图形图像子系统JS API变更

OpenHarmony 3.1 Release版本相较于OpenHarmony 3.0 LTS版本,图形图像子系统的API变更如下:

接口变更

模块名 类名 方法/属性/枚举/常量 变更类型
webgl2 WebGL2RenderingContextOverloads readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView | null): void;
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, offset: GLintptr): void;
readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, dstData: ArrayBufferView, dstOffset: GLuint): void;
新增
webgl2 WebGL2RenderingContextOverloads uniformMatrix4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniformMatrix3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniformMatrix2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniform4iv(location: WebGLUniformLocation | null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniform3iv(location: WebGLUniformLocation | null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniform2iv(location: WebGLUniformLocation | null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniform1iv(location: WebGLUniformLocation | null, data: Int32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniform4fv(location: WebGLUniformLocation | null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniform3fv(location: WebGLUniformLocation | null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniform2fv(location: WebGLUniformLocation | null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads uniform1fv(location: WebGLUniformLocation | null, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextOverloads compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr): void;
compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint): void;
新增
webgl2 WebGL2RenderingContextOverloads compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr): void;
compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint): void;
新增
webgl2 WebGL2RenderingContextOverloads texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView | null): void;
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource): void;
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr): void;
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource): void;
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint): void;
新增
webgl2 WebGL2RenderingContextOverloads texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView | null): void;
texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource): void;
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr): void;
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource): void;
texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint): void;
新增
webgl2 WebGL2RenderingContextOverloads bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: BufferSource): void;
bufferSubData(target: GLenum, dstByteOffset: GLintptr, srcData: ArrayBufferView, srcOffset: GLuint, length?: GLuint): void;
新增
webgl2 WebGL2RenderingContextOverloads bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum): void;
bufferData(target: GLenum, srcData: BufferSource | null, usage: GLenum): void;
bufferData(target: GLenum, srcData: ArrayBufferView, usage: GLenum, srcOffset: GLuint, length?: GLuint): void;
新增
webgl2 WebGL2RenderingContextBase bindVertexArray(array: WebGLVertexArrayObject | null): void; 新增
webgl2 WebGL2RenderingContextBase isVertexArray(vertexArray: WebGLVertexArrayObject | null): GLboolean; 新增
webgl2 WebGL2RenderingContextBase deleteVertexArray(vertexArray: WebGLVertexArrayObject | null): void; 新增
webgl2 WebGL2RenderingContextBase createVertexArray(): WebGLVertexArrayObject | null; 新增
webgl2 WebGL2RenderingContextBase uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase getActiveUniformBlockName(program: WebGLProgram, uniformBlockIndex: GLuint): string | null; 新增
webgl2 WebGL2RenderingContextBase getActiveUniformBlockParameter(program: WebGLProgram, uniformBlockIndex: GLuint, pname: GLenum): any; 新增
webgl2 WebGL2RenderingContextBase getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): GLuint; 新增
webgl2 WebGL2RenderingContextBase getActiveUniforms(program: WebGLProgram, uniformIndices: GLuint[], pname: GLenum): any; 新增
webgl2 WebGL2RenderingContextBase getUniformIndices(program: WebGLProgram, uniformNames: string[]): GLuint[] | null; 新增
webgl2 WebGL2RenderingContextBase getIndexedParameter(target: GLenum, index: GLuint): any; 新增
webgl2 WebGL2RenderingContextBase bindBufferRange(target: GLenum, index: GLuint, buffer: WebGLBuffer | null, offset: GLintptr, size: GLsizeiptr): void; 新增
webgl2 WebGL2RenderingContextBase bindBufferBase(target: GLenum, index: GLuint, buffer: WebGLBuffer | null): void; 新增
webgl2 WebGL2RenderingContextBase resumeTransformFeedback(): void; 新增
webgl2 WebGL2RenderingContextBase pauseTransformFeedback(): void; 新增
webgl2 WebGL2RenderingContextBase getTransformFeedbackVarying(program: WebGLProgram, index: GLuint): WebGLActiveInfo | null; 新增
webgl2 WebGL2RenderingContextBase transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: GLenum): void; 新增
webgl2 WebGL2RenderingContextBase endTransformFeedback(): void; 新增
webgl2 WebGL2RenderingContextBase beginTransformFeedback(primitiveMode: GLenum): void; 新增
webgl2 WebGL2RenderingContextBase bindTransformFeedback(target: GLenum, tf: WebGLTransformFeedback | null): void; 新增
webgl2 WebGL2RenderingContextBase isTransformFeedback(tf: WebGLTransformFeedback | null): GLboolean; 新增
webgl2 WebGL2RenderingContextBase deleteTransformFeedback(tf: WebGLTransformFeedback | null): void; 新增
webgl2 WebGL2RenderingContextBase createTransformFeedback(): WebGLTransformFeedback | null; 新增
webgl2 WebGL2RenderingContextBase getSyncParameter(sync: WebGLSync, pname: GLenum): any; 新增
webgl2 WebGL2RenderingContextBase waitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLint64): void; 新增
webgl2 WebGL2RenderingContextBase clientWaitSync(sync: WebGLSync, flags: GLbitfield, timeout: GLuint64): GLenum; 新增
webgl2 WebGL2RenderingContextBase deleteSync(sync: WebGLSync | null): void; 新增
webgl2 WebGL2RenderingContextBase isSync(sync: WebGLSync | null): GLboolean; 新增
webgl2 WebGL2RenderingContextBase fenceSync(condition: GLenum, flags: GLbitfield): WebGLSync | null; 新增
webgl2 WebGL2RenderingContextBase getSamplerParameter(sampler: WebGLSampler, pname: GLenum): any; 新增
webgl2 WebGL2RenderingContextBase samplerParameterf(sampler: WebGLSampler, pname: GLenum, param: GLfloat): void; 新增
webgl2 WebGL2RenderingContextBase samplerParameteri(sampler: WebGLSampler, pname: GLenum, param: GLint): void; 新增
webgl2 WebGL2RenderingContextBase bindSampler(unit: GLuint, sampler: WebGLSampler | null): void; 新增
webgl2 WebGL2RenderingContextBase isSampler(sampler: WebGLSampler | null): GLboolean; 新增
webgl2 WebGL2RenderingContextBase deleteSampler(sampler: WebGLSampler | null): void; 新增
webgl2 WebGL2RenderingContextBase createSampler(): WebGLSampler | null; 新增
webgl2 WebGL2RenderingContextBase getQueryParameter(query: WebGLQuery, pname: GLenum): any; 新增
webgl2 WebGL2RenderingContextBase getQuery(target: GLenum, pname: GLenum): WebGLQuery | null; 新增
webgl2 WebGL2RenderingContextBase endQuery(target: GLenum): void; 新增
webgl2 WebGL2RenderingContextBase beginQuery(target: GLenum, query: WebGLQuery): void; 新增
webgl2 WebGL2RenderingContextBase isQuery(query: WebGLQuery | null): GLboolean; 新增
webgl2 WebGL2RenderingContextBase deleteQuery(query: WebGLQuery | null): void; 新增
webgl2 WebGL2RenderingContextBase createQuery(): WebGLQuery | null; 新增
