
jsMain.webgl.WebGLRenderingContextBase.kt Maven / Gradle / Ivy
// Automatically generated - do not modify!
package webgl
import js.core.ReadonlyArray
import web.canvas.PredefinedColorSpace
sealed external interface WebGLRenderingContextBase {
val canvas: Any /* HTMLCanvasElement | OffscreenCanvas */
var drawingBufferColorSpace: PredefinedColorSpace
val drawingBufferHeight: GLsizei
val drawingBufferWidth: GLsizei
fun activeTexture(texture: GLenum)
fun attachShader(
program: WebGLProgram,
shader: WebGLShader,
)
fun bindAttribLocation(
program: WebGLProgram,
index: GLuint,
name: String,
)
fun bindBuffer(
target: GLenum,
buffer: WebGLBuffer?,
)
fun bindFramebuffer(
target: GLenum,
framebuffer: WebGLFramebuffer?,
)
fun bindRenderbuffer(
target: GLenum,
renderbuffer: WebGLRenderbuffer?,
)
fun bindTexture(
target: GLenum,
texture: WebGLTexture?,
)
fun blendColor(
red: GLclampf,
green: GLclampf,
blue: GLclampf,
alpha: GLclampf,
)
fun blendEquation(mode: GLenum)
fun blendEquationSeparate(
modeRGB: GLenum,
modeAlpha: GLenum,
)
fun blendFunc(
sfactor: GLenum,
dfactor: GLenum,
)
fun blendFuncSeparate(
srcRGB: GLenum,
dstRGB: GLenum,
srcAlpha: GLenum,
dstAlpha: GLenum,
)
fun checkFramebufferStatus(target: GLenum): GLenum
fun clear(mask: GLbitfield)
fun clearColor(
red: GLclampf,
green: GLclampf,
blue: GLclampf,
alpha: GLclampf,
)
fun clearDepth(depth: GLclampf)
fun clearStencil(s: GLint)
fun colorMask(
red: GLboolean,
green: GLboolean,
blue: GLboolean,
alpha: GLboolean,
)
fun compileShader(shader: WebGLShader)
fun copyTexImage2D(
target: GLenum,
level: GLint,
internalformat: GLenum,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
border: GLint,
)
fun copyTexSubImage2D(
target: GLenum,
level: GLint,
xoffset: GLint,
yoffset: GLint,
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
)
fun createBuffer(): WebGLBuffer?
fun createFramebuffer(): WebGLFramebuffer?
fun createProgram(): WebGLProgram?
fun createRenderbuffer(): WebGLRenderbuffer?
fun createShader(type: GLenum): WebGLShader?
fun createTexture(): WebGLTexture?
fun cullFace(mode: GLenum)
fun deleteBuffer(buffer: WebGLBuffer?)
fun deleteFramebuffer(framebuffer: WebGLFramebuffer?)
fun deleteProgram(program: WebGLProgram?)
fun deleteRenderbuffer(renderbuffer: WebGLRenderbuffer?)
fun deleteShader(shader: WebGLShader?)
fun deleteTexture(texture: WebGLTexture?)
fun depthFunc(func: GLenum)
fun depthMask(flag: GLboolean)
fun depthRange(
zNear: GLclampf,
zFar: GLclampf,
)
fun detachShader(
program: WebGLProgram,
shader: WebGLShader,
)
fun disable(cap: GLenum)
fun disableVertexAttribArray(index: GLuint)
fun drawArrays(
mode: GLenum,
first: GLint,
count: GLsizei,
)
fun drawElements(
mode: GLenum,
count: GLsizei,
type: GLenum,
offset: GLintptr,
)
fun enable(cap: GLenum)
fun enableVertexAttribArray(index: GLuint)
fun finish()
fun flush()
fun framebufferRenderbuffer(
target: GLenum,
attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: WebGLRenderbuffer?,
)
fun framebufferTexture2D(
target: GLenum,
attachment: GLenum,
textarget: GLenum,
texture: WebGLTexture?,
level: GLint,
)
fun frontFace(mode: GLenum)
fun generateMipmap(target: GLenum)
fun getActiveAttrib(
program: WebGLProgram,
index: GLuint,
): WebGLActiveInfo?
