
jsMain.webgl.WebGL2RenderingContextBase.kt Maven / Gradle / Ivy
// Automatically generated - do not modify!
package webgl
import js.buffer.ArrayBufferView
import js.core.ReadonlyArray
sealed external interface WebGL2RenderingContextBase {
fun beginQuery(
target: GLenum,
query: WebGLQuery,
)
fun beginTransformFeedback(primitiveMode: GLenum)
fun bindBufferBase(
target: GLenum,
index: GLuint,
buffer: WebGLBuffer?,
)
fun bindBufferRange(
target: GLenum,
index: GLuint,
buffer: WebGLBuffer?,
offset: GLintptr,
size: GLsizeiptr,
)
fun bindSampler(
unit: GLuint,
sampler: WebGLSampler?,
)
fun bindTransformFeedback(
target: GLenum,
tf: WebGLTransformFeedback?,
)
fun bindVertexArray(array: WebGLVertexArrayObject?)
fun blitFramebuffer(
srcX0: GLint,
srcY0: GLint,
srcX1: GLint,
srcY1: GLint,
dstX0: GLint,
dstY0: GLint,
dstX1: GLint,
dstY1: GLint,
mask: GLbitfield,
filter: GLenum,
)
fun clearBufferfi(
buffer: GLenum,
drawbuffer: GLint,
depth: GLfloat,
stencil: GLint,
)
fun clearBufferfv(
buffer: GLenum,
drawbuffer: GLint,
values: Float32List,
srcOffset: GLuint?,
)
fun clearBufferiv(
buffer: GLenum,
drawbuffer: GLint,
values: Int32List,
srcOffset: GLuint?,
)
fun clearBufferuiv(
buffer: GLenum,
drawbuffer: GLint,
values: Uint32List,
srcOffset: GLuint?,
)
fun clientWaitSync(
sync: WebGLSync,
flags: GLbitfield,
timeout: GLuint64,
): GLenum
fun compressedTexImage3D(
target: GLenum,
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
imageSize: GLsizei,
offset: GLintptr,
)
fun compressedTexImage3D(
target: GLenum,
level: GLint,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
srcData: ArrayBufferView,
srcOffset: GLuint?,
srcLengthOverride: GLuint?,
)
fun compressedTexSubImage3D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
imageSize: GLsizei,
offset: GLintptr,
)
fun compressedTexSubImage3D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
srcData: ArrayBufferView,
srcOffset: GLuint?,
srcLengthOverride: GLuint?,
)
fun copyBufferSubData(
readTarget: GLenum,
writeTarget: GLenum,
readOffset: GLintptr,
writeOffset: GLintptr,
size: GLsizeiptr,
)
fun copyTexSubImage3D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
)
fun createQuery(): WebGLQuery?
fun createSampler(): WebGLSampler?
fun createTransformFeedback(): WebGLTransformFeedback?
fun createVertexArray(): WebGLVertexArrayObject?
fun deleteQuery(query: WebGLQuery?)
fun deleteSampler(sampler: WebGLSampler?)
fun deleteSync(sync: WebGLSync?)
fun deleteTransformFeedback(tf: WebGLTransformFeedback?)
fun deleteVertexArray(vertexArray: WebGLVertexArrayObject?)
fun drawArraysInstanced(
mode: GLenum,
first: GLint,
count: GLsizei,
instanceCount: GLsizei,
)
fun drawBuffers(buffers: ReadonlyArray)
fun drawElementsInstanced(
mode: GLenum,
count: GLsizei,
type: GLenum,
offset: GLintptr,
instanceCount: GLsizei,
)
fun drawRangeElements(
mode: GLenum,
start: GLuint,
end: GLuint,
count: GLsizei,
type: GLenum,
offset: GLintptr,
)
fun endQuery(target: GLenum)
fun endTransformFeedback()
fun fenceSync(
condition: GLenum,
flags: GLbitfield,
): WebGLSync?
fun framebufferTextureLayer(
target: GLenum,
attachment: GLenum,
texture: WebGLTexture?,
level: GLint,
layer: GLint,
)
fun getActiveUniformBlockName(
program: WebGLProgram,
uniformBlockIndex: GLuint,
): String?
fun getActiveUniformBlockParameter(
program: WebGLProgram,
uniformBlockIndex: GLuint,
pname: GLenum,
): Any
fun getActiveUniforms(
program: WebGLProgram,
uniformIndices: ReadonlyArray,
pname: GLenum,
): Any
fun getBufferSubData(
target: GLenum,
srcByteOffset: GLintptr,
dstBuffer: ArrayBufferView,
dstOffset: GLuint?,
length: GLuint?,
)
fun getFragDataLocation(
program: WebGLProgram,
name: String,
): GLint
fun getIndexedParameter(
target: GLenum,
index: GLuint,
): Any
fun getInternalformatParameter(
target: GLenum,
internalformat: GLenum,
pname: GLenum,
): Any
fun getQuery(
target: GLenum,
pname: GLenum,
): WebGLQuery?
