derive(Clone, Copy)]
extern "C" {
    pub type HTMLDocument;
    static document: HTMLDocument;

    #[wasm_bindgen(method, js_name = getElementById)]
    fn get_element_by_id(this: &HTMLDocument, id: &str) -> HTMLCanvasElement;

    pub type HTMLCanvasElement;
    #[wasm_bindgen(method)]
    fn get_context(this: &HTMLCanvasElement, context: &str) -> WebGL2RenderingContext;
}

impl WebGL2RenderingContext {
    pub fn new(id: &str) -> WebGL2RenderingContext {
        document.get_element_by_id(id).get_context("webgl2")
    }

    /// Returns the size of the currently bound buffer in bytes
    ///
    /// # Arguments
    /// * `target` - specifying the target buffer object.
    pub fn buffer_size(&self, target: BufferKind) -> i32 {
        self._get_buffer_parameter_i32(target, BufferParameter::Size)
    }

    /// Returns the usage of the currently bound buffer
    ///     
    /// # Arguments
    /// * `target` - specifying the target buffer object.
    pub fn buffer_usage(&self, target: BufferKind) -> DataHint {
        self._get_buffer_parameter_enum(target, BufferParameter::Usage)
    }

    /// Returns the internal format of the currently bound renderbuffer
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_internal_format(&self, target: RenderbufferKind) -> RenderbufferFormat {
        self._get_renderbuffer_parameter_enum(target, RenderbufferParameter::Format)
    }

    /// Returns the width of the image of the currently bound renderbuffer.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_width(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::Width)
    }

    /// Returns the height of the image of the currently bound renderbuffer.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_height(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::Height)
    }

    /// Returns the resolution size (in bits) for the green color.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_green_size(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::GreenSize)
    }

    /// Returns the resolution size (in bits) for the blue color.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_blue_size(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::BlueSize)
    }

    /// Returns the resolution size (in bits) for the red color.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_red_size(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::RedSize)
    }

    /// Returns the resolution size (in bits) for the alpha component.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_alpha_size(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::AlphaSize)
    }

    /// Returns the resolution size (in bits) for the depth component.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_depth_size(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::DepthSize)
    }

    /// Returns the resolution size (in bits) for the stencil component.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_stencil_size(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::StencilSize)
    }

    /// Returns the number of samples of the image of the currently bound renderbuffer.
    ///
    /// # Arguments
    /// * `target` - specifying the target renderbuffer object.
    pub fn renderbuffer_samples(&self, target: RenderbufferKind) -> i32 {
        self._get_renderbuffer_parameter_i32(target, RenderbufferParameter::Samples)
    }

    /// Returns the texture magnification filter
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_mag_filter(&self, target: TextureKind) -> TextureMagFilter {
        self._get_tex_parameter_enum1(target, TextureParameter::MagFilter)
    }

    /// Returns the texture minification filter
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_min_filter(&self, target: TextureKind) -> TextureMinFilter {
        self._get_tex_parameter_enum2(target, TextureParameter::MinFilter)
    }

    /// Returns the wrapping function for texture coordinate s
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_wrap_s(&self, target: TextureKind) -> TextureWrap {
        self._get_tex_parameter_enum3(target, TextureParameter::WrapS)
    }

    /// Returns the wrapping function for texture coordinate t
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_wrap_t(&self, target: TextureKind) -> TextureWrap {
        self._get_tex_parameter_enum3(target, TextureParameter::WrapS)
    }

    /// Returns the texture mipmap level
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_base_level(&self, target: TextureKind) -> i32 {
        self._get_tex_parameter_i32(target, TextureParameter::BaseLevel)
    }

    /// Returns the texture comparison function
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_compare_func(&self, target: TextureKind) -> DepthTest {
        self._get_tex_parameter_enum4(target, TextureParameter::CompareFunc)
    }

    /// Returns the texture comparison mode
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_compare_mode(&self, target: TextureKind) -> CompareMode {
        self._get_tex_parameter_enum5(target, TextureParameter::CompareMode)
    }

    /// Returns whether the texture format and size is immutable
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_immutable_format(&self, target: TextureKind) -> bool {
        self._get_tex_parameter_bool(target, TextureParameter::ImmutableFormat)
    }

    /// Returns the immutable levels for a texture
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_immutable_levels(&self, target: TextureKind) -> u32 {
        self._get_tex_parameter_u32(target, TextureParameter::ImmutableLevels)
    }

    /// Returns the maximum texture mipmap array level
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_max_level(&self, target: TextureKind) -> i32 {
        self._get_tex_parameter_i32(target, TextureParameter::MaxLevel)
    }

    /// Returns the texture maximum level-of-detail value
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_max_lod(&self, target: TextureKind) -> f32 {
        self._get_tex_parameter_f32(target, TextureParameter::MaxLod)
    }

    /// Returns the texture minimum level-of-detail value
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_min_lod(&self, target: TextureKind) -> f32 {
        self._get_tex_parameter_f32(target, TextureParameter::MinLod)
    }

    /// Returns the wrapping function for texture coordinate r
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target).
    pub fn texture_wrap_r(&self, target: TextureKind) -> TextureWrap {
        self._get_tex_parameter_enum3(target, TextureParameter::WrapS)
    }

    /// Initializes and creates the buffer object's data store.
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target)
    /// * `src_data` - the source data to be stored in the buffer
    /// * `usage` - specifying the usage pattern of the data store.
    pub fn buffer_data<B: Buffer>(&self, target: BufferKind, src_data: &B, usage: DataHint) {
        src_data.buffer_data(self, target, usage);
    }

    /// Updates a subset of a buffer object's data store.
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target)
    /// * `offset` - specifying an offset in bytes where the data replacement will start.
    /// * `src_data` - the source data to be stored in the buffer
    pub fn buffer_sub_data<B: Buffer>(&self, target: BufferKind, offset: i64, src_data: &B) {
        src_data.buffer_sub_data(self, target, offset);
    }

    /// Specifies and loads a two-dimensional texture image.
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target) of the active texture.
    /// * `level` - specifying the level of detail. Level 0 is the base image level and level n is the nth
    ///         mipmap reduction level.
    /// * `internalformat` - specifying the color components in the texture.
    /// * `width` - specifying the width of the texture.
    /// * `height` - specifying the height of the texture.
    /// * `format` - specifying the format of the texel data. To view the combinations possible see
    ///         https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
    /// * `pixel_type` - specifying the data type of the texel data.
    /// * `src_data` - pixel source for the texture
    pub fn tex_image_2d<I: Image>(
        &self,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        src_data: &I,
    ) -> Result<(), JsValue> {
        src_data.tex_image_2d(
            self,
            target,
            level,
            internalformat,
            width,
            height,
            format,
            pixel_type,
        )
    }

    /* FIXME save for later
    pub fn compressed_tex_image_2d(
        &self,
        target: TextureBindPoint,
        level: u32,
        internalformat: CompressedFormat,
        width: u32,
        height: u32,
        pixels: I,
    ) -> Result<(), JsValue> {
        pixels.compressed_tex_image_2d(self, target, level, internalformat, width, height)
    }*/

    /// Specifies a sub-rectangle of the current texture.
    ///
    /// # Arguments
    /// * `target` - specifying the binding point (target) of the active texture.
    /// * `level` - specifying the level of detail. Level 0 is the base image level and level n is the nth
    ///         mipmap reduction level.
    /// * `xoffset` - specifying the lower left texel x coordinate of a width-wide by height-wide rectangular subregion of the texture array.
    /// * `yoffset` -     specifying the lower left texel y coordinate of a width-wide by height-wide rectangular subregion of the texture array.
    /// * `width` - specifying the width of the texture.
    /// * `height` - specifying the height of the texture.
    /// * `format` - specifying the format of the texel data. To view the combinations possible see
    ///         https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
    /// * `pixel_type` - specifying the data type of the texel data.
    /// * `pixels` - pixel source for the texture
    pub fn tex_sub_image_2d<I: Image>(
        &self,
        target: TextureBindPoint,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        pixels: &I,
    ) -> Result<(), JsValue> {
        pixels.tex_sub_image_2d(
            self, target, level, xoffset, yoffset, width, height, format, pixel_type,
        )
    }