webgl2 WebGL2RenderingContextBase clearBufferfi(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint): void; 新增
webgl2 WebGL2RenderingContextBase clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Uint32List, srcOffset?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Int32List, srcOffset?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Float32List, srcOffset?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase drawBuffers(buffers: GLenum[]): void; 新增
webgl2 WebGL2RenderingContextBase drawRangeElements(mode: GLenum, start: GLuint, end: GLuint, count: GLsizei, type: GLenum, offset: GLintptr): void; 新增
webgl2 WebGL2RenderingContextBase drawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, instanceCount: GLsizei): void; 新增
webgl2 WebGL2RenderingContextBase drawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instanceCount: GLsizei): void; 新增
webgl2 WebGL2RenderingContextBase vertexAttribDivisor(index: GLuint, divisor: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase vertexAttribIPointer(index: GLuint, size: GLint, type: GLenum, stride: GLsizei, offset: GLintptr): void; 新增
webgl2 WebGL2RenderingContextBase vertexAttribI4uiv(index: GLuint, values: Uint32List): void; 新增
webgl2 WebGL2RenderingContextBase vertexAttribI4ui(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase vertexAttribI4iv(index: GLuint, values: Int32List): void; 新增
webgl2 WebGL2RenderingContextBase vertexAttribI4i(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void; 新增
webgl2 WebGL2RenderingContextBase uniformMatrix3x4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniformMatrix2x4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniformMatrix4x3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniformMatrix2x3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniformMatrix4x2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniformMatrix3x2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Float32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniform4uiv(location: WebGLUniformLocation | null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniform3uiv(location: WebGLUniformLocation | null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniform2uiv(location: WebGLUniformLocation | null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniform1uiv(location: WebGLUniformLocation | null, data: Uint32List, srcOffset?: GLuint, srcLength?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniform4ui(location: WebGLUniformLocation | null, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniform3ui(location: WebGLUniformLocation | null, v0: GLuint, v1: GLuint, v2: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniform2ui(location: WebGLUniformLocation | null, v0: GLuint, v1: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase uniform1ui(location: WebGLUniformLocation | null, v0: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase getFragDataLocation(program: WebGLProgram, name: string): GLint; 新增
webgl2 WebGL2RenderingContextBase compressedTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr): void;
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): void;
新增
webgl2 WebGL2RenderingContextBase compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr): void;
compressedTexImage3D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: GLuint, srcLengthOverride?: GLuint): void;
新增
webgl2 WebGL2RenderingContextBase copyTexSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void; 新增
webgl2 WebGL2RenderingContextBase texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr): void;
texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource): void;
texSubImage3D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView | null, srcOffset?: GLuint): void;
新增
webgl2 WebGL2RenderingContextBase texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr): void;
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource): void;
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView | null): void;
texImage3D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: GLuint): void;
新增
webgl2 WebGL2RenderingContextBase texStorage3D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void; 新增
webgl2 WebGL2RenderingContextBase texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void; 新增
webgl2 WebGL2RenderingContextBase renderbufferStorageMultisample(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void; 新增
webgl2 WebGL2RenderingContextBase getInternalformatParameter(target: GLenum, internalformat: GLenum, pname: GLenum): any; 新增
webgl2 WebGL2RenderingContextBase readBuffer(src: GLenum): void; 新增
webgl2 WebGL2RenderingContextBase invalidateSubFramebuffer(target: GLenum, attachments: GLenum[], x: GLint, y: GLint, width: GLsizei, height: GLsizei): void; 新增
webgl2 WebGL2RenderingContextBase invalidateFramebuffer(target: GLenum, attachments: GLenum[]): void; 新增
webgl2 WebGL2RenderingContextBase framebufferTextureLayer(target: GLenum, attachment: GLenum, texture: WebGLTexture | null, level: GLint, layer: GLint): void; 新增
webgl2 WebGL2RenderingContextBase blitFramebuffer(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void; 新增
webgl2 WebGL2RenderingContextBase getBufferSubData(target: GLenum, srcByteOffset: GLintptr, dstBuffer: ArrayBufferView, dstOffset?: GLuint, length?: GLuint): void; 新增
webgl2 WebGL2RenderingContextBase copyBufferSubData(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_CLIENT_WAIT_TIMEOUT_WEBGL: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TIMEOUT_IGNORED: GLint64; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_IMMUTABLE_LEVELS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_ELEMENT_INDEX: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_IMMUTABLE_FORMAT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_ACTIVE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_PAUSED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly INT_2_10_10_10_REV: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB10_A2UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SAMPLER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly ANY_SAMPLES_PASSED_CONSERVATIVE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly ANY_SAMPLES_PASSED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly VERTEX_ATTRIB_ARRAY_DIVISOR: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SYNC_FLUSH_COMMANDS_BIT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly WAIT_FAILED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly CONDITION_SATISFIED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TIMEOUT_EXPIRED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly ALREADY_SIGNALED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SIGNALED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNALED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SYNC_GPU_COMMANDS_COMPLETE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SYNC_FENCE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SYNC_FLAGS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SYNC_STATUS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SYNC_CONDITION: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly OBJECT_TYPE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_SERVER_WAIT_TIMEOUT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_FRAGMENT_INPUT_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_VERTEX_OUTPUT_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly INVALID_INDEX: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BLOCK_ACTIVE_UNIFORMS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BLOCK_DATA_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BLOCK_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_IS_ROW_MAJOR: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_MATRIX_STRIDE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_ARRAY_STRIDE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_OFFSET: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BLOCK_INDEX: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_TYPE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly ACTIVE_UNIFORM_BLOCKS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BUFFER_OFFSET_ALIGNMENT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_UNIFORM_BLOCK_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_UNIFORM_BUFFER_BINDINGS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_COMBINED_UNIFORM_BLOCKS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_FRAGMENT_UNIFORM_BLOCKS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_VERTEX_UNIFORM_BLOCKS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BUFFER_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BUFFER_START: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BUFFER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNIFORM_BUFFER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COPY_WRITE_BUFFER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COPY_READ_BUFFER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COPY_WRITE_BUFFER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COPY_READ_BUFFER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SIGNED_NORMALIZED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA8_SNORM: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB8_SNORM: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG8_SNORM: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R8_SNORM: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly VERTEX_ARRAY_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG32UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG32I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG16UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG16I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG8UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG8I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R32UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R32I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R16UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R16I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R8UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R8I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG32F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG16F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R32F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R16F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG_INTEGER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RG: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly HALF_FLOAT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_SAMPLES: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT15: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT14: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT13: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT12: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT11: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT10: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT9: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT7: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT6: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT5: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT4: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT3: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT2: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR_ATTACHMENT1: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_COLOR_ATTACHMENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RENDERBUFFER_SAMPLES: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly READ_FRAMEBUFFER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_FRAMEBUFFER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly READ_FRAMEBUFFER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_FRAMEBUFFER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_NORMALIZED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DEPTH24_STENCIL8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_24_8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_DEFAULT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_RED_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FLOAT_32_UNSIGNED_INT_24_8_REV: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DEPTH32F_STENCIL8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DEPTH_COMPONENT32F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_SAMPLER_2D_ARRAY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_SAMPLER_CUBE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_SAMPLER_3D: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_SAMPLER_2D: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly INT_SAMPLER_2D_ARRAY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly INT_SAMPLER_CUBE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly INT_SAMPLER_3D: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly INT_SAMPLER_2D: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_VEC4: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_VEC3: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_VEC2: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SAMPLER_CUBE_SHADOW: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SAMPLER_2D_ARRAY_SHADOW: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SAMPLER_2D_ARRAY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA_INTEGER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB_INTEGER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RED_INTEGER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB8I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA8I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB16I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA16I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB32I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA32I: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB8UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA8UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB16UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA16UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB32UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA32UI: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_BUFFER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_BUFFER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SEPARATE_ATTRIBS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly INTERLEAVED_ATTRIBS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RASTERIZER_DISCARD: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_BUFFER_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_BUFFER_START: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_VARYINGS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TRANSFORM_FEEDBACK_BUFFER_MODE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_5_9_9_9_REV: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB9_E5: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_10F_11F_11F_REV: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly R11F_G11F_B10F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_BINDING_2D_ARRAY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_2D_ARRAY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_VARYING_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_PROGRAM_TEXEL_OFFSET: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MIN_PROGRAM_TEXEL_OFFSET: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_ARRAY_TEXTURE_LAYERS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly VERTEX_ATTRIB_ARRAY_INTEGER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB16F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA16F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB32F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA32F: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COMPARE_REF_TO_TEXTURE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SRGB8_ALPHA8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SRGB8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SRGB: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FLOAT_MAT4x3: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FLOAT_MAT4x2: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FLOAT_MAT3x4: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FLOAT_MAT3x2: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FLOAT_MAT2x4: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FLOAT_MAT2x3: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly PIXEL_UNPACK_BUFFER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly PIXEL_PACK_BUFFER_BINDING: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly PIXEL_UNPACK_BUFFER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly PIXEL_PACK_BUFFER: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly FRAGMENT_SHADER_DERIVATIVE_HINT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SAMPLER_2D_SHADOW: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly SAMPLER_3D: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_VERTEX_UNIFORM_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_FRAGMENT_UNIFORM_COMPONENTS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER15: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER14: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER13: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER12: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER11: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER10: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER9: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER7: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER6: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER5: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER4: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER3: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER2: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER1: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DRAW_BUFFER0: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_DRAW_BUFFERS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DYNAMIC_COPY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DYNAMIC_READ: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly STATIC_COPY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly STATIC_READ: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly STREAM_COPY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly STREAM_READ: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly QUERY_RESULT_AVAILABLE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly QUERY_RESULT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly CURRENT_QUERY: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_COMPARE_FUNC: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_COMPARE_MODE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_TEXTURE_LOD_BIAS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DEPTH_COMPONENT24: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MIN: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_MAX_LEVEL: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_BASE_LEVEL: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_MAX_LOD: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_MIN_LOD: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_ELEMENTS_INDICES: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_ELEMENTS_VERTICES: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNSIGNED_INT_2_10_10_10_REV: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly MAX_3D_TEXTURE_SIZE: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_WRAP_R: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_3D: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNPACK_IMAGE_HEIGHT: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNPACK_SKIP_IMAGES: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly TEXTURE_BINDING_3D: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB10_A2: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGBA8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RGB8: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly RED: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly STENCIL: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly DEPTH: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly COLOR: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly PACK_SKIP_PIXELS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly PACK_SKIP_ROWS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly PACK_ROW_LENGTH: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNPACK_SKIP_PIXELS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNPACK_SKIP_ROWS: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly UNPACK_ROW_LENGTH: GLenum; 新增
webgl2 WebGL2RenderingContextBase readonly READ_BUFFER: GLenum; 新增
webgl WebGLRenderingContextOverloads uniformMatrix4fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Float32List): void; 新增
webgl WebGLRenderingContextOverloads uniformMatrix3fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Float32List): void; 新增
webgl WebGLRenderingContextOverloads uniformMatrix2fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Float32List): void; 新增
webgl WebGLRenderingContextOverloads uniform4iv(location: WebGLUniformLocation | null, v: Int32List): void; 新增
webgl WebGLRenderingContextOverloads uniform3iv(location: WebGLUniformLocation | null, v: Int32List): void; 新增
webgl WebGLRenderingContextOverloads uniform2iv(location: WebGLUniformLocation | null, v: Int32List): void; 新增
webgl WebGLRenderingContextOverloads uniform1iv(location: WebGLUniformLocation | null, v: Int32List): void; 新增
webgl WebGLRenderingContextOverloads uniform4fv(location: WebGLUniformLocation | null, v: Float32List): void; 新增
webgl WebGLRenderingContextOverloads uniform3fv(location: WebGLUniformLocation | null, v: Float32List): void; 新增
webgl WebGLRenderingContextOverloads uniform2fv(location: WebGLUniformLocation | null, v: Float32List): void; 新增