fun getActiveUniform(
program: WebGLProgram,
index: GLuint,
): WebGLActiveInfo?
fun getAttachedShaders(program: WebGLProgram): ReadonlyArray?
fun getAttribLocation(
program: WebGLProgram,
name: String,
): GLint
fun getBufferParameter(
target: GLenum,
pname: GLenum,
): Any
fun getContextAttributes(): WebGLContextAttributes?
fun getError(): GLenum
fun getExtension(extensionName: WebGLExtension.ANGLE_instanced_arrays): ANGLE_instanced_arrays?
fun getExtension(extensionName: WebGLExtension.EXT_blend_minmax): EXT_blend_minmax?
fun getExtension(extensionName: WebGLExtension.EXT_color_buffer_float): EXT_color_buffer_float?
fun getExtension(extensionName: WebGLExtension.EXT_color_buffer_half_float): EXT_color_buffer_half_float?
fun getExtension(extensionName: WebGLExtension.EXT_float_blend): EXT_float_blend?
fun getExtension(extensionName: WebGLExtension.EXT_frag_depth): EXT_frag_depth?
fun getExtension(extensionName: WebGLExtension.EXT_sRGB): EXT_sRGB?
fun getExtension(extensionName: WebGLExtension.EXT_shader_texture_lod): EXT_shader_texture_lod?
fun getExtension(extensionName: WebGLExtension.EXT_texture_compression_bptc): EXT_texture_compression_bptc?
fun getExtension(extensionName: WebGLExtension.EXT_texture_compression_rgtc): EXT_texture_compression_rgtc?
fun getExtension(extensionName: WebGLExtension.EXT_texture_filter_anisotropic): EXT_texture_filter_anisotropic?
fun getExtension(extensionName: WebGLExtension.KHR_parallel_shader_compile): KHR_parallel_shader_compile?
fun getExtension(extensionName: WebGLExtension.OES_element_index_uint): OES_element_index_uint?
fun getExtension(extensionName: WebGLExtension.OES_fbo_render_mipmap): OES_fbo_render_mipmap?
fun getExtension(extensionName: WebGLExtension.OES_standard_derivatives): OES_standard_derivatives?
fun getExtension(extensionName: WebGLExtension.OES_texture_float): OES_texture_float?
fun getExtension(extensionName: WebGLExtension.OES_texture_float_linear): OES_texture_float_linear?
fun getExtension(extensionName: WebGLExtension.OES_texture_half_float): OES_texture_half_float?
fun getExtension(extensionName: WebGLExtension.OES_texture_half_float_linear): OES_texture_half_float_linear?
fun getExtension(extensionName: WebGLExtension.OES_vertex_array_object): OES_vertex_array_object?
fun getExtension(extensionName: WebGLExtension.OVR_multiview2): OVR_multiview2?
fun getExtension(extensionName: WebGLExtension.WEBGL_color_buffer_float): WEBGL_color_buffer_float?
fun getExtension(extensionName: WebGLExtension.WEBGL_compressed_texture_astc): WEBGL_compressed_texture_astc?
fun getExtension(extensionName: WebGLExtension.WEBGL_compressed_texture_etc): WEBGL_compressed_texture_etc?
fun getExtension(extensionName: WebGLExtension.WEBGL_compressed_texture_etc1): WEBGL_compressed_texture_etc1?
fun getExtension(extensionName: WebGLExtension.WEBGL_compressed_texture_pvrtc): WEBGL_compressed_texture_pvrtc?
fun getExtension(extensionName: WebGLExtension.WEBGL_compressed_texture_s3tc): WEBGL_compressed_texture_s3tc?