    /// Reads a block of pixels from a specified rectangle of the current color framebuffer into an array object.
    ///
    /// # Arguments
    /// * `x` - specifying the first horizontal pixel that is read from the lower left corner of a rectangular block of pixels.
    /// * `y` - specifying the first vertical pixel that is read from the lower left corner of a rectangular block of pixels.
    /// * `width` - specifying the width of the rectangle.
    /// * `height` - specifying the height of the rectangle.
    /// * `format` - specifying the format of the pixel data.
    /// * `pixel_type` - specifying the data type of the pixel data.
    /// * `pixels` - An array object to read data into. The array type must match the type of the type parameter.
    pub fn read_pixels<I: Image>(
        &self,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
        format: PixelReadFormat,
        pixel_type: PixelType,
        pixels: &mut I,
    ) -> Result<(), JsValue> {
        pixels.read_pixels(self, x, y, width, height, format, pixel_type)
    }

    pub fn get_buffer_sub_data<B: Buffer>(
        &self,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut B,
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue> {
        dst_data.get_buffer_sub_data(self, target, src_offset, dst_offset, length)
    }

    // TODO loading -> tex_image_3d, tex_sub_image_3d, compressed_tex_image_2d, compressed_tex_sub_image_2d, compressed_tex_image_3d, compressed_tex_sub_image_3d, clear_buffer_uiv, clear_buffer_iv, clear_buffer_fv
}

/// WebGL2RenderingContext
#[wasm_bindgen]
#[derive(Clone, Copy)]
extern "C" {
    /// The WebGL2RenderingContext interface provides the OpenGL ES 3.0 rendering context
    /// for the drawing surface of an HTML <canvas> element.
    #[derive(Clone)]
    pub type WebGL2RenderingContext;

    /// The `WebGLRenderingContext.canvas` property is a read-only reference to the `HTMLCanvasElement`
    /// or `OffscreenCanvas` object that is associated with the context. It might be null if it is not
    /// associated with a <canvas> element or an `OffscreenCanvas` object.
    #[wasm_bindgen(method, getter)]
    pub fn canvas(this: &WebGL2RenderingContext) -> HTMLCanvasElement;

    /// The read-only `WebGLRenderingContext.drawingBufferWidth` property represents the actual width
    /// of the current drawing buffer. It should match the width attribute of the `<canvas>` element
    /// associated with this context, but might differ if the implementation is not able to provide
    /// the requested width.
    #[wasm_bindgen(method, getter = drawingBufferWidth)]
    pub fn drawing_buffer_width(this: &WebGL2RenderingContext) -> u32;

    /// The read-only `WebGLRenderingContext.drawingBufferHeight` property represents the actual height
    /// of the current drawing buffer. It should match the height attribute of the `<canvas>` element
    /// associated with this context, but might differ if the implementation is not able to provide
    /// the requested height.
    #[wasm_bindgen(method, getter = drawingBufferHeight)]
    pub fn drawing_buffer_height(this: &WebGL2RenderingContext) -> u32;

    // WebGL1 methods

    /// The `WebGLRenderingContext.getContextAttributes()` method returns a `WebGLContextAttributes`
    /// object that contains the actual context parameters. Might return `null`, if the context is lost.
    /* FIXME: the object is not defined when imported
    #[wasm_bindgen(method, js_name = getContextAttributes)]
    pub fn get_context_attributes(this: &WebGL2RenderingContext) -> WebGLContextAttributes;
    */

    /// The WebGLRenderingContext.isContextLost() method returns a Boolean indicating whether or not
    /// the WebGL context has been lost.
    #[wasm_bindgen(method, js_name = isContextLost)]
    pub fn is_context_lost(this: &WebGL2RenderingContext) -> bool;

    /// The `WebGLRenderingContext.scissor()` method of the WebGL API sets a scissor box, which limits
    /// the drawing to a specified rectangle.
    #[wasm_bindgen(method)]
    pub fn scissor(this: &WebGL2RenderingContext, x: i32, y: i32, width: u32, height: u32);

    /// The `WebGLRenderingContext.viewport()` method of the WebGL API sets the viewport, which
    /// specifies the affine transformation of x and y from normalized device coordinates to window
    /// coordinates.
    #[wasm_bindgen(method)]
    pub fn viewport(this: &WebGL2RenderingContext, x: i32, y: i32, width: u32, height: u32);

    /// The `WebGLRenderingContext.activeTexture()` method of the WebGL API specifies which texture
    /// unit to make active.
    #[wasm_bindgen(method, js_name = activeTexture)]
    pub fn active_texture(this: &WebGL2RenderingContext, texture: TextureUnit);

    /// The `WebGLRenderingContext.blendColor()` method of the WebGL API is used to set the source and
    /// destination blending factors.
    #[wasm_bindgen(method, js_name = blendColor)]
    pub fn blend_color(this: &WebGL2RenderingContext, red: f32, green: f32, blue: f32, alpha: f32);

    /// The `WebGLRenderingContext.blendEquation()` method of the WebGL API is used to set both the RGB
    /// blend equation and alpha blend equation to a single equation.
    ///
    /// The blend equation determines how a new pixel is combined with a pixel already in the
    /// WebGLFramebuffer.
    #[wasm_bindgen(method, js_name = blendEquation)]
    pub fn blend_equation(this: &WebGL2RenderingContext, mode: BlendEquation);

    /// The `WebGLRenderingContext.blendEquationSeparate()` method of the WebGL API is used to set
    /// the RGB blend equation and alpha blend equation separately.
    ///
    /// The blend equation determines how a new pixel is combined with a pixel already in the
    /// WebGLFramebuffer.
    #[wasm_bindgen(method, js_name = blendEquationSeparate)]
    pub fn blend_equation_separate(
        this: &WebGL2RenderingContext,
        mode_rgb: BlendEquation,
        mode_alpha: BlendEquation,
    );

    /// The `WebGLRenderingContext.blendFunc()` method of the WebGL API defines which function is used
    /// for blending pixel arithmetic.
    #[wasm_bindgen(method, js_name = blendFunc)]
    pub fn blend_func(this: &WebGL2RenderingContext, sfactor: BlendMode, dfactor: BlendMode);

    /// The `WebGLRenderingContext.blendFuncSeparate()` method of the WebGL API defines which function
    /// is used for blending pixel arithmetic for RGB and alpha components separately.
    #[wasm_bindgen(method, js_name = blendFuncSeparate)]
    pub fn blend_func_separate(
        this: &WebGL2RenderingContext,
        src_rgb: BlendMode,
        dst_rgb: BlendMode,
        src_alpha: BlendMode,
        dst_alpha: BlendMode,
    );

    /// The `WebGLRenderingContext.clearColor()` method of the WebGL API specifies the color values
    /// used when clearing color buffers.
    ///
    /// This specifies what color values to use when calling the clear() method. The values are clamped
    /// between 0 and 1.
    #[wasm_bindgen(method, js_name = clearColor)]
    pub fn clear_color(this: &WebGL2RenderingContext, red: f32, green: f32, blue: f32, alpha: f32);

    /// The `WebGLRenderingContext.clearDepth()` method of the WebGL API specifies the clear value for
    /// the depth buffer.
    ///
    /// This specifies what depth value to use when calling the clear() method. The value is clamped
    /// between 0 and 1.
    #[wasm_bindgen(method, js_name = clearDepth)]
    pub fn clear_depth(this: &WebGL2RenderingContext, depth: f32);

    /// The `WebGLRenderingContext.clearStencil()` method of the WebGL API specifies the clear value
    /// for the stencil buffer.
    ///
    /// This specifies what stencil value to use when calling the clear() method.
    #[wasm_bindgen(method, js_name = clearStencil)]
    pub fn clear_stencil(this: &WebGL2RenderingContext, s: i32);

    /// The `WebGLRenderingContext.colorMask()`  method of the WebGL API sets which color components
    /// to enable or to disable when drawing or rendering to a WebGLFramebuffer.
    #[wasm_bindgen(method, js_name = colorMask)]
    pub fn color_mask(
        this: &WebGL2RenderingContext,
        red: bool,
        green: bool,
        blue: bool,
        alpha: bool,
    );