webgl WebGLRenderingContextOverloads uniform1fv(location: WebGLUniformLocation | null, v: Float32List): void; 新增
webgl WebGLRenderingContextOverloads texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView | null): void;
texSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource): void;
新增
webgl WebGLRenderingContextOverloads texImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView | null): void;
texImage2D(target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource): void;
新增
webgl WebGLRenderingContextOverloads readPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView | null): void; 新增
webgl WebGLRenderingContextOverloads compressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data: ArrayBufferView): void; 新增
webgl WebGLRenderingContextOverloads compressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: ArrayBufferView): void; 新增
webgl WebGLRenderingContextOverloads bufferSubData(target: GLenum, offset: GLintptr, data: BufferSource): void; 新增
webgl WebGLRenderingContextOverloads bufferData(target: GLenum, size: GLsizeiptr, usage: GLenum): void;
bufferData(target: GLenum, data: BufferSource | null, usage: GLenum): void;
新增
webgl WebGLRenderingContextBase viewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void; 新增
webgl WebGLRenderingContextBase vertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr): void; 新增
webgl WebGLRenderingContextBase vertexAttrib4fv(index: GLuint, values: Float32List): void; 新增
webgl WebGLRenderingContextBase vertexAttrib3fv(index: GLuint, values: Float32List): void; 新增
webgl WebGLRenderingContextBase vertexAttrib2fv(index: GLuint, values: Float32List): void; 新增
webgl WebGLRenderingContextBase vertexAttrib1fv(index: GLuint, values: Float32List): void; 新增
webgl WebGLRenderingContextBase vertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void; 新增
webgl WebGLRenderingContextBase vertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void; 新增
webgl WebGLRenderingContextBase vertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat): void; 新增
webgl WebGLRenderingContextBase vertexAttrib1f(index: GLuint, x: GLfloat): void; 新增
webgl WebGLRenderingContextBase validateProgram(program: WebGLProgram): void; 新增
webgl WebGLRenderingContextBase useProgram(program: WebGLProgram | null): void; 新增
webgl WebGLRenderingContextBase uniform4i(location: WebGLUniformLocation | null, x: GLint, y: GLint, z: GLint, w: GLint): void; 新增
webgl WebGLRenderingContextBase uniform3i(location: WebGLUniformLocation | null, x: GLint, y: GLint, z: GLint): void; 新增
webgl WebGLRenderingContextBase uniform2i(location: WebGLUniformLocation | null, x: GLint, y: GLint): void; 新增
webgl WebGLRenderingContextBase uniform1i(location: WebGLUniformLocation | null, x: GLint): void; 新增
webgl WebGLRenderingContextBase uniform4f(location: WebGLUniformLocation | null, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void; 新增
webgl WebGLRenderingContextBase uniform3f(location: WebGLUniformLocation | null, x: GLfloat, y: GLfloat, z: GLfloat): void; 新增
webgl WebGLRenderingContextBase uniform2f(location: WebGLUniformLocation | null, x: GLfloat, y: GLfloat): void; 新增
webgl WebGLRenderingContextBase uniform1f(location: WebGLUniformLocation | null, x: GLfloat): void; 新增
webgl WebGLRenderingContextBase texParameteri(target: GLenum, pname: GLenum, param: GLint): void; 新增
webgl WebGLRenderingContextBase texParameterf(target: GLenum, pname: GLenum, param: GLfloat): void; 新增
webgl WebGLRenderingContextBase stencilOpSeparate(face: GLenum, fail: GLenum, zfail: GLenum, zpass: GLenum): void; 新增
webgl WebGLRenderingContextBase stencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum): void; 新增
webgl WebGLRenderingContextBase stencilMaskSeparate(face: GLenum, mask: GLuint): void; 新增
webgl WebGLRenderingContextBase stencilMask(mask: GLuint): void; 新增
webgl WebGLRenderingContextBase stencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint): void; 新增
webgl WebGLRenderingContextBase stencilFunc(func: GLenum, ref: GLint, mask: GLuint): void; 新增
webgl WebGLRenderingContextBase shaderSource(shader: WebGLShader, source: string): void; 新增
webgl WebGLRenderingContextBase scissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void; 新增
webgl WebGLRenderingContextBase sampleCoverage(value: GLclampf, invert: GLboolean): void; 新增
webgl WebGLRenderingContextBase renderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei): void; 新增
webgl WebGLRenderingContextBase polygonOffset(factor: GLfloat, units: GLfloat): void; 新增
webgl WebGLRenderingContextBase pixelStorei(pname: GLenum, param: GLint | GLboolean): void; 新增
webgl WebGLRenderingContextBase linkProgram(program: WebGLProgram): void; 新增
webgl WebGLRenderingContextBase lineWidth(width: GLfloat): void; 新增
webgl WebGLRenderingContextBase isTexture(texture: WebGLTexture | null): GLboolean; 新增
webgl WebGLRenderingContextBase isShader(shader: WebGLShader | null): GLboolean; 新增
webgl WebGLRenderingContextBase isRenderbuffer(renderbuffer: WebGLRenderbuffer | null): GLboolean; 新增
webgl WebGLRenderingContextBase isProgram(program: WebGLProgram | null): GLboolean; 新增
webgl WebGLRenderingContextBase isFramebuffer(framebuffer: WebGLFramebuffer | null): GLboolean; 新增
webgl WebGLRenderingContextBase isEnabled(cap: GLenum): GLboolean; 新增
webgl WebGLRenderingContextBase isBuffer(buffer: WebGLBuffer | null): GLboolean; 新增
webgl WebGLRenderingContextBase hint(target: GLenum, mode: GLenum): void; 新增
webgl WebGLRenderingContextBase getVertexAttribOffset(index: GLuint, pname: GLenum): GLintptr; 新增
webgl WebGLRenderingContextBase getVertexAttrib(index: GLuint, pname: GLenum): any; 新增
webgl WebGLRenderingContextBase getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation | null; 新增
webgl WebGLRenderingContextBase getUniform(program: WebGLProgram, location: WebGLUniformLocation): any; 新增
webgl WebGLRenderingContextBase getTexParameter(target: GLenum, pname: GLenum): any; 新增
webgl WebGLRenderingContextBase getShaderSource(shader: WebGLShader): string | null; 新增
webgl WebGLRenderingContextBase getShaderInfoLog(shader: WebGLShader): string | null; 新增
webgl WebGLRenderingContextBase getShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum): WebGLShaderPrecisionFormat | null; 新增
webgl WebGLRenderingContextBase getShaderParameter(shader: WebGLShader, pname: GLenum): any; 新增
webgl WebGLRenderingContextBase getRenderbufferParameter(target: GLenum, pname: GLenum): any; 新增
webgl WebGLRenderingContextBase getProgramInfoLog(program: WebGLProgram): string | null; 新增
webgl WebGLRenderingContextBase getProgramParameter(program: WebGLProgram, pname: GLenum): any; 新增
webgl WebGLRenderingContextBase getFramebufferAttachmentParameter(target: GLenum, attachment: GLenum, pname: GLenum): any; 新增
webgl WebGLRenderingContextBase getError(): GLenum; 新增
webgl WebGLRenderingContextBase getParameter(pname: GLenum): any; 新增
webgl WebGLRenderingContextBase getBufferParameter(target: GLenum, pname: GLenum): any; 新增
webgl WebGLRenderingContextBase getAttribLocation(program: WebGLProgram, name: string): GLint; 新增
webgl WebGLRenderingContextBase getAttachedShaders(program: WebGLProgram): WebGLShader[] | null; 新增
webgl WebGLRenderingContextBase getActiveUniform(program: WebGLProgram, index: GLuint): WebGLActiveInfo | null; 新增
webgl WebGLRenderingContextBase getActiveAttrib(program: WebGLProgram, index: GLuint): WebGLActiveInfo | null; 新增