fun getExtension(extensionName: WebGLExtension.WEBGL_compressed_texture_s3tc_srgb): WEBGL_compressed_texture_s3tc_srgb?
fun getExtension(extensionName: WebGLExtension.WEBGL_debug_renderer_info): WEBGL_debug_renderer_info?
fun getExtension(extensionName: WebGLExtension.WEBGL_debug_shaders): WEBGL_debug_shaders?
fun getExtension(extensionName: WebGLExtension.WEBGL_depth_texture): WEBGL_depth_texture?
fun getExtension(extensionName: WebGLExtension.WEBGL_draw_buffers): WEBGL_draw_buffers?
fun getExtension(extensionName: WebGLExtension.WEBGL_lose_context): WEBGL_lose_context?
fun getExtension(extensionName: WebGLExtension.WEBGL_multi_draw): WEBGL_multi_draw?
fun getExtension(name: String): Any
fun getFramebufferAttachmentParameter(
target: GLenum,
attachment: GLenum,
pname: GLenum,
): Any
fun getParameter(pname: GLenum): Any
fun getProgramInfoLog(program: WebGLProgram): String?
fun getProgramParameter(
program: WebGLProgram,
pname: GLenum,
): Any
fun getRenderbufferParameter(
target: GLenum,
pname: GLenum,
): Any
fun getShaderInfoLog(shader: WebGLShader): String?
fun getShaderParameter(
shader: WebGLShader,
pname: GLenum,
): Any
fun getShaderPrecisionFormat(
shadertype: GLenum,
precisiontype: GLenum,
): WebGLShaderPrecisionFormat?
fun getShaderSource(shader: WebGLShader): String?
fun getSupportedExtensions(): ReadonlyArray?
fun getTexParameter(
target: GLenum,
pname: GLenum,
): Any
fun getUniform(
program: WebGLProgram,
location: WebGLUniformLocation,
): Any
fun getUniformLocation(
program: WebGLProgram,
name: String,
): WebGLUniformLocation?
fun getVertexAttrib(
index: GLuint,
pname: GLenum,
): Any
fun getVertexAttribOffset(
index: GLuint,
pname: GLenum,
): GLintptr
fun hint(
target: GLenum,
mode: GLenum,
)
fun isBuffer(buffer: WebGLBuffer?): GLboolean
fun isContextLost(): Boolean
fun isEnabled(cap: GLenum): GLboolean
fun isFramebuffer(framebuffer: WebGLFramebuffer?): GLboolean
fun isProgram(program: WebGLProgram?): GLboolean
fun isRenderbuffer(renderbuffer: WebGLRenderbuffer?): GLboolean
fun isShader(shader: WebGLShader?): GLboolean
fun isTexture(texture: WebGLTexture?): GLboolean
fun lineWidth(width: GLfloat)
fun linkProgram(program: WebGLProgram)
fun pixelStorei(
pname: GLenum,
param: GLint, /* | GLboolean */
)
fun polygonOffset(
factor: GLfloat,
units: GLfloat,
)
fun renderbufferStorage(
target: GLenum,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
)
fun sampleCoverage(
value: GLclampf,
invert: GLboolean,
)
fun scissor(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
)
fun shaderSource(
shader: WebGLShader,
source: String,
)
fun stencilFunc(
func: GLenum,
ref: GLint,
mask: GLuint,
)
fun stencilFuncSeparate(
face: GLenum,
func: GLenum,
ref: GLint,
mask: GLuint,
)
fun stencilMask(mask: GLuint)
fun stencilMaskSeparate(
face: GLenum,
mask: GLuint,
)
fun stencilOp(
fail: GLenum,
zfail: GLenum,
zpass: GLenum,
)
fun stencilOpSeparate(
face: GLenum,
fail: GLenum,
zfail: GLenum,
zpass: GLenum,
)
fun texParameterf(
target: GLenum,
pname: GLenum,
param: GLfloat,
)
fun texParameteri(
target: GLenum,
pname: GLenum,
param: GLint,
)
fun uniform1f(
location: WebGLUniformLocation?,
x: GLfloat,
)
fun uniform1i(
location: WebGLUniformLocation?,
x: GLint,
)
fun uniform2f(
location: WebGLUniformLocation?,
x: GLfloat,
y: GLfloat,
)
fun uniform2i(
location: WebGLUniformLocation?,
x: GLint,
y: GLint,
)
fun uniform3f(
location: WebGLUniformLocation?,
x: GLfloat,
y: GLfloat,
z: GLfloat,
)
fun uniform3i(
location: WebGLUniformLocation?,
x: GLint,
y: GLint,
z: GLint,
)
fun uniform4f(
location: WebGLUniformLocation?,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat,
)
fun uniform4i(
location: WebGLUniformLocation?,
x: GLint,
y: GLint,
z: GLint,
w: GLint,
)
fun useProgram(program: WebGLProgram?)