    /// The `WebGLRenderingContext.cullFace()` method of the WebGL API specifies whether or not
    /// front- and/or back-facing polygons can be culled.
    #[wasm_bindgen(method, js_name = cullFace)]
    pub fn cull_face(this: &WebGL2RenderingContext, mode: Culling);

    /// The `WebGLRenderingContext.depthFunc()` method of the WebGL API specifies a function that
    /// compares incoming pixel depth to the current depth buffer value.
    #[wasm_bindgen(method, js_name = depthFunc)]
    pub fn depth_func(this: &WebGL2RenderingContext, func: DepthTest);

    /// The `WebGLRenderingContext.depthMask()` method of the WebGL API sets whether writing
    /// into the depth buffer is enabled or disabled.
    #[wasm_bindgen(method, js_name = depthMask)]
    pub fn depth_mask(this: &WebGL2RenderingContext, flag: bool);

    /// The `WebGLRenderingContext.depthRange()` method of the WebGL API specifies the depth
    /// range mapping from normalized device coordinates to window or viewport coordinates.
    #[wasm_bindgen(method, js_name = depthRange)]
    pub fn depth_range(this: &WebGL2RenderingContext, z_near: f32, z_far: f32);

    /// The `WebGLRenderingContext.disable()` method of the WebGL API disables specific WebGL
    /// capabilities for this context.
    #[wasm_bindgen(method)]
    pub fn disable(this: &WebGL2RenderingContext, cap: Flag);

    /// The `WebGLRenderingContext.enable()` method of the WebGL API enables specific WebGL
    /// capabilities for this context.
    #[wasm_bindgen(method)]
    pub fn enable(this: &WebGL2RenderingContext, cap: Flag);

    /// The `WebGLRenderingContext.frontFace()` method of the WebGL API specifies whether polygons
    /// are front- or back-facing by setting a winding orientation.
    #[wasm_bindgen(method, js_name = frontFace)]
    pub fn front_face(this: &WebGL2RenderingContext, mode: FrontFaceDirection);

    /// The `WebGLRenderingContext.getParameter()` method of the WebGL API returns a value for the
    /// passed parameter name.
    //#[wasm_bindgen(method, js_name = getParameter)]
    // TODO save for later, this is a very convoluted method
    //pub fn get_parameter(this: &WebGL2RenderingContext, pname: )

    /// The `WebGLRenderingContext.getError()` method of the WebGL API returns error information.
    #[wasm_bindgen(method, js_name = getError)]
    pub fn get_error(this: &WebGL2RenderingContext) -> Error;

    /// The `WebGLRenderingContext.hint()` method of the WebGL API specifies hints for certain behaviors.
    /// The interpretation of these hints depend on the implementation.
    #[wasm_bindgen(method)]
    pub fn hint(this: &WebGL2RenderingContext, target: HintTarget, mode: HintMode);

    /// The `WebGLRenderingContext.isEnabled()` method of the WebGL API tests whether a specific WebGL
    /// capability is enabled or not for this context.
    ///
    /// By default, all capabilities except `gl.DITHER` are disabled.
    #[wasm_bindgen(method, js_name = isEnabled)]
    pub fn is_enabled(this: &WebGL2RenderingContext, cap: Flag);

    /// The `WebGLRenderingContext.lineWidth()` method of the WebGL API sets the line width of rasterized lines.
    #[wasm_bindgen(method, js_name = lineWidth)]
    pub fn line_width(this: &WebGL2RenderingContext, width: f32);

    /// The `WebGLRenderingContext.pixelStorei()` method of the WebGL API specifies the pixel storage modes.
    #[wasm_bindgen(method, js_name = pixelStorei)]
    pub fn pixel_storei(this: &WebGL2RenderingContext, pname: PixelStorageMode, param: i32);

    /// The `WebGLRenderingContext.polygonOffset()` method of the WebGL API specifies the scale factors and
    /// units to calculate depth values.
    ///
    /// The offset is added before the depth test is performed and before the value is written into the depth buffer.
    #[wasm_bindgen(method, js_name = polygonOffset)]
    pub fn polygon_offset(this: &WebGL2RenderingContext, factor: f32, units: f32);

    /// The `WebGLRenderingContext.sampleCoverage()` method of the WebGL API specifies multi-sample coverage parameters
    /// for anti-aliasing effects.
    #[wasm_bindgen(method, js_name = sampleCoverage)]
    pub fn sample_coverage(this: &WebGL2RenderingContext, value: f32, invert: bool);

    /// The `WebGLRenderingContext.stencilFunc()` method of the WebGL API sets the front and back function and
    /// reference value for stencil testing.
    ///
    /// Stencilling enables and disables drawing on a per-pixel basis. It is typically used in multipass rendering
    /// to achieve special effects.
    #[wasm_bindgen(method, js_name = stencilFunc)]
    pub fn stencil_func(
        this: &WebGL2RenderingContext,
        func: StencilTest,
        reference: i32,
        mask: u32,
    );

    /// The `WebGLRenderingContext.stencilFuncSeparate()` method of the WebGL API sets the front and/or back
    /// function and reference value for stencil testing.
    ///
    /// Stencilling enables and disables drawing on a per-pixel basis. It is typically used in multipass rendering to achieve special effects.
    #[wasm_bindgen(method, js_name = stencilFuncSeparate)]
    pub fn stencil_func_separate(
        this: &WebGL2RenderingContext,
        face: Culling,
        func: StencilTest,
        reference: i32,
        mask: u32,
    );

    /// The `WebGLRenderingContext.stencilMask()` method of the WebGL API controls enabling and disabling
    /// of both the front and back writing of individual bits in the stencil planes.
    ///
    /// The `WebGLRenderingContext.stencilMaskSeparate()` method can set front and back stencil writemasks
    /// to different values.
    #[wasm_bindgen(method, js_name = stencilMask)]
    pub fn stencil_mask(this: &WebGL2RenderingContext, mask: u32);

    /// The `WebGLRenderingContext.stencilMaskSeparate()` method of the WebGL API controls enabling and
    /// disabling of front and/or back writing of individual bits in the stencil planes.
    ///
    /// The `WebGLRenderingContext.stencilMask()` method can set both, the front and back stencil writemasks
    /// to one value at the same time.
    #[wasm_bindgen(method, js_name = stencilMaskSeparate)]
    pub fn stencil_mask_separate(this: &WebGL2RenderingContext, face: Culling, mask: u32);

    /// The `WebGLRenderingContext.stencilOp()` method of the WebGL API sets both the front and back-facing
    /// stencil test actions.
    #[wasm_bindgen(method, js_name = stencilOp)]
    pub fn stencil_op(
        this: &WebGL2RenderingContext,
        fail: StencilAction,
        zfail: StencilAction,
        zpass: StencilAction,
    );

    /// The `WebGLRenderingContext.stencilOpSeparate()` method of the WebGL API sets the front and/or
    /// back-facing stencil test actions.
    #[wasm_bindgen(method, js_name = stencilOpSeparate)]
    pub fn stencil_op_separate(
        this: &WebGL2RenderingContext,
        face: Culling,
        fail: StencilAction,
        zfail: StencilAction,
        zpass: StencilAction,
    );