webgl WebGLRenderingContextBase generateMipmap(target: GLenum): void; 新增
webgl WebGLRenderingContextBase frontFace(mode: GLenum): void; 新增
webgl WebGLRenderingContextBase framebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: WebGLTexture | null, level: GLint): void; 新增
webgl WebGLRenderingContextBase framebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: WebGLRenderbuffer | null): void; 新增
webgl WebGLRenderingContextBase flush(): void; 新增
webgl WebGLRenderingContextBase finish(): void; 新增
webgl WebGLRenderingContextBase enableVertexAttribArray(index: GLuint): void; 新增
webgl WebGLRenderingContextBase enable(cap: GLenum): void; 新增
webgl WebGLRenderingContextBase drawElements(mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr): void; 新增
webgl WebGLRenderingContextBase drawArrays(mode: GLenum, first: GLint, count: GLsizei): void; 新增
webgl WebGLRenderingContextBase disableVertexAttribArray(index: GLuint): void; 新增
webgl WebGLRenderingContextBase disable(cap: GLenum): void; 新增
webgl WebGLRenderingContextBase detachShader(program: WebGLProgram, shader: WebGLShader): void; 新增
webgl WebGLRenderingContextBase depthRange(zNear: GLclampf, zFar: GLclampf): void; 新增
webgl WebGLRenderingContextBase depthMask(flag: GLboolean): void; 新增
webgl WebGLRenderingContextBase depthFunc(func: GLenum): void; 新增
webgl WebGLRenderingContextBase deleteTexture(texture: WebGLTexture | null): void; 新增
webgl WebGLRenderingContextBase deleteShader(shader: WebGLShader | null): void; 新增
webgl WebGLRenderingContextBase deleteRenderbuffer(renderbuffer: WebGLRenderbuffer | null): void; 新增
webgl WebGLRenderingContextBase deleteProgram(program: WebGLProgram | null): void; 新增
webgl WebGLRenderingContextBase deleteFramebuffer(framebuffer: WebGLFramebuffer | null): void; 新增
webgl WebGLRenderingContextBase deleteBuffer(buffer: WebGLBuffer | null): void; 新增
webgl WebGLRenderingContextBase cullFace(mode: GLenum): void; 新增
webgl WebGLRenderingContextBase createTexture(): WebGLTexture | null; 新增
webgl WebGLRenderingContextBase createShader(type: GLenum): WebGLShader | null; 新增
webgl WebGLRenderingContextBase createRenderbuffer(): WebGLRenderbuffer | null; 新增
webgl WebGLRenderingContextBase createProgram(): WebGLProgram | null; 新增
webgl WebGLRenderingContextBase createFramebuffer(): WebGLFramebuffer | null; 新增
webgl WebGLRenderingContextBase createBuffer(): WebGLBuffer | null; 新增
webgl WebGLRenderingContextBase copyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void; 新增
webgl WebGLRenderingContextBase copyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void; 新增
webgl WebGLRenderingContextBase compileShader(shader: WebGLShader): void; 新增
webgl WebGLRenderingContextBase colorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean): void; 新增
webgl WebGLRenderingContextBase clearStencil(s: GLint): void; 新增
webgl WebGLRenderingContextBase clearDepth(depth: GLclampf): void; 新增
webgl WebGLRenderingContextBase clearColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf): void; 新增
webgl WebGLRenderingContextBase clear(mask: GLbitfield): void; 新增
webgl WebGLRenderingContextBase checkFramebufferStatus(target: GLenum): GLenum; 新增
webgl WebGLRenderingContextBase blendFuncSeparate(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void; 新增
webgl WebGLRenderingContextBase blendFunc(sfactor: GLenum, dfactor: GLenum): void; 新增
webgl WebGLRenderingContextBase blendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum): void; 新增
webgl WebGLRenderingContextBase blendEquation(mode: GLenum): void; 新增
webgl WebGLRenderingContextBase blendColor(red: GLclampf, green: GLclampf, blue: GLclampf, alpha: GLclampf): void; 新增
webgl WebGLRenderingContextBase bindTexture(target: GLenum, texture: WebGLTexture | null): void; 新增
webgl WebGLRenderingContextBase bindRenderbuffer(target: GLenum, renderbuffer: WebGLRenderbuffer | null): void; 新增
webgl WebGLRenderingContextBase bindFramebuffer(target: GLenum, framebuffer: WebGLFramebuffer | null): void; 新增
webgl WebGLRenderingContextBase bindBuffer(target: GLenum, buffer: WebGLBuffer | null): void; 新增
webgl WebGLRenderingContextBase bindAttribLocation(program: WebGLProgram, index: GLuint, name: string): void; 新增
webgl WebGLRenderingContextBase attachShader(program: WebGLProgram, shader: WebGLShader): void; 新增
webgl WebGLRenderingContextBase activeTexture(texture: GLenum): void; 新增
webgl WebGLRenderingContextBase getExtension(name: string): any; 新增
webgl WebGLRenderingContextBase getSupportedExtensions(): string[] | null; 新增
webgl WebGLRenderingContextBase isContextLost(): boolean; 新增
webgl WebGLRenderingContextBase getContextAttributes(): WebGLContextAttributes | null; 新增
webgl WebGLRenderingContextBase readonly drawingBufferHeight: GLsizei; 新增
webgl WebGLRenderingContextBase readonly drawingBufferWidth: GLsizei; 新增
webgl WebGLRenderingContextBase readonly canvas: HTMLCanvasElement | OffscreenCanvas; 新增
webgl WebGLRenderingContextBase readonly BROWSER_DEFAULT_WEBGL: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNPACK_COLORSPACE_CONVERSION_WEBGL: GLenum; 新增
webgl WebGLRenderingContextBase readonly CONTEXT_LOST_WEBGL: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNPACK_PREMULTIPLY_ALPHA_WEBGL: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNPACK_FLIP_Y_WEBGL: GLenum; 新增
webgl WebGLRenderingContextBase readonly INVALID_FRAMEBUFFER_OPERATION: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_RENDERBUFFER_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_BINDING: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_BINDING: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_UNSUPPORTED: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_COMPLETE: GLenum; 新增
webgl WebGLRenderingContextBase readonly NONE: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_STENCIL_ATTACHMENT: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_ATTACHMENT: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_ATTACHMENT: GLenum; 新增
webgl WebGLRenderingContextBase readonly COLOR_ATTACHMENT0: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_STENCIL_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_DEPTH_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_ALPHA_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_BLUE_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_GREEN_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_RED_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_INTERNAL_FORMAT: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_HEIGHT: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER_WIDTH: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_STENCIL: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_INDEX8: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_COMPONENT16: GLenum; 新增
webgl WebGLRenderingContextBase readonly RGB565: GLenum; 新增
webgl WebGLRenderingContextBase readonly RGB5_A1: GLenum; 新增
webgl WebGLRenderingContextBase readonly RGBA4: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERBUFFER: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAMEBUFFER: GLenum; 新增
webgl WebGLRenderingContextBase readonly HIGH_INT: GLenum; 新增
webgl WebGLRenderingContextBase readonly MEDIUM_INT: GLenum; 新增
webgl WebGLRenderingContextBase readonly LOW_INT: GLenum; 新增
webgl WebGLRenderingContextBase readonly HIGH_FLOAT: GLenum; 新增
webgl WebGLRenderingContextBase readonly MEDIUM_FLOAT: GLenum; 新增