fun getQueryParameter(
query: WebGLQuery,
pname: GLenum,
): Any
fun getSamplerParameter(
sampler: WebGLSampler,
pname: GLenum,
): Any
fun getSyncParameter(
sync: WebGLSync,
pname: GLenum,
): Any
fun getTransformFeedbackVarying(
program: WebGLProgram,
index: GLuint,
): WebGLActiveInfo?
fun getUniformBlockIndex(
program: WebGLProgram,
uniformBlockName: String,
): GLuint
fun getUniformIndices(
program: WebGLProgram,
uniformNames: ReadonlyArray,
): ReadonlyArray?
fun invalidateFramebuffer(
target: GLenum,
attachments: ReadonlyArray,
)
fun invalidateSubFramebuffer(
target: GLenum,
attachments: ReadonlyArray,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
)
fun isQuery(query: WebGLQuery?): GLboolean
fun isSampler(sampler: WebGLSampler?): GLboolean
fun isSync(sync: WebGLSync?): GLboolean
fun isTransformFeedback(tf: WebGLTransformFeedback?): GLboolean
fun isVertexArray(vertexArray: WebGLVertexArrayObject?): GLboolean
fun pauseTransformFeedback()
fun readBuffer(src: GLenum)
fun renderbufferStorageMultisample(
target: GLenum,
samples: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
)
fun resumeTransformFeedback()
fun samplerParameterf(
sampler: WebGLSampler,
pname: GLenum,
param: GLfloat,
)
fun samplerParameteri(
sampler: WebGLSampler,
pname: GLenum,
param: GLint,
)
fun texImage3D(
target: GLenum,
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
pboOffset: GLintptr,
)
fun texImage3D(
target: GLenum,
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
source: TexImageSource,
)
fun texImage3D(
target: GLenum,
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
srcData: ArrayBufferView?,
)
fun texImage3D(
target: GLenum,
level: GLint,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
border: GLint,
format: GLenum,
type: GLenum,
srcData: ArrayBufferView,
srcOffset: GLuint,
)
fun texStorage2D(
target: GLenum,
levels: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
)
fun texStorage3D(
target: GLenum,
levels: GLsizei,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
)
fun texSubImage3D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
type: GLenum,
pboOffset: GLintptr,
)
fun texSubImage3D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
type: GLenum,
source: TexImageSource,
)
fun texSubImage3D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
zoffset: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
type: GLenum,
srcData: ArrayBufferView?,
srcOffset: GLuint?,
)
fun transformFeedbackVaryings(
program: WebGLProgram,
varyings: ReadonlyArray,
bufferMode: GLenum,
)
fun uniform1ui(
location: WebGLUniformLocation?,
v0: GLuint,
)
fun uniform1uiv(
location: WebGLUniformLocation?,
data: Uint32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniform2ui(
location: WebGLUniformLocation?,
v0: GLuint,
v1: GLuint,
)
fun uniform2uiv(
location: WebGLUniformLocation?,
data: Uint32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniform3ui(
location: WebGLUniformLocation?,
v0: GLuint,
v1: GLuint,
v2: GLuint,
)
fun uniform3uiv(
location: WebGLUniformLocation?,
data: Uint32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniform4ui(
location: WebGLUniformLocation?,
v0: GLuint,
v1: GLuint,
v2: GLuint,
v3: GLuint,
)
fun uniform4uiv(
location: WebGLUniformLocation?,