    /// Binding for `WebGLRenderingContext.bufferData()` when data has type `[u8]`
    #[wasm_bindgen(method, js_name = bufferData)]
    pub(crate) fn _buffer_data_u8(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_data: &[u8],
        usage: DataHint,
    );
    /// Binding for `WebGLRenderingContext.bufferData()` when data has type `[i8]`
    #[wasm_bindgen(method, js_name = bufferData)]
    pub(crate) fn _buffer_data_i8(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_data: &[i8],
        usage: DataHint,
    );
    /// Binding for `WebGLRenderingContext.bufferData()` when data has type `[u16]`
    #[wasm_bindgen(method, js_name = bufferData)]
    pub(crate) fn _buffer_data_u16(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_data: &[u16],
        usage: DataHint,
    );
    /// Binding for `WebGLRenderingContext.bufferData()` when data has type `[i16]`
    #[wasm_bindgen(method, js_name = bufferData)]
    pub(crate) fn _buffer_data_i16(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_data: &[i16],
        usage: DataHint,
    );
    /// Binding for `WebGLRenderingContext.bufferData()` when data has type `[u32]`
    #[wasm_bindgen(method, js_name = bufferData)]
    pub(crate) fn _buffer_data_u32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_data: &[u32],
        usage: DataHint,
    );
    /// Binding for `WebGLRenderingContext.bufferData()` when data has type `[i32]`
    #[wasm_bindgen(method, js_name = bufferData)]
    pub(crate) fn _buffer_data_i32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_data: &[i32],
        usage: DataHint,
    );
    /// Binding for `WebGLRenderingContext.bufferData()` when data has type `[f32]`
    #[wasm_bindgen(method, js_name = bufferData)]
    pub(crate) fn _buffer_data_f32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_data: &[f32],
        usage: DataHint,
    );
    /// Binding for `WebGLRenderingContext.bufferData()` when data has type `[f64]`
    #[wasm_bindgen(method, js_name = bufferData)]
    pub(crate) fn _buffer_data_f64(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_data: &[f64],
        usage: DataHint,
    );

    //TODO buffer_data, buffer_sub_data with offset

    /// Binding for `WebGLRenderingContext.bufferSubData()` when data type is `[u8]`
    #[wasm_bindgen(method, js_name = bufferSubData)]
    pub(crate) fn _buffer_sub_data_u8(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        offset: i64,
        srcData: &[u8],
    );
    /// Binding for `WebGLRenderingContext.bufferSubData()` when data type is `[i8]`
    #[wasm_bindgen(method, js_name = bufferSubData)]
    pub(crate) fn _buffer_sub_data_i8(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        offset: i64,
        srcData: &[i8],
    );
    /// Binding for `WebGLRenderingContext.bufferSubData()` when data type is `[u16]`
    #[wasm_bindgen(method, js_name = bufferSubData)]
    pub(crate) fn _buffer_sub_data_u16(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        offset: i64,
        srcData: &[u16],
    );
    /// Binding for `WebGLRenderingContext.bufferSubData()` when data type is `[i16]`
    #[wasm_bindgen(method, js_name = bufferSubData)]
    pub(crate) fn _buffer_sub_data_i16(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        offset: i64,
        srcData: &[i16],
    );
    /// Binding for `WebGLRenderingContext.bufferSubData()` when data type is `[u32]`
    #[wasm_bindgen(method, js_name = bufferSubData)]
    pub(crate) fn _buffer_sub_data_u32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        offset: i64,
        srcData: &[u32],
    );
    /// Binding for `WebGLRenderingContext.bufferSubData()` when data type is `[i32]`
    #[wasm_bindgen(method, js_name = bufferSubData)]
    pub(crate) fn _buffer_sub_data_i32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        offset: i64,
        srcData: &[i32],
    );
    /// Binding for `WebGLRenderingContext.bufferSubData()` when data type is `[f32]`
    #[wasm_bindgen(method, js_name = bufferSubData)]
    pub(crate) fn _buffer_sub_data_f32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        offset: i64,
        srcData: &[f32],
    );
    /// Binding for `WebGLRenderingContext.bufferSubData()` when data type is `[f64]`
    #[wasm_bindgen(method, js_name = bufferSubData)]
    pub(crate) fn _buffer_sub_data_f64(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        offset: i64,
        srcData: &[f64],
    );

    /// Binding for `WebGLRenderingContext.getBufferParameter()` when return type is `i32`
    #[wasm_bindgen(method, js_name = getBufferParameter)]
    fn _get_buffer_parameter_i32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        pname: BufferParameter,
    ) -> i32;
    /// Binding for `WebGLRenderingContext.getBufferParameter()` when return type is `enum`
    #[wasm_bindgen(method, js_name = getBufferParameter)]
    fn _get_buffer_parameter_enum(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        pname: BufferParameter,
    ) -> DataHint;

    /// The `WebGLRenderingContext.checkFramebufferStatus()` method of the WebGL API returns the completeness
    /// status of the WebGLFramebuffer object.
    #[wasm_bindgen(method, js_name = checkFramebufferStatus)]
    pub fn check_framebuffer_status(this: &WebGL2RenderingContext, target: FramebufferKind)
        -> bool;

    // TODO getFramebufferAttachmentParameter()
    // later because of awful return structure

    /// Binding for `WebGLRenderingContext.readPixels()` when type of data is `[u8]`
    #[wasm_bindgen(method, js_name = readPixels, catch)]
    pub(crate) fn _read_pixels_u8(
        this: &WebGL2RenderingContext,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
        format: PixelReadFormat,
        pixel_type: PixelType,
        pixels: &mut [u8],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.readPixels()` when type of data is `[i8]`
    #[wasm_bindgen(method, js_name = readPixels, catch)]
    pub(crate) fn _read_pixels_i8(
        this: &WebGL2RenderingContext,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
        format: PixelReadFormat,
        pixel_type: PixelType,
        pixels: &mut [i8],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.readPixels()` when type of data is `[u16]`
    #[wasm_bindgen(method, js_name = readPixels, catch)]
    pub(crate) fn _read_pixels_u16(
        this: &WebGL2RenderingContext,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
        format: PixelReadFormat,
        pixel_type: PixelType,
        pixels: &mut [u16],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.readPixels()` when type of data is `[i16]`
    #[wasm_bindgen(method, js_name = readPixels, catch)]
    pub(crate) fn _read_pixels_i16(
        this: &WebGL2RenderingContext,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
        format: PixelReadFormat,
        pixel_type: PixelType,
        pixels: &mut [i16],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.readPixels()` when type of data is `[u32]`
    #[wasm_bindgen(method, js_name = readPixels, catch)]
    pub(crate) fn _read_pixels_u32(
        this: &WebGL2RenderingContext,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
        format: PixelReadFormat,
        pixel_type: PixelType,
        pixels: &mut [u32],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.readPixels()` when type of data is `[i32]`
    #[wasm_bindgen(method, js_name = readPixels, catch)]
    pub(crate) fn _read_pixels_i32(
        this: &WebGL2RenderingContext,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
        format: PixelReadFormat,
        pixel_type: PixelType,
        pixels: &mut [i32],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.readPixels()` when type of data is `[f32]`
    #[wasm_bindgen(method, js_name = readPixels, catch)]
    pub(crate) fn _read_pixels_f32(
        this: &WebGL2RenderingContext,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
        format: PixelReadFormat,
        pixel_type: PixelType,
        pixels: &mut [f32],
    ) -> Result<(), JsValue>;

    /// Binding for `WebGLRenderingContext.getRenderbufferParameter()` when return type is `i32`
    #[wasm_bindgen(method, js_name = getRenderbufferParameter)]
    fn _get_renderbuffer_parameter_i32(
        this: &WebGL2RenderingContext,
        target: RenderbufferKind,
        pname: RenderbufferParameter,
    ) -> i32;
    /// Binding for `WebGLRenderingContext.getRenderbufferParameter()` when return type is `i32`
    #[wasm_bindgen(method, js_name = getRenderbufferParameter)]
    fn _get_renderbuffer_parameter_enum(
        this: &WebGL2RenderingContext,
        target: RenderbufferKind,
        pname: RenderbufferParameter,
    ) -> RenderbufferFormat;

    /// The `WebGLRenderingContext.renderbufferStorage()` method of the WebGL API creates and initializes
    /// a renderbuffer object's data store.
    #[wasm_bindgen(method, js_name = renderbufferStorage)]
    pub fn renderbuffer_storage(
        this: &WebGL2RenderingContext,
        target: RenderbufferKind,
        internalFormat: RenderbufferFormat,
        width: u32,
        height: u32,
    );

    /// The `WebGLRenderingContext.copyTexImage2D()` method of the WebGL API copies pixels from the current
    /// WebGLFramebuffer into a 2D texture image.
    #[wasm_bindgen(method, js_name = copyTexImage2D)]
    pub fn copy_tex_image_2d(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        x: i32,
        y: i32,
        width: u32,
        height: u32,
        border: u32,
    );