webgl WebGLRenderingContextBase readonly LOW_FLOAT: GLenum; 新增
webgl WebGLRenderingContextBase readonly COMPILE_STATUS: GLenum; 新增
webgl WebGLRenderingContextBase readonly IMPLEMENTATION_COLOR_READ_FORMAT: GLenum; 新增
webgl WebGLRenderingContextBase readonly IMPLEMENTATION_COLOR_READ_TYPE: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERTEX_ATTRIB_ARRAY_POINTER: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERTEX_ATTRIB_ARRAY_NORMALIZED: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERTEX_ATTRIB_ARRAY_TYPE: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERTEX_ATTRIB_ARRAY_STRIDE: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERTEX_ATTRIB_ARRAY_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERTEX_ATTRIB_ARRAY_ENABLED: GLenum; 新增
webgl WebGLRenderingContextBase readonly SAMPLER_CUBE: GLenum; 新增
webgl WebGLRenderingContextBase readonly SAMPLER_2D: GLenum; 新增
webgl WebGLRenderingContextBase readonly FLOAT_MAT4: GLenum; 新增
webgl WebGLRenderingContextBase readonly FLOAT_MAT3: GLenum; 新增
webgl WebGLRenderingContextBase readonly FLOAT_MAT2: GLenum; 新增
webgl WebGLRenderingContextBase readonly BOOL_VEC4: GLenum; 新增
webgl WebGLRenderingContextBase readonly BOOL_VEC3: GLenum; 新增
webgl WebGLRenderingContextBase readonly BOOL_VEC2: GLenum; 新增
webgl WebGLRenderingContextBase readonly BOOL: GLenum; 新增
webgl WebGLRenderingContextBase readonly INT_VEC4: GLenum; 新增
webgl WebGLRenderingContextBase readonly INT_VEC3: GLenum; 新增
webgl WebGLRenderingContextBase readonly INT_VEC2: GLenum; 新增
webgl WebGLRenderingContextBase readonly FLOAT_VEC4: GLenum; 新增
webgl WebGLRenderingContextBase readonly FLOAT_VEC3: GLenum; 新增
webgl WebGLRenderingContextBase readonly FLOAT_VEC2: GLenum; 新增
webgl WebGLRenderingContextBase readonly MIRRORED_REPEAT: GLenum; 新增
webgl WebGLRenderingContextBase readonly CLAMP_TO_EDGE: GLenum; 新增
webgl WebGLRenderingContextBase readonly REPEAT: GLenum; 新增
webgl WebGLRenderingContextBase readonly ACTIVE_TEXTURE: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE31: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE30: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE29: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE28: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE27: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE26: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE25: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE24: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE23: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE22: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE21: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE20: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE19: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE18: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE17: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE16: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE15: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE14: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE13: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE12: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE11: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE10: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE9: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE8: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE7: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE6: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE5: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE4: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE3: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE2: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE1: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE0: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_CUBE_MAP_TEXTURE_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_CUBE_MAP_NEGATIVE_Z: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_CUBE_MAP_POSITIVE_Z: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_CUBE_MAP_NEGATIVE_Y: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_CUBE_MAP_POSITIVE_Y: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_CUBE_MAP_NEGATIVE_X: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_CUBE_MAP_POSITIVE_X: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_BINDING_CUBE_MAP: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_CUBE_MAP: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_2D: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_WRAP_T: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_WRAP_S: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_MIN_FILTER: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_MAG_FILTER: GLenum; 新增
webgl WebGLRenderingContextBase readonly LINEAR_MIPMAP_LINEAR: GLenum; 新增
webgl WebGLRenderingContextBase readonly NEAREST_MIPMAP_LINEAR: GLenum; 新增
webgl WebGLRenderingContextBase readonly LINEAR_MIPMAP_NEAREST: GLenum; 新增
webgl WebGLRenderingContextBase readonly NEAREST_MIPMAP_NEAREST: GLenum; 新增
webgl WebGLRenderingContextBase readonly LINEAR: GLenum; 新增
webgl WebGLRenderingContextBase readonly NEAREST: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERSION: GLenum; 新增
webgl WebGLRenderingContextBase readonly RENDERER: GLenum; 新增
webgl WebGLRenderingContextBase readonly VENDOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly DECR_WRAP: GLenum; 新增
webgl WebGLRenderingContextBase readonly INCR_WRAP: GLenum; 新增
webgl WebGLRenderingContextBase readonly INVERT: GLenum; 新增
webgl WebGLRenderingContextBase readonly DECR: GLenum; 新增
webgl WebGLRenderingContextBase readonly INCR: GLenum; 新增
webgl WebGLRenderingContextBase readonly REPLACE: GLenum; 新增
webgl WebGLRenderingContextBase readonly KEEP: GLenum; 新增
webgl WebGLRenderingContextBase readonly ALWAYS: GLenum; 新增
webgl WebGLRenderingContextBase readonly GEQUAL: GLenum; 新增
webgl WebGLRenderingContextBase readonly NOTEQUAL: GLenum; 新增
webgl WebGLRenderingContextBase readonly GREATER: GLenum; 新增
webgl WebGLRenderingContextBase readonly LEQUAL: GLenum; 新增
webgl WebGLRenderingContextBase readonly EQUAL: GLenum; 新增
webgl WebGLRenderingContextBase readonly LESS: GLenum; 新增
webgl WebGLRenderingContextBase readonly NEVER: GLenum; 新增
webgl WebGLRenderingContextBase readonly CURRENT_PROGRAM: GLenum; 新增
webgl WebGLRenderingContextBase readonly SHADING_LANGUAGE_VERSION: GLenum; 新增
webgl WebGLRenderingContextBase readonly ACTIVE_ATTRIBUTES: GLenum; 新增
webgl WebGLRenderingContextBase readonly ACTIVE_UNIFORMS: GLenum; 新增
webgl WebGLRenderingContextBase readonly ATTACHED_SHADERS: GLenum; 新增
webgl WebGLRenderingContextBase readonly VALIDATE_STATUS: GLenum; 新增
webgl WebGLRenderingContextBase readonly LINK_STATUS: GLenum; 新增
webgl WebGLRenderingContextBase readonly DELETE_STATUS: GLenum; 新增
webgl WebGLRenderingContextBase readonly SHADER_TYPE: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_FRAGMENT_UNIFORM_VECTORS: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_TEXTURE_IMAGE_UNITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_COMBINED_TEXTURE_IMAGE_UNITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_VARYING_VECTORS: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_VERTEX_UNIFORM_VECTORS: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_VERTEX_ATTRIBS: GLenum; 新增