fun validateProgram(program: WebGLProgram)
fun vertexAttrib1f(
index: GLuint,
x: GLfloat,
)
fun vertexAttrib1fv(
index: GLuint,
values: Float32List,
)
fun vertexAttrib2f(
index: GLuint,
x: GLfloat,
y: GLfloat,
)
fun vertexAttrib2fv(
index: GLuint,
values: Float32List,
)
fun vertexAttrib3f(
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
)
fun vertexAttrib3fv(
index: GLuint,
values: Float32List,
)
fun vertexAttrib4f(
index: GLuint,
x: GLfloat,
y: GLfloat,
z: GLfloat,
w: GLfloat,
)
fun vertexAttrib4fv(
index: GLuint,
values: Float32List,
)
fun vertexAttribPointer(
index: GLuint,
size: GLint,
type: GLenum,
normalized: GLboolean,
stride: GLsizei,
offset: GLintptr,
)
fun viewport(
x: GLint,
y: GLint,
width: GLsizei,
height: GLsizei,
)
val DEPTH_BUFFER_BIT: GLenum
val STENCIL_BUFFER_BIT: GLenum
val COLOR_BUFFER_BIT: GLenum
val POINTS: GLenum
val LINES: GLenum
val LINE_LOOP: GLenum
val LINE_STRIP: GLenum
val TRIANGLES: GLenum
val TRIANGLE_STRIP: GLenum
val TRIANGLE_FAN: GLenum
val ZERO: GLenum
val ONE: GLenum
val SRC_COLOR: GLenum
val ONE_MINUS_SRC_COLOR: GLenum
val SRC_ALPHA: GLenum
val ONE_MINUS_SRC_ALPHA: GLenum
val DST_ALPHA: GLenum
val ONE_MINUS_DST_ALPHA: GLenum
val DST_COLOR: GLenum
val ONE_MINUS_DST_COLOR: GLenum
val SRC_ALPHA_SATURATE: GLenum
val FUNC_ADD: GLenum
val BLEND_EQUATION: GLenum
val BLEND_EQUATION_RGB: GLenum
val BLEND_EQUATION_ALPHA: GLenum
val FUNC_SUBTRACT: GLenum
val FUNC_REVERSE_SUBTRACT: GLenum
val BLEND_DST_RGB: GLenum
val BLEND_SRC_RGB: GLenum
val BLEND_DST_ALPHA: GLenum
val BLEND_SRC_ALPHA: GLenum
val CONSTANT_COLOR: GLenum
val ONE_MINUS_CONSTANT_COLOR: GLenum
val CONSTANT_ALPHA: GLenum
val ONE_MINUS_CONSTANT_ALPHA: GLenum
val BLEND_COLOR: GLenum
val ARRAY_BUFFER: GLenum
val ELEMENT_ARRAY_BUFFER: GLenum
val ARRAY_BUFFER_BINDING: GLenum
val ELEMENT_ARRAY_BUFFER_BINDING: GLenum
val STREAM_DRAW: GLenum
val STATIC_DRAW: GLenum
val DYNAMIC_DRAW: GLenum
val BUFFER_SIZE: GLenum
val BUFFER_USAGE: GLenum
val CURRENT_VERTEX_ATTRIB: GLenum
val FRONT: GLenum
val BACK: GLenum
val FRONT_AND_BACK: GLenum
val CULL_FACE: GLenum
val BLEND: GLenum
val DITHER: GLenum
val STENCIL_TEST: GLenum
val DEPTH_TEST: GLenum
val SCISSOR_TEST: GLenum
val POLYGON_OFFSET_FILL: GLenum
val SAMPLE_ALPHA_TO_COVERAGE: GLenum
val SAMPLE_COVERAGE: GLenum