    /// The `WebGLRenderingContext.copyTexSubImage2D()` method of the WebGL API copies pixels from the current
    /// WebGLFramebuffer into an existing 2D texture sub-image.
    #[wasm_bindgen(method, js_name = copyTexSubImage2D)]
    pub fn copy_tex_sub_image_2d(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        xoffset: i32,
        yoffset: i32,
        x: i32,
        y: i32,
        width: u32,
        height: u32,
    );

    /// The `WebGLRenderingContext.generateMipmap()` method of the WebGL API generates a set of mipmaps for a
    /// WebGLTexture object.
    ///
    /// Mipmaps are used to create distance with objects. A higher-resolution mipmap is used for objects that
    /// are closer, and a lower-resolution mipmap is used for objects that are farther away. It starts with the
    /// resolution of the texture image and halves the resolution until a 1x1 dimension texture image is created.
    #[wasm_bindgen(method, js_name = generateMipmap)]
    pub fn generate_mipmap(this: &WebGL2RenderingContext, target: TextureKind);

    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `i32`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_i32(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> i32;
    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `u32`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_u32(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> u32;
    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `f32`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_f32(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> f32;
    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `bool`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_bool(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> bool;
    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `TextureMagFilter`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_enum1(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> TextureMagFilter;
    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `TextureMinFilter`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_enum2(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> TextureMinFilter;
    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `TextureWrap`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_enum3(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> TextureWrap;
    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `DepthTest`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_enum4(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> DepthTest;
    /// Binding for `WebGLRenderingContext.getTexParameter` when return type is `CompareMode`
    #[wasm_bindgen(method, js_name = getTexParameter)]
    fn _get_tex_parameter_enum5(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
    ) -> CompareMode;

    /// Binding for `WebGLRenderingContext.texImage2D()` if data has type `[u8]`.
    #[wasm_bindgen(method, js_name = texImage2D, catch)]
    pub(crate) fn _tex_image_2d_u8(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        width: u32,
        height: u32,
        border: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        src_data: &[u8],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.texImage2D()` if data has type `[8]`.
    #[wasm_bindgen(method, js_name = texImage2D, catch)]
    pub(crate) fn _tex_image_2d_i8(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        width: u32,
        height: u32,
        border: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        src_data: &[i8],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.texImage2D()` if data has type `[u16]`.
    #[wasm_bindgen(method, js_name = texImage2D, catch)]
    pub(crate) fn _tex_image_2d_u16(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        width: u32,
        height: u32,
        border: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        src_data: &[u16],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.texImage2D()` if data has type `[i16]`.
    #[wasm_bindgen(method, js_name = texImage2D, catch)]
    pub(crate) fn _tex_image_2d_i16(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        width: u32,
        height: u32,
        border: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        src_data: &[i16],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.texImage2D()` if data has type `[u32]`.
    #[wasm_bindgen(method, js_name = texImage2D, catch)]
    pub(crate) fn _tex_image_2d_u32(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        width: u32,
        height: u32,
        border: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        src_data: &[u32],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.texImage2D()` if data has type `[i32]`.
    #[wasm_bindgen(method, js_name = texImage2D, catch)]
    pub(crate) fn _tex_image_2d_i32(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        width: u32,
        height: u32,
        border: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        src_data: &[i32],
    ) -> Result<(), JsValue>;
    /// Binding for `WebGLRenderingContext.texImage2D()` if data has type `[f32]`.
    #[wasm_bindgen(method, js_name = texImage2D, catch)]
    pub(crate) fn _tex_image_2d_f32(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: PixelCopyFormat,
        width: u32,
        height: u32,
        border: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        src_data: &[f32],
    ) -> Result<(), JsValue>;

    // Binding for `WebGLRenderingContext.texSubImage2D()` if data has type `[u8]`.
    #[wasm_bindgen(method, js_name = texSubImage2D, catch)]
    pub(crate) fn _tex_sub_image_2d_u8(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        pixels: &[u8],
    ) -> Result<(), JsValue>;
    // Binding for `WebGLRenderingContext.texSubImage2D()` if data has type `[i8]`.
    #[wasm_bindgen(method, js_name = texSubImage2D, catch)]
    pub(crate) fn _tex_sub_image_2d_i8(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        pixels: &[i8],
    ) -> Result<(), JsValue>;
    // Binding for `WebGLRenderingContext.texSubImage2D()` if data has type `[u16]`.
    #[wasm_bindgen(method, js_name = texSubImage2D, catch)]
    pub(crate) fn _tex_sub_image_2d_u16(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        pixels: &[u16],
    ) -> Result<(), JsValue>;
    // Binding for `WebGLRenderingContext.texSubImage2D()` if data has type `[i16]`.
    #[wasm_bindgen(method, js_name = texSubImage2D, catch)]
    pub(crate) fn _tex_sub_image_2d_i16(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        pixels: &[i16],
    ) -> Result<(), JsValue>;
    // Binding for `WebGLRenderingContext.texSubImage2D()` if data has type `[u32]`.
    #[wasm_bindgen(method, js_name = texSubImage2D, catch)]
    pub(crate) fn _tex_sub_image_2d_u32(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        pixels: &[u32],
    ) -> Result<(), JsValue>;
    // Binding for `WebGLRenderingContext.texSubImage2D()` if data has type `[i32]`.
    #[wasm_bindgen(method, js_name = texSubImage2D, catch)]
    pub(crate) fn _tex_sub_image_2d_i32(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        pixels: &[i32],
    ) -> Result<(), JsValue>;
    // Binding for `WebGLRenderingContext.texSubImage2D()` if data has type `[f32]`.
    #[wasm_bindgen(method, js_name = texSubImage2D, catch)]
    pub(crate) fn _tex_sub_image_2d_f32(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        width: u32,
        height: u32,
        format: PixelCopyFormat,
        pixel_type: PixelType,
        pixels: &[f32],
    ) -> Result<(), JsValue>;

    /// The `WebGLRenderingContext.texParameter[fi]()` methods of the WebGL API set texture parameters.
    // FIXME: not idiomatic needs set_ prefix
    #[wasm_bindgen(method, js_name = texParameterf)]
    pub fn tex_parameter_f(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
        param: f32,
    );

    /// The `WebGLRenderingContext.texParameter[fi]()` methods of the WebGL API set texture parameters.
    #[wasm_bindgen(method, js_name = texParameterf)]
    pub fn tex_parameter_i(
        this: &WebGL2RenderingContext,
        target: TextureKind,
        pname: TextureParameter,
        param: i32,
    );

    /// The `WebGLRenderingContext.getShaderPrecisionFormat()` method of the WebGL API returns a new WebGLShaderPrecisionFormat
    /// object describing the range and precision for the specified shader numeric format.
    #[wasm_bindgen(method, js_name = getShaderPrecisionFormat)]
    pub fn get_shader_precision_format(
        this: &WebGL2RenderingContext,
        shader_type: ShaderKind,
        precision_type: ShaderPrecision,
    ) -> WebGLShaderPrecisionFormat;

    /// The `WebGLRenderingContext.disableVertexAttribArray()` method of the WebGL API turns the generic
    /// vertex attribute array off at a given index position.
    #[wasm_bindgen(method, js_name = disableVertexAttribArray)]
    pub fn disable_vertex_attrib_array(this: &WebGL2RenderingContext, index: u32);

    /// The `WebGLRenderingContext method enableVertexAttribArray()`, part of the WebGL API, turns on the generic
    /// vertex attribute array at the specified index into the list of attribute arrays.
    #[wasm_bindgen(method, js_name = enableVertexAttribArray)]
    pub fn enable_vertex_attrib_array(this: &WebGL2RenderingContext, index: u32);

    /// The `WebGLRenderingContext.getVertexAttrib()` method of the WebGL API returns information about a vertex
    /// attribute at a given position.
    /* FIXME: a lot of different return value possibilities
    #[wasm_bindgen(method, js_name = getVertexAttrib)]
    pub fn get_vertex_attrib(this: &WebGL2RenderingContext, index: u32, pname: );
    */