data: Uint32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniformBlockBinding(
program: WebGLProgram,
uniformBlockIndex: GLuint,
uniformBlockBinding: GLuint,
)
fun uniformMatrix2x3fv(
location: WebGLUniformLocation?,
transpose: GLboolean,
data: Float32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniformMatrix2x4fv(
location: WebGLUniformLocation?,
transpose: GLboolean,
data: Float32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniformMatrix3x2fv(
location: WebGLUniformLocation?,
transpose: GLboolean,
data: Float32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniformMatrix3x4fv(
location: WebGLUniformLocation?,
transpose: GLboolean,
data: Float32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniformMatrix4x2fv(
location: WebGLUniformLocation?,
transpose: GLboolean,
data: Float32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun uniformMatrix4x3fv(
location: WebGLUniformLocation?,
transpose: GLboolean,
data: Float32List,
srcOffset: GLuint?,
srcLength: GLuint?,
)
fun vertexAttribDivisor(
index: GLuint,
divisor: GLuint,
)
fun vertexAttribI4i(
index: GLuint,
x: GLint,
y: GLint,
z: GLint,
w: GLint,
)
fun vertexAttribI4iv(
index: GLuint,
values: Int32List,
)
fun vertexAttribI4ui(
index: GLuint,
x: GLuint,
y: GLuint,
z: GLuint,
w: GLuint,
)
fun vertexAttribI4uiv(
index: GLuint,
values: Uint32List,
)
fun vertexAttribIPointer(
index: GLuint,
size: GLint,
type: GLenum,
stride: GLsizei,
offset: GLintptr,
)
fun waitSync(
sync: WebGLSync,
flags: GLbitfield,
timeout: GLint64,
)
val READ_BUFFER: GLenum
val UNPACK_ROW_LENGTH: GLenum
val UNPACK_SKIP_ROWS: GLenum
val UNPACK_SKIP_PIXELS: GLenum
val PACK_ROW_LENGTH: GLenum
val PACK_SKIP_ROWS: GLenum
val PACK_SKIP_PIXELS: GLenum
val COLOR: GLenum
val DEPTH: GLenum
val STENCIL: GLenum
val RED: GLenum
val RGB8: GLenum
val RGBA8: GLenum
val RGB10_A2: GLenum
val TEXTURE_BINDING_3D: GLenum
val UNPACK_SKIP_IMAGES: GLenum
val UNPACK_IMAGE_HEIGHT: GLenum
val TEXTURE_3D: GLenum
val TEXTURE_WRAP_R: GLenum
val MAX_3D_TEXTURE_SIZE: GLenum
val UNSIGNED_INT_2_10_10_10_REV: GLenum
val MAX_ELEMENTS_VERTICES: GLenum
val MAX_ELEMENTS_INDICES: GLenum
val TEXTURE_MIN_LOD: GLenum
val TEXTURE_MAX_LOD: GLenum
val TEXTURE_BASE_LEVEL: GLenum
val TEXTURE_MAX_LEVEL: GLenum
val MIN: GLenum
val MAX: GLenum
val DEPTH_COMPONENT24: GLenum
val MAX_TEXTURE_LOD_BIAS: GLenum
val TEXTURE_COMPARE_MODE: GLenum
val TEXTURE_COMPARE_FUNC: GLenum
val CURRENT_QUERY: GLenum
val QUERY_RESULT: GLenum
val QUERY_RESULT_AVAILABLE: GLenum
val STREAM_READ: GLenum
val STREAM_COPY: GLenum
val STATIC_READ: GLenum
val STATIC_COPY: GLenum
val DYNAMIC_READ: GLenum
val DYNAMIC_COPY: GLenum
val MAX_DRAW_BUFFERS: GLenum
val DRAW_BUFFER0: GLenum
val DRAW_BUFFER1: GLenum
val DRAW_BUFFER2: GLenum
val DRAW_BUFFER3: GLenum
val DRAW_BUFFER4: GLenum
val DRAW_BUFFER5: GLenum
val DRAW_BUFFER6: GLenum
val DRAW_BUFFER7: GLenum
val DRAW_BUFFER8: GLenum
val DRAW_BUFFER9: GLenum
val DRAW_BUFFER10: GLenum
val DRAW_BUFFER11: GLenum
val DRAW_BUFFER12: GLenum
val DRAW_BUFFER13: GLenum
val DRAW_BUFFER14: GLenum
val DRAW_BUFFER15: GLenum
val MAX_FRAGMENT_UNIFORM_COMPONENTS: GLenum
val MAX_VERTEX_UNIFORM_COMPONENTS: GLenum
val SAMPLER_3D: GLenum
val SAMPLER_2D_SHADOW: GLenum
val FRAGMENT_SHADER_DERIVATIVE_HINT: GLenum
val PIXEL_PACK_BUFFER: GLenum