val NO_ERROR: GLenum
val INVALID_ENUM: GLenum
val INVALID_VALUE: GLenum
val INVALID_OPERATION: GLenum
val OUT_OF_MEMORY: GLenum
val CW: GLenum
val CCW: GLenum
val LINE_WIDTH: GLenum
val ALIASED_POINT_SIZE_RANGE: GLenum
val ALIASED_LINE_WIDTH_RANGE: GLenum
val CULL_FACE_MODE: GLenum
val FRONT_FACE: GLenum
val DEPTH_RANGE: GLenum
val DEPTH_WRITEMASK: GLenum
val DEPTH_CLEAR_VALUE: GLenum
val DEPTH_FUNC: GLenum
val STENCIL_CLEAR_VALUE: GLenum
val STENCIL_FUNC: GLenum
val STENCIL_FAIL: GLenum
val STENCIL_PASS_DEPTH_FAIL: GLenum
val STENCIL_PASS_DEPTH_PASS: GLenum
val STENCIL_REF: GLenum
val STENCIL_VALUE_MASK: GLenum
val STENCIL_WRITEMASK: GLenum
val STENCIL_BACK_FUNC: GLenum
val STENCIL_BACK_FAIL: GLenum
val STENCIL_BACK_PASS_DEPTH_FAIL: GLenum
val STENCIL_BACK_PASS_DEPTH_PASS: GLenum
val STENCIL_BACK_REF: GLenum
val STENCIL_BACK_VALUE_MASK: GLenum
val STENCIL_BACK_WRITEMASK: GLenum
val VIEWPORT: GLenum
val SCISSOR_BOX: GLenum
val COLOR_CLEAR_VALUE: GLenum
val COLOR_WRITEMASK: GLenum
val UNPACK_ALIGNMENT: GLenum
val PACK_ALIGNMENT: GLenum
val MAX_TEXTURE_SIZE: GLenum
val MAX_VIEWPORT_DIMS: GLenum
val SUBPIXEL_BITS: GLenum
val RED_BITS: GLenum
val GREEN_BITS: GLenum
val BLUE_BITS: GLenum
val ALPHA_BITS: GLenum
val DEPTH_BITS: GLenum
val STENCIL_BITS: GLenum
val POLYGON_OFFSET_UNITS: GLenum
val POLYGON_OFFSET_FACTOR: GLenum
val TEXTURE_BINDING_2D: GLenum
val SAMPLE_BUFFERS: GLenum
val SAMPLES: GLenum
val SAMPLE_COVERAGE_VALUE: GLenum
val SAMPLE_COVERAGE_INVERT: GLenum
val COMPRESSED_TEXTURE_FORMATS: GLenum
val DONT_CARE: GLenum
val FASTEST: GLenum
val NICEST: GLenum
val GENERATE_MIPMAP_HINT: GLenum
val BYTE: GLenum
val UNSIGNED_BYTE: GLenum
val SHORT: GLenum
val UNSIGNED_SHORT: GLenum
val INT: GLenum
val UNSIGNED_INT: GLenum
val FLOAT: GLenum
val DEPTH_COMPONENT: GLenum
val ALPHA: GLenum
val RGB: GLenum
val RGBA: GLenum
val LUMINANCE: GLenum
val LUMINANCE_ALPHA: GLenum
val UNSIGNED_SHORT_4_4_4_4: GLenum
val UNSIGNED_SHORT_5_5_5_1: GLenum
val UNSIGNED_SHORT_5_6_5: GLenum
val FRAGMENT_SHADER: GLenum
val VERTEX_SHADER: GLenum
val MAX_VERTEX_ATTRIBS: GLenum
val MAX_VERTEX_UNIFORM_VECTORS: GLenum
val MAX_VARYING_VECTORS: GLenum
val MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLenum
val MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLenum
val MAX_TEXTURE_IMAGE_UNITS: GLenum
val MAX_FRAGMENT_UNIFORM_VECTORS: GLenum
val SHADER_TYPE: GLenum
val DELETE_STATUS: GLenum
val LINK_STATUS: GLenum
val VALIDATE_STATUS: GLenum
val ATTACHED_SHADERS: GLenum
val ACTIVE_UNIFORMS: GLenum
val ACTIVE_ATTRIBUTES: GLenum
val SHADING_LANGUAGE_VERSION: GLenum
val CURRENT_PROGRAM: GLenum
val NEVER: GLenum
val LESS: GLenum
val EQUAL: GLenum
val LEQUAL: GLenum
val GREATER: GLenum
val NOTEQUAL: GLenum
val GEQUAL: GLenum
val ALWAYS: GLenum
val KEEP: GLenum
val REPLACE: GLenum
val INCR: GLenum
val DECR: GLenum
val INVERT: GLenum
val INCR_WRAP: GLenum
val DECR_WRAP: GLenum
val VENDOR: GLenum
val RENDERER: GLenum
val VERSION: GLenum
val NEAREST: GLenum
val LINEAR: GLenum
val NEAREST_MIPMAP_NEAREST: GLenum
val LINEAR_MIPMAP_NEAREST: GLenum
val NEAREST_MIPMAP_LINEAR: GLenum
val LINEAR_MIPMAP_LINEAR: GLenum
val TEXTURE_MAG_FILTER: GLenum
val TEXTURE_MIN_FILTER: GLenum
val TEXTURE_WRAP_S: GLenum
val TEXTURE_WRAP_T: GLenum
val TEXTURE_2D: GLenum
val TEXTURE: GLenum
val TEXTURE_CUBE_MAP: GLenum
val TEXTURE_BINDING_CUBE_MAP: GLenum
val TEXTURE_CUBE_MAP_POSITIVE_X: GLenum
val TEXTURE_CUBE_MAP_NEGATIVE_X: GLenum
val TEXTURE_CUBE_MAP_POSITIVE_Y: GLenum
val TEXTURE_CUBE_MAP_NEGATIVE_Y: GLenum
val TEXTURE_CUBE_MAP_POSITIVE_Z: GLenum
val TEXTURE_CUBE_MAP_NEGATIVE_Z: GLenum
val MAX_CUBE_MAP_TEXTURE_SIZE: GLenum
val TEXTURE0: GLenum
val TEXTURE1: GLenum
val TEXTURE2: GLenum
val TEXTURE3: GLenum
val TEXTURE4: GLenum
val TEXTURE5: GLenum
val TEXTURE6: GLenum
val TEXTURE7: GLenum
val TEXTURE8: GLenum
val TEXTURE9: GLenum
val TEXTURE10: GLenum
val TEXTURE11: GLenum
val TEXTURE12: GLenum
val TEXTURE13: GLenum
val TEXTURE14: GLenum
val TEXTURE15: GLenum
val TEXTURE16: GLenum
val TEXTURE17: GLenum
val TEXTURE18: GLenum
val TEXTURE19: GLenum
val TEXTURE20: GLenum
val TEXTURE21: GLenum
val TEXTURE22: GLenum
val TEXTURE23: GLenum
val TEXTURE24: GLenum
val TEXTURE25: GLenum
val TEXTURE26: GLenum
val TEXTURE27: GLenum
val TEXTURE28: GLenum
val TEXTURE29: GLenum
val TEXTURE30: GLenum
val TEXTURE31: GLenum
val ACTIVE_TEXTURE: GLenum
val REPEAT: GLenum
val CLAMP_TO_EDGE: GLenum
val MIRRORED_REPEAT: GLenum
val FLOAT_VEC2: GLenum
val FLOAT_VEC3: GLenum
val FLOAT_VEC4: GLenum
val INT_VEC2: GLenum
val INT_VEC3: GLenum
val INT_VEC4: GLenum
val BOOL: GLenum