    /// The `WebGLRenderingContext.getVertexAttribOffset()` method of the WebGL API returns the address of a
    /// specified vertex attribute.
    // FIXME: pname can only be gl.VERTEX_ATTRIB_ARRAY_POINTER
    #[wasm_bindgen(method, js_name = getVertexAttribOffset)]
    pub fn get_vertex_attrib_offset(
        this: &WebGL2RenderingContext,
        index: u32,
        pname: VertexAttrib,
    ) -> i64;

    /// The WebGLRenderingContext.vertexAttrib[1234]f[v]() methods of the WebGL API specify constant values for generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttrib1f)]
    pub fn vertex_attrib_1f(this: &WebGL2RenderingContext, index: u32, v0: f32);

    /// The WebGLRenderingContext.vertexAttrib[1234]f[v]() methods of the WebGL API specify constant values for generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttrib2f)]
    pub fn vertex_attrib_2f(this: &WebGL2RenderingContext, index: u32, v0: f32, v1: f32);

    /// The WebGLRenderingContext.vertexAttrib[1234]f[v]() methods of the WebGL API specify constant values for generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttrib3f)]
    pub fn vertex_attrib_3f(this: &WebGL2RenderingContext, index: u32, v0: f32, v1: f32, v2: f32);

    /// The WebGLRenderingContext.vertexAttrib[1234]f[v]() methods of the WebGL API specify constant values for generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttrib4f)]
    pub fn vertex_attrib_4f(
        this: &WebGL2RenderingContext,
        index: u32,
        v0: f32,
        v1: f32,
        v2: f32,
        v3: f32,
    );

    /// The WebGLRenderingContext.vertexAttrib[1234]f[v]() methods of the WebGL API specify constant values for generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttrib1fv)]
    pub fn vertex_attrib_1fv(this: &WebGL2RenderingContext, index: u32, value: Vec<f32>);

    /// The WebGLRenderingContext.vertexAttrib[1234]f[v]() methods of the WebGL API specify constant values for generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttrib2fv)]
    pub fn vertex_attrib_2fv(this: &WebGL2RenderingContext, index: u32, value: Vec<f32>);

    /// The WebGLRenderingContext.vertexAttrib[1234]f[v]() methods of the WebGL API specify constant values for generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttrib3fv)]
    pub fn vertex_attrib_3fv(this: &WebGL2RenderingContext, index: u32, value: Vec<f32>);

    /// The WebGLRenderingContext.vertexAttrib[1234]f[v]() methods of the WebGL API specify constant values for generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttrib4fv)]
    pub fn vertex_attrib_4fv(this: &WebGL2RenderingContext, index: u32, value: Vec<f32>);

    /// The `WebGLRenderingContext.vertexAttribPointer()` method of the WebGL API binds the buffer currently
    /// bound to gl.ARRAY_BUFFER to a generic vertex attribute of the current vertex buffer object and specifies
    /// its layout.
    #[wasm_bindgen(method, js_name = vertexAttribPointer)]
    pub fn vertex_attrib_pointer(
        this: &WebGL2RenderingContext,
        index: u32,
        size: AttributeSize,
        attribute_type: AttributeType,
        normalized: bool,
        stride: u8,
        offset: i32,
    );

    /// The `WebGLRenderingContext.clear()` method of the WebGL API clears buffers to preset values.
    ///
    /// The preset values can be set by clearColor(), clearDepth() or clearStencil().
    ///
    /// The scissor box, dithering, and buffer writemasks can affect the clear() method.
    #[wasm_bindgen(method)]
    pub fn clear(this: &WebGL2RenderingContext, mask: BufferBit);

    /// The `WebGLRenderingContext.drawArrays()` method of the WebGL API renders primitives from array data.
    #[wasm_bindgen(method, js_name = drawArrays)]
    pub fn draw_arrays(this: &WebGL2RenderingContext, mode: Primitives, first: u32, count: u32);

    /// The `WebGLRenderingContext.drawElements()` method of the WebGL API renders primitives from array data.
    // FIXME: datatype enum has elements that can provoke errors
    #[wasm_bindgen(method, js_name = drawElements)]
    pub fn draw_elements(
        this: &WebGL2RenderingContext,
        mode: Primitives,
        count: u32,
        data_type: DataType,
        offset: i64,
    );

    /// The `WebGLRenderingContext.finish()` method of the WebGL API blocks execution until all previously
    /// called commands are finished.
    #[wasm_bindgen(method)]
    pub fn finish(this: &WebGL2RenderingContext);

    /// The `WebGLRenderingContext.flush()` method of the WebGL API empties different buffer commands, causing
    /// all commands to be executed as quickly as possible.
    #[wasm_bindgen(method)]
    pub fn flush(this: &WebGL2RenderingContext);

    // WebGL2 methods

    //TODO: getIndexedParameter

    /// The `WebGL2RenderingContext.copyBufferSubData()` method of the WebGL 2 API copies part of the data of a
    /// buffer to another buffer.
    #[wasm_bindgen(method, js_name = copyBufferSubData)]
    pub fn copy_buffer_sub_data(
        this: &WebGL2RenderingContext,
        readTarget: BufferKind,
        writeTarget: BufferKind,
        readOffset: i64,
        writeOffset: i64,
        size: u32,
    );

    /// Binding for `WebGL2RenderingContext.getBufferSubData()` when data type is `[u8]`
    #[wasm_bindgen(method, js_name = getBufferSubData, catch)]
    pub(crate) fn _get_buffer_sub_data_u8(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut [u8],
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue>;
    /// Binding for `WebGL2RenderingContext.getBufferSubData()` when data type is `[i8]`
    #[wasm_bindgen(method, js_name = getBufferSubData, catch)]
    pub(crate) fn _get_buffer_sub_data_i8(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut [i8],
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue>;
    /// Binding for `WebGL2RenderingContext.getBufferSubData()` when data type is `[u16]`
    #[wasm_bindgen(method, js_name = getBufferSubData, catch)]
    pub(crate) fn _get_buffer_sub_data_u16(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut [u16],
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue>;
    /// Binding for `WebGL2RenderingContext.getBufferSubData()` when data type is `[i16]`
    #[wasm_bindgen(method, js_name = getBufferSubData, catch)]
    pub(crate) fn _get_buffer_sub_data_i16(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut [i16],
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue>;
    /// Binding for `WebGL2RenderingContext.getBufferSubData()` when data type is `[u32]`
    #[wasm_bindgen(method, js_name = getBufferSubData, catch)]
    pub(crate) fn _get_buffer_sub_data_u32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut [u32],
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue>;
    /// Binding for `WebGL2RenderingContext.getBufferSubData()` when data type is `[i32]`
    #[wasm_bindgen(method, js_name = getBufferSubData, catch)]
    pub(crate) fn _get_buffer_sub_data_i32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut [i32],
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue>;
    /// Binding for `WebGL2RenderingContext.getBufferSubData()` when data type is `[f32]`
    #[wasm_bindgen(method, js_name = getBufferSubData, catch)]
    pub(crate) fn _get_buffer_sub_data_f32(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut [f32],
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue>;
    /// Binding for `WebGL2RenderingContext.getBufferSubData()` when data type is `[f64]`
    #[wasm_bindgen(method, js_name = getBufferSubData, catch)]
    pub(crate) fn _get_buffer_sub_data_f64(
        this: &WebGL2RenderingContext,
        target: BufferKind,
        src_offset: i64,
        dst_data: &mut [f64],
        dst_offset: u32,
        length: u32,
    ) -> Result<(), JsValue>;

    /// The `WebGL2RenderingContext.blitFramebuffer()` method of the WebGL 2 API transfers a block of pixels from the
    /// read framebuffer to the draw framebuffer.
    #[wasm_bindgen(method, js_name = blitFramebuffer)]
    pub fn blit_framebuffer(
        this: &WebGL2RenderingContext,
        srcX0: i32,
        srcY0: i32,
        srcX1: i32,
        srcY1: i32,
        dstX0: i32,
        dstY0: i32,
        dstX1: i32,
        dstY1: i32,
        mask: BufferBit,
        filter: TextureMagFilter,
    );