val PIXEL_UNPACK_BUFFER: GLenum
val PIXEL_PACK_BUFFER_BINDING: GLenum
val PIXEL_UNPACK_BUFFER_BINDING: GLenum
val FLOAT_MAT2x3: GLenum
val FLOAT_MAT2x4: GLenum
val FLOAT_MAT3x2: GLenum
val FLOAT_MAT3x4: GLenum
val FLOAT_MAT4x2: GLenum
val FLOAT_MAT4x3: GLenum
val SRGB: GLenum
val SRGB8: GLenum
val SRGB8_ALPHA8: GLenum
val COMPARE_REF_TO_TEXTURE: GLenum
val RGBA32F: GLenum
val RGB32F: GLenum
val RGBA16F: GLenum
val RGB16F: GLenum
val VERTEX_ATTRIB_ARRAY_INTEGER: GLenum
val MAX_ARRAY_TEXTURE_LAYERS: GLenum
val MIN_PROGRAM_TEXEL_OFFSET: GLenum
val MAX_PROGRAM_TEXEL_OFFSET: GLenum
val MAX_VARYING_COMPONENTS: GLenum
val TEXTURE_2D_ARRAY: GLenum
val TEXTURE_BINDING_2D_ARRAY: GLenum
val R11F_G11F_B10F: GLenum
val UNSIGNED_INT_10F_11F_11F_REV: GLenum
val RGB9_E5: GLenum
val UNSIGNED_INT_5_9_9_9_REV: GLenum
val TRANSFORM_FEEDBACK_BUFFER_MODE: GLenum
val MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: GLenum
val TRANSFORM_FEEDBACK_VARYINGS: GLenum
val TRANSFORM_FEEDBACK_BUFFER_START: GLenum
val TRANSFORM_FEEDBACK_BUFFER_SIZE: GLenum
val TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: GLenum
val RASTERIZER_DISCARD: GLenum
val MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: GLenum
val MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: GLenum
val INTERLEAVED_ATTRIBS: GLenum
val SEPARATE_ATTRIBS: GLenum
val TRANSFORM_FEEDBACK_BUFFER: GLenum
val TRANSFORM_FEEDBACK_BUFFER_BINDING: GLenum
val RGBA32UI: GLenum
val RGB32UI: GLenum
val RGBA16UI: GLenum
val RGB16UI: GLenum
val RGBA8UI: GLenum
val RGB8UI: GLenum
val RGBA32I: GLenum
val RGB32I: GLenum
val RGBA16I: GLenum
val RGB16I: GLenum
val RGBA8I: GLenum
val RGB8I: GLenum
val RED_INTEGER: GLenum
val RGB_INTEGER: GLenum
val RGBA_INTEGER: GLenum
val SAMPLER_2D_ARRAY: GLenum
val SAMPLER_2D_ARRAY_SHADOW: GLenum
val SAMPLER_CUBE_SHADOW: GLenum
val UNSIGNED_INT_VEC2: GLenum
val UNSIGNED_INT_VEC3: GLenum
val UNSIGNED_INT_VEC4: GLenum
val INT_SAMPLER_2D: GLenum
val INT_SAMPLER_3D: GLenum
val INT_SAMPLER_CUBE: GLenum
val INT_SAMPLER_2D_ARRAY: GLenum
val UNSIGNED_INT_SAMPLER_2D: GLenum
val UNSIGNED_INT_SAMPLER_3D: GLenum
val UNSIGNED_INT_SAMPLER_CUBE: GLenum
val UNSIGNED_INT_SAMPLER_2D_ARRAY: GLenum
val DEPTH_COMPONENT32F: GLenum
val DEPTH32F_STENCIL8: GLenum
val FLOAT_32_UNSIGNED_INT_24_8_REV: GLenum
val FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: GLenum
val FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: GLenum
val FRAMEBUFFER_ATTACHMENT_RED_SIZE: GLenum
val FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: GLenum
val FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: GLenum
val FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: GLenum
val FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: GLenum
val FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: GLenum
val FRAMEBUFFER_DEFAULT: GLenum
val UNSIGNED_INT_24_8: GLenum
val DEPTH24_STENCIL8: GLenum
val UNSIGNED_NORMALIZED: GLenum
val DRAW_FRAMEBUFFER_BINDING: GLenum
val READ_FRAMEBUFFER: GLenum
val DRAW_FRAMEBUFFER: GLenum
val READ_FRAMEBUFFER_BINDING: GLenum
val RENDERBUFFER_SAMPLES: GLenum
val FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: GLenum
val MAX_COLOR_ATTACHMENTS: GLenum
val COLOR_ATTACHMENT1: GLenum
val COLOR_ATTACHMENT2: GLenum