webgl WebGLRenderingContextBase readonly VERTEX_SHADER: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRAGMENT_SHADER: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNSIGNED_SHORT_5_6_5: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNSIGNED_SHORT_5_5_5_1: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNSIGNED_SHORT_4_4_4_4: GLenum; 新增
webgl WebGLRenderingContextBase readonly LUMINANCE_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly LUMINANCE: GLenum; 新增
webgl WebGLRenderingContextBase readonly RGBA: GLenum; 新增
webgl WebGLRenderingContextBase readonly RGB: GLenum; 新增
webgl WebGLRenderingContextBase readonly ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_COMPONENT: GLenum; 新增
webgl WebGLRenderingContextBase readonly FLOAT: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNSIGNED_INT: GLenum; 新增
webgl WebGLRenderingContextBase readonly INT: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNSIGNED_SHORT: GLenum; 新增
webgl WebGLRenderingContextBase readonly SHORT: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNSIGNED_BYTE: GLenum; 新增
webgl WebGLRenderingContextBase readonly BYTE: GLenum; 新增
webgl WebGLRenderingContextBase readonly GENERATE_MIPMAP_HINT: GLenum; 新增
webgl WebGLRenderingContextBase readonly NICEST: GLenum; 新增
webgl WebGLRenderingContextBase readonly FASTEST: GLenum; 新增
webgl WebGLRenderingContextBase readonly DONT_CARE: GLenum; 新增
webgl WebGLRenderingContextBase readonly COMPRESSED_TEXTURE_FORMATS: GLenum; 新增
webgl WebGLRenderingContextBase readonly SAMPLE_COVERAGE_INVERT: GLenum; 新增
webgl WebGLRenderingContextBase readonly SAMPLE_COVERAGE_VALUE: GLenum; 新增
webgl WebGLRenderingContextBase readonly SAMPLES: GLenum; 新增
webgl WebGLRenderingContextBase readonly SAMPLE_BUFFERS: GLenum; 新增
webgl WebGLRenderingContextBase readonly TEXTURE_BINDING_2D: GLenum; 新增
webgl WebGLRenderingContextBase readonly POLYGON_OFFSET_FACTOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly POLYGON_OFFSET_UNITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_BITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly ALPHA_BITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLUE_BITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly GREEN_BITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly RED_BITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly SUBPIXEL_BITS: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_VIEWPORT_DIMS: GLenum; 新增
webgl WebGLRenderingContextBase readonly MAX_TEXTURE_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly PACK_ALIGNMENT: GLenum; 新增
webgl WebGLRenderingContextBase readonly UNPACK_ALIGNMENT: GLenum; 新增
webgl WebGLRenderingContextBase readonly COLOR_WRITEMASK: GLenum; 新增
webgl WebGLRenderingContextBase readonly COLOR_CLEAR_VALUE: GLenum; 新增
webgl WebGLRenderingContextBase readonly SCISSOR_BOX: GLenum; 新增
webgl WebGLRenderingContextBase readonly VIEWPORT: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BACK_WRITEMASK: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BACK_VALUE_MASK: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BACK_REF: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BACK_PASS_DEPTH_PASS: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BACK_PASS_DEPTH_FAIL: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BACK_FAIL: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BACK_FUNC: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_WRITEMASK: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_VALUE_MASK: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_REF: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_PASS_DEPTH_PASS: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_PASS_DEPTH_FAIL: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_FAIL: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_FUNC: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_CLEAR_VALUE: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_FUNC: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_CLEAR_VALUE: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_WRITEMASK: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_RANGE: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRONT_FACE: GLenum; 新增
webgl WebGLRenderingContextBase readonly CULL_FACE_MODE: GLenum; 新增
webgl WebGLRenderingContextBase readonly ALIASED_LINE_WIDTH_RANGE: GLenum; 新增
webgl WebGLRenderingContextBase readonly ALIASED_POINT_SIZE_RANGE: GLenum; 新增
webgl WebGLRenderingContextBase readonly LINE_WIDTH: GLenum; 新增
webgl WebGLRenderingContextBase readonly CCW: GLenum; 新增
webgl WebGLRenderingContextBase readonly CW: GLenum; 新增
webgl WebGLRenderingContextBase readonly OUT_OF_MEMORY: GLenum; 新增
webgl WebGLRenderingContextBase readonly INVALID_OPERATION: GLenum; 新增
webgl WebGLRenderingContextBase readonly INVALID_VALUE: GLenum; 新增
webgl WebGLRenderingContextBase readonly INVALID_ENUM: GLenum; 新增
webgl WebGLRenderingContextBase readonly NO_ERROR: GLenum; 新增
webgl WebGLRenderingContextBase readonly SAMPLE_COVERAGE: GLenum; 新增
webgl WebGLRenderingContextBase readonly SAMPLE_ALPHA_TO_COVERAGE: GLenum; 新增
webgl WebGLRenderingContextBase readonly POLYGON_OFFSET_FILL: GLenum; 新增
webgl WebGLRenderingContextBase readonly SCISSOR_TEST: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_TEST: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_TEST: GLenum; 新增
webgl WebGLRenderingContextBase readonly DITHER: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND: GLenum; 新增
webgl WebGLRenderingContextBase readonly CULL_FACE: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRONT_AND_BACK: GLenum; 新增
webgl WebGLRenderingContextBase readonly BACK: GLenum; 新增
webgl WebGLRenderingContextBase readonly FRONT: GLenum; 新增
webgl WebGLRenderingContextBase readonly CURRENT_VERTEX_ATTRIB: GLenum; 新增
webgl WebGLRenderingContextBase readonly BUFFER_USAGE: GLenum; 新增
webgl WebGLRenderingContextBase readonly BUFFER_SIZE: GLenum; 新增
webgl WebGLRenderingContextBase readonly DYNAMIC_DRAW: GLenum; 新增
webgl WebGLRenderingContextBase readonly STATIC_DRAW: GLenum; 新增
webgl WebGLRenderingContextBase readonly STREAM_DRAW: GLenum; 新增
webgl WebGLRenderingContextBase readonly ELEMENT_ARRAY_BUFFER_BINDING: GLenum; 新增
webgl WebGLRenderingContextBase readonly ARRAY_BUFFER_BINDING: GLenum; 新增
webgl WebGLRenderingContextBase readonly ELEMENT_ARRAY_BUFFER: GLenum; 新增
webgl WebGLRenderingContextBase readonly ARRAY_BUFFER: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND_COLOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly ONE_MINUS_CONSTANT_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly CONSTANT_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly ONE_MINUS_CONSTANT_COLOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly CONSTANT_COLOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND_SRC_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND_DST_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND_SRC_RGB: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND_DST_RGB: GLenum; 新增
webgl WebGLRenderingContextBase readonly FUNC_REVERSE_SUBTRACT: GLenum; 新增
webgl WebGLRenderingContextBase readonly FUNC_SUBTRACT: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND_EQUATION_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND_EQUATION_RGB: GLenum; 新增
webgl WebGLRenderingContextBase readonly BLEND_EQUATION: GLenum; 新增
webgl WebGLRenderingContextBase readonly FUNC_