    /// The `WebGL2RenderingContext.invalidateFramebuffer()` method of the WebGL 2 API invalidates the contents
    /// of attachments in a framebuffer.
    /* FIXME: currently not supported by wasm_bindgen
    #[wasm_bindgen(method, js_name = invalidateFramebuffer)]
    pub fn invalidate_framebuffer(
        this: &WebGL2RenderingContext,
        target: FramebufferKind,
        attachments: &[Attachment],
    );*/

    //FIXME: invalidateSubFramebuffer same issue as invalidateFramebuffer

    /// The `WebGL2RenderingContext.readBuffer()` method of the WebGL 2 API selects a color buffer as the source
    /// for pixels for subsequent calls to copyTexImage2D, copyTexSubImage2D, copyTexSubImage3D or readPixels.
    #[wasm_bindgen(method, js_name = readBuffer)]
    pub fn read_buffer(this: &WebGL2RenderingContext, src: ColorBuffer);

    /// The `WebGL2RenderingContext.getInternalformatParameter()` method of the WebGL 2 API returns information
    /// about implementation-dependent support for internal formats.
    /// FIXME: not sure about internal_format enum
    #[wasm_bindgen(method, js_name = getInternalformatParameter)]
    pub fn get_internal_format_parameter(
        this: &WebGL2RenderingContext,
        target: RenderbufferKind,
        internal_format: RenderbufferFormat,
        pname: InformationType,
    ) -> Vec<i32>;

    /// The `WebGL2RenderingContext.renderbufferStorageMultisample()` method of the WebGL 2 API returns creates
    /// and initializes a renderbuffer object's data store and allows specifying a number of samples to be used.
    #[wasm_bindgen(method, js_name = renderbufferStorageMultisample)]
    pub fn renderbuffer_storage_multisample(
        this: &WebGL2RenderingContext,
        target: RenderbufferKind,
        samples: u32,
        internal_format: RenderbufferFormat,
        width: u32,
        height: u32,
    );

    /// The `WebGL2RenderingContext.texStorage2D()` method of the WebGL API specifies all levels of two-dimensional
    /// texture storage.
    /// FIXME: revisit internal format
    #[wasm_bindgen(method, js_name = texStorage2D)]
    pub fn tex_storage_2d(
        this: &WebGL2RenderingContext,
        target: Texture2DKind,
        levels: u32,
        internal_format: RenderbufferFormat,
        width: u32,
        height: u32,
    );

    /// The `WebGL2RenderingContext.texStorage3D()` method of the WebGL API specifies all levels of a three-dimensional
    /// texture or two-dimensional array texture.
    /// FIXME: revisit internal format
    #[wasm_bindgen(method, js_name = texStorage3D)]
    pub fn tex_storage_3d(
        this: &WebGL2RenderingContext,
        target: Texture3DKind,
        levels: u32,
        internalformat: RenderbufferFormat,
        width: u32,
        height: u32,
        depth: u32,
    );

    /// The `WebGLRenderingContext.texImage3D()` method of the WebGL API specifies a three-dimensional texture image.
    /// FIXME: revisit internalformat, format, data_type
    /// FIXME: border is always 0
    /// FIXME: different src types
    #[wasm_bindgen(method, js_name = texImage3D)]
    pub fn tex_image_3d(
        this: &WebGL2RenderingContext,
        target: Texture3DKind,
        level: u32,
        internalformat: RenderbufferFormat,
        width: u32,
        height: u32,
        depth: u32,
        border: u32,
        format: RenderbufferFormat,
        data_type: RenderbufferFormat,
        srcData: Vec<u8>,
        srcOffset: u32,
    );

    /// The `WebGL2RenderingContext.texSubImage3D()` method of the WebGL API specifies a sub-rectangle of the current texture.
    /// FIXME: revisit format, data_type
    /// FIXME: srcdata more types
    #[wasm_bindgen(method, js_name = texSubImage3D)]
    pub fn tex_sub_image_3d(
        this: &WebGL2RenderingContext,
        target: Texture3DKind,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        zoffset: u32,
        width: u32,
        height: u32,
        depth: u32,
        format: RenderbufferFormat,
        data_type: RenderbufferFormat,
        srcData: Vec<u8>,
        srcOffset: u32,
    );

    /// The `WebGL2RenderingContext.copyTexSubImage3D()` method of the WebGL API copies pixels from the current WebGLFramebuffer
    /// into an existing 3D texture sub-image.
    #[wasm_bindgen(method, js_name = copyTexSubImage3D)]
    pub fn copy_tex_sub_image_3d(
        this: &WebGL2RenderingContext,
        target: Texture3DKind,
        level: u32,
        xoffset: u32,
        yoffset: u32,
        zoffset: u32,
        x: u32,
        y: u32,
        width: u32,
        height: u32,
    );

    /// The `WebGL2RenderingContext.vertexAttribI4[u]i[v]()` methods of the WebGL 2 API specify integer values for
    /// generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttribI4i)]
    pub fn vertex_attrib_i_4i(
        this: &WebGL2RenderingContext,
        index: u32,
        v0: i32,
        v1: i32,
        v2: i32,
        v3: i32,
    );

    /// The `WebGL2RenderingContext.vertexAttribI4[u]i[v]()` methods of the WebGL 2 API specify integer values for
    /// generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttribI4ui)]
    pub fn vertex_attrib_i_4ui(
        this: &WebGL2RenderingContext,
        index: u32,
        v0: u32,
        v1: u32,
        v2: u32,
        v3: u32,
    );

    /// The `WebGL2RenderingContext.vertexAttribI4[u]i[v]()` methods of the WebGL 2 API specify integer values for
    /// generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttribI4iv)]
    pub fn vertex_attrib_i_4iv(this: &WebGL2RenderingContext, index: u32, value: Vec<i32>);

    /// The `WebGL2RenderingContext.vertexAttribI4[u]i[v]()` methods of the WebGL 2 API specify integer values for
    /// generic vertex attributes.
    #[wasm_bindgen(method, js_name = vertexAttribI4uiv)]
    pub fn vertex_attrib_i_4uiv(this: &WebGL2RenderingContext, index: u32, value: Vec<u32>);

    /// The `WebGL2RenderingContext.vertexAttribIPointer()` method of the WebGL 2 API specifies integer data formats
    /// and locations of vertex attributes in a vertex attributes array.
    /// FIXME: revisit data_type
    #[wasm_bindgen(method, js_name = vertexAttribIPointer)]
    pub fn vertex_attrib_i_pointer(
        this: &WebGL2RenderingContext,
        index: u32,
        size: AttributeSize,
        data_type: AttributeType,
        stride: u32,
        offset: i64,
    );

    /// The `WebGL2RenderingContext.vertexAttribDivisor()` method of the WebGL 2 API modifies the rate at which generic
    /// vertex attributes advance when rendering multiple instances of primitives with gl.drawArraysInstanced() and gl.drawElementsInstanced().
    #[wasm_bindgen(method, js_name = vertexAttribDivisor)]
    pub fn vertex_attrib_divisor(this: &WebGL2RenderingContext, index: u32, divisor: u32);

    /// The `WebGL2RenderingContext.drawArraysInstanced()` method of the WebGL 2 API renders primitives from array data like the gl.drawArrays()
    /// method. In addition, it can execute multiple instances of the range of elements.
    #[wasm_bindgen(method, js_name = drawArraysInstanced)]
    pub fn draw_arrays_instanced(
        this: &WebGL2RenderingContext,
        mode: Primitives,
        first: i32,
        count: u32,
        instanceCount: u32,
    );

    /// The `WebGL2RenderingContext.drawElementsInstanced()` method of the WebGL 2 API renders primitives from array data like the gl.drawElements()
    /// method. In addition, it can execute multiple instances of a set of elements.
    /// FIXME: revisit data_type
    #[wasm_bindgen(method, js_name = drawElementsInstanced)]
    pub fn draw_elements_instanced(
        this: &WebGL2RenderingContext,
        mode: Primitives,
        count: u32,
        data_type: AttributeType,
        offset: i64,
        instanceCount: u32,
    );