val BOOL_VEC2: GLenum
val BOOL_VEC3: GLenum
val BOOL_VEC4: GLenum
val FLOAT_MAT2: GLenum
val FLOAT_MAT3: GLenum
val FLOAT_MAT4: GLenum
val SAMPLER_2D: GLenum
val SAMPLER_CUBE: GLenum
val VERTEX_ATTRIB_ARRAY_ENABLED: GLenum
val VERTEX_ATTRIB_ARRAY_SIZE: GLenum
val VERTEX_ATTRIB_ARRAY_STRIDE: GLenum
val VERTEX_ATTRIB_ARRAY_TYPE: GLenum
val VERTEX_ATTRIB_ARRAY_NORMALIZED: GLenum
val VERTEX_ATTRIB_ARRAY_POINTER: GLenum
val VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: GLenum
val IMPLEMENTATION_COLOR_READ_TYPE: GLenum
val IMPLEMENTATION_COLOR_READ_FORMAT: GLenum
val COMPILE_STATUS: GLenum
val LOW_FLOAT: GLenum
val MEDIUM_FLOAT: GLenum
val HIGH_FLOAT: GLenum
val LOW_INT: GLenum
val MEDIUM_INT: GLenum
val HIGH_INT: GLenum
val FRAMEBUFFER: GLenum
val RENDERBUFFER: GLenum
val RGBA4: GLenum
val RGB5_A1: GLenum
val RGB565: GLenum
val DEPTH_COMPONENT16: GLenum
val STENCIL_INDEX8: GLenum
val DEPTH_STENCIL: GLenum
val RENDERBUFFER_WIDTH: GLenum
val RENDERBUFFER_HEIGHT: GLenum
val RENDERBUFFER_INTERNAL_FORMAT: GLenum
val RENDERBUFFER_RED_SIZE: GLenum
val RENDERBUFFER_GREEN_SIZE: GLenum
val RENDERBUFFER_BLUE_SIZE: GLenum
val RENDERBUFFER_ALPHA_SIZE: GLenum
val RENDERBUFFER_DEPTH_SIZE: GLenum
val RENDERBUFFER_STENCIL_SIZE: GLenum
val FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: GLenum
val FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: GLenum
val FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: GLenum
val FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: GLenum
val COLOR_ATTACHMENT0: GLenum
val DEPTH_ATTACHMENT: GLenum
val STENCIL_ATTACHMENT: GLenum
val DEPTH_STENCIL_ATTACHMENT: GLenum
val NONE: GLenum
val FRAMEBUFFER_COMPLETE: GLenum
val FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLenum
val FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLenum
val FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLenum
val FRAMEBUFFER_UNSUPPORTED: GLenum
val FRAMEBUFFER_BINDING: GLenum
val RENDERBUFFER_BINDING: GLenum
val MAX_RENDERBUFFER_SIZE: GLenum
val INVALID_FRAMEBUFFER_OPERATION: GLenum
val UNPACK_FLIP_Y_WEBGL: GLenum
val UNPACK_PREMULTIPLY_ALPHA_WEBGL: GLenum
val CONTEXT_LOST_WEBGL: GLenum
val UNPACK_COLORSPACE_CONVERSION_WEBGL: GLenum
val BROWSER_DEFAULT_WEBGL: GLenum
}
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