val COLOR_ATTACHMENT3: GLenum
val COLOR_ATTACHMENT4: GLenum
val COLOR_ATTACHMENT5: GLenum
val COLOR_ATTACHMENT6: GLenum
val COLOR_ATTACHMENT7: GLenum
val COLOR_ATTACHMENT8: GLenum
val COLOR_ATTACHMENT9: GLenum
val COLOR_ATTACHMENT10: GLenum
val COLOR_ATTACHMENT11: GLenum
val COLOR_ATTACHMENT12: GLenum
val COLOR_ATTACHMENT13: GLenum
val COLOR_ATTACHMENT14: GLenum
val COLOR_ATTACHMENT15: GLenum
val FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: GLenum
val MAX_SAMPLES: GLenum
val HALF_FLOAT: GLenum
val RG: GLenum
val RG_INTEGER: GLenum
val R8: GLenum
val RG8: GLenum
val R16F: GLenum
val R32F: GLenum
val RG16F: GLenum
val RG32F: GLenum
val R8I: GLenum
val R8UI: GLenum
val R16I: GLenum
val R16UI: GLenum
val R32I: GLenum
val R32UI: GLenum
val RG8I: GLenum
val RG8UI: GLenum
val RG16I: GLenum
val RG16UI: GLenum
val RG32I: GLenum
val RG32UI: GLenum
val VERTEX_ARRAY_BINDING: GLenum
val R8_SNORM: GLenum
val RG8_SNORM: GLenum
val RGB8_SNORM: GLenum
val RGBA8_SNORM: GLenum
val SIGNED_NORMALIZED: GLenum
val COPY_READ_BUFFER: GLenum
val COPY_WRITE_BUFFER: GLenum
val COPY_READ_BUFFER_BINDING: GLenum
val COPY_WRITE_BUFFER_BINDING: GLenum
val UNIFORM_BUFFER: GLenum
val UNIFORM_BUFFER_BINDING: GLenum
val UNIFORM_BUFFER_START: GLenum
val UNIFORM_BUFFER_SIZE: GLenum
val MAX_VERTEX_UNIFORM_BLOCKS: GLenum
val MAX_FRAGMENT_UNIFORM_BLOCKS: GLenum
val MAX_COMBINED_UNIFORM_BLOCKS: GLenum
val MAX_UNIFORM_BUFFER_BINDINGS: GLenum
val MAX_UNIFORM_BLOCK_SIZE: GLenum
val MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: GLenum
val MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: GLenum
val UNIFORM_BUFFER_OFFSET_ALIGNMENT: GLenum
val ACTIVE_UNIFORM_BLOCKS: GLenum
val UNIFORM_TYPE: GLenum
val UNIFORM_SIZE: GLenum
val UNIFORM_BLOCK_INDEX: GLenum
val UNIFORM_OFFSET: GLenum
val UNIFORM_ARRAY_STRIDE: GLenum
val UNIFORM_MATRIX_STRIDE: GLenum
val UNIFORM_IS_ROW_MAJOR: GLenum
val UNIFORM_BLOCK_BINDING: GLenum
val UNIFORM_BLOCK_DATA_SIZE: GLenum
val UNIFORM_BLOCK_ACTIVE_UNIFORMS: GLenum
val UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: GLenum
val UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: GLenum
val UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: GLenum
val INVALID_INDEX: GLenum
val MAX_VERTEX_OUTPUT_COMPONENTS: GLenum
val MAX_FRAGMENT_INPUT_COMPONENTS: GLenum
val MAX_SERVER_WAIT_TIMEOUT: GLenum
val OBJECT_TYPE: GLenum
val SYNC_CONDITION: GLenum
val SYNC_STATUS: GLenum
val SYNC_FLAGS: GLenum
val SYNC_FENCE: GLenum
val SYNC_GPU_COMMANDS_COMPLETE: GLenum
val UNSIGNALED: GLenum
val SIGNALED: GLenum
val ALREADY_SIGNALED: GLenum
val TIMEOUT_EXPIRED: GLenum
val CONDITION_SATISFIED: GLenum
val WAIT_FAILED: GLenum
val SYNC_FLUSH_COMMANDS_BIT: GLenum
val VERTEX_ATTRIB_ARRAY_DIVISOR: GLenum
val ANY_SAMPLES_PASSED: GLenum
val ANY_SAMPLES_PASSED_CONSERVATIVE: GLenum
val SAMPLER_BINDING: GLenum
val RGB10_A2UI: GLenum
val INT_2_10_10_10_REV: GLenum
val TRANSFORM_FEEDBACK: GLenum
val TRANSFORM_FEEDBACK_PAUSED: GLenum
val TRANSFORM_FEEDBACK_ACTIVE: GLenum
val TRANSFORM_FEEDBACK_BINDING: GLenum
val TEXTURE_IMMUTABLE_FORMAT: GLenum
val MAX_ELEMENT_INDEX: GLenum
val TEXTURE_IMMUTABLE_LEVELS: GLenum
val TIMEOUT_IGNORED: GLenum
val MAX_CLIENT_WAIT_TIMEOUT_WEBGL: GLenum
}
© 2015 - 2025 Weber Informatics LLC | Privacy Policy