    /// The `WebGL2RenderingContext.drawRangeElements()` method of the WebGL API renders primitives from array data in a given range.
    /// FIXME: revisit data_type
    #[wasm_bindgen(method, js_name = drawRangeElements)]
    pub fn draw_range_elements(
        this: &WebGL2RenderingContext,
        mode: Primitives,
        start: u32,
        end: u32,
        count: u32,
        data_type: AttributeType,
        offset: i64,
    );

    /// The `WebGL2RenderingContext.drawBuffers()` method of the WebGL 2 API defines draw buffers to which fragment
    /// colors are written into. The draw buffer settings are part of the state of the currently bound framebuffer
    /// or the drawingbuffer if no framebuffer is bound.
    /* FIXME: currently wasm_bindgen doesn not support Vec<T>
    #[wasm_bindgen(method, js_name = drawBuffers)]
    pub fn draw_buffers(this: &WebGL2RenderingContext, buffers: Vec<ColorBuffer>);
    */

    /// The `WebGL2RenderingContext.clearBuffer[fiuv]()` methods of the WebGL 2 API clear buffers from the currently
    /// bound framebuffer.
    /// FIXME values is array of rgba
    #[wasm_bindgen(method, js_name = clearBufferfv)]
    pub fn clear_buffer_fv(
        this: &WebGL2RenderingContext,
        buffer: BufferBit,
        drawbuffer: i32,
        values: Vec<u8>,
        srcOffset: u32,
    );

    /// The `WebGL2RenderingContext.clearBuffer[fiuv]()` methods of the WebGL 2 API clear buffers from the currently
    /// bound framebuffer.
    /// FIXME values is array of rgba
    #[wasm_bindgen(method, js_name = clearBufferiv)]
    pub fn clear_buffer_iv(
        this: &WebGL2RenderingContext,
        buffer: BufferBit,
        drawbuffer: i32,
        values: Vec<u8>,
        srcOffset: u32,
    );

    /// The `WebGL2RenderingContext.clearBuffer[fiuv]()` methods of the WebGL 2 API clear buffers from the currently
    /// bound framebuffer.
    /// FIXME values is array of rgba
    #[wasm_bindgen(method, js_name = clearBufferuiv)]
    pub fn clear_buffer_uiv(
        this: &WebGL2RenderingContext,
        buffer: BufferBit,
        drawbuffer: i32,
        values: Vec<u8>,
        srcOffset: u32,
    );

    /// The `WebGL2RenderingContext.clearBuffer[fiuv]()` methods of the WebGL 2 API clear buffers from the currently
    /// bound framebuffer.
    /// FIXME buffer can only be DEPTH_STENCIL
    #[wasm_bindgen(method, js_name = clearBufferfv)]
    pub fn clear_buffer_fi(
        this: &WebGL2RenderingContext,
        buffer: BufferBit,
        drawbuffer: i32,
        depth: f32,
        stencil: i32,
    );

    /// The WebGL2RenderingContext.beginTransformFeedback() method of the WebGL 2 API starts a transform feedback operation.
    #[wasm_bindgen(method, js_name = beginTransformFeedback)]
    pub fn begin_transform_feedback(
        this: &WebGL2RenderingContext,
        primitive_mode: TransformFeedbackMode,
    );

    /// The WebGL2RenderingContext.endTransformFeedback() method of the WebGL 2 API ends a transform feedback operation.
    #[wasm_bindgen(method, js_name = endTransformFeedback)]
    pub fn end_transform_feedback(this: &WebGL2RenderingContext);

    /// The `WebGL2RenderingContext.transformFeedbackVaryings()` method of the WebGL 2 API specifies values to record in
    /// WebGLTransformFeedback buffers.
    /* FIXME: Vec of string currently not supported by wasm_bindgen
    #[wasm_bindgen(method, js_name = transformFeedbackVaryings)]
    pub fn transform_feedback_varyings(
        this: &WebGL2RenderingContext,
        program: WebGLProgram,
        varyings: Vec<String>,
        buffer_mode: TransformFeedbackBufferMode,
    );*/

    /// The WebGL2RenderingContext.pauseTransformFeedback() method of the WebGL 2 API pauses a transform feedback operation.
    #[wasm_bindgen(method, js_name = pauseTransformFeedback)]
    pub fn pause_transform_feedback(this: &WebGL2RenderingContext);

    /// The WebGL2RenderingContext.resumeTransformFeedback() method of the WebGL 2 API resumes a transform feedback operation.
    #[wasm_bindgen(method, js_name = resumeTransformFeedback)]
    pub fn resume_transform_feedback(this: &WebGL2RenderingContext);

    /// The `WebGL2RenderingContext.endQuery()` method of the WebGL 2 API marks the end of a given
    /// query target.
    #[wasm_bindgen(method, js_name = endQuery)]
    pub fn end_query(this: &WebGL2RenderingContext, target: QueryTarget);

// The `WebGL2RenderingContext.getUniformIndices()` method of the WebGL 2 API retrieves the indices of a number of uniforms
    // within a WebGLProgram.
    /* FIXME: vec<string> not yet supported
    #[wasm_bindgen(method, js_name = getUniformIndices)]
    pub fn get_uniform_indices(this: &WebGL2RenderingContext, program: WebGLProgram, uniformNames: Vec<String>);
    */

// TODO getActiveUniforms

// TODO getAcitveUniformBlockParameter

// Binding for `WebGLRenderingContext.compressedTexImage2D` when data type is `[u8]`
    /* FIXME save for later
    #[wasm_bindgen(method, js_name = compressedTexImage2D, catch)]
    pub(crate) fn _compressed_tex_image_2d_u8(
        this: &WebGL2RenderingContext,
        target: TextureBindPoint,
        level: u32,
        internalformat: CompressedFormat,
        width: u32,
        height: u32,
        border: u32,
        pixels: &[u8],
    ) -> Result<(), JsValue>;
*/
}

// WebGLContextAttributes
/* FIXME: not found when exported
#[wasm_bindgen]
#[derive(Clone, Copy)]
extern "C" {
    pub type WebGLContextAttributes;
    #[wasm_bindgen(method, getter)]
    pub fn alpha(this: &WebGLContextAttributes) -> bool;
    #[wasm_bindgen(method, getter)]
    pub fn antialias(this: &WebGLContextAttributes) -> bool;
    #[wasm_bindgen(method, getter)]
    pub fn depth(this: &WebGLContextAttributes) -> bool;
    #[wasm_bindgen(method, getter = premultipliedAlpha)]
    pub fn premultiplied_alpha(this: &WebGLContextAttributes) -> bool;
    #[wasm_bindgen(method, getter = preserveDrawingBuffer)]
    pub fn preserve_drawing_buffer(this: &WebGLContextAttributes) -> bool;
    #[wasm_bindgen(method, getter)]
    pub fn stencil(this: &WebGLContextAttributes) -> bool;
    #[wasm_bindgen(method, getter = failIfMajorPerformanceCaveat )]
    pub fn fail_if_major_performance_caveat(this: &WebGLContextAttributes) -> bool;
    #[wasm_bindgen(method, getter = powerPreference)]
    pub fn power_preference(this: &WebGLContextAttributes) -> String;
}
*/

/// WebGLShaderPrecisionFormat;
#[wasm_bindgen]
#[derive(Clone, Copy)]
extern "C" {
    pub type WebGLShaderPrecisionFormat;

    /// The base 2 log of the absolute value of the minimum value that can be represented.
    #[wasm_bindgen(method, getter = rangeMin)]
    pub fn range_min(this: &WebGLShaderPrecisionFormat) -> u32;

    /// The base 2 log of the absolute value of the maximum value that can be represented.
    #[wasm_bindgen(method, getter = rangeMax)]
    pub fn range_max(this: &WebGLShaderPrecisionFormat) -> u32;

    /// The number of bits of precision that can be represented. For integer formats this value is always 0.
    #[wasm_bindgen(method, getter)]
    pub fn precision(this: &WebGLShaderPrecisionFormat) -> u32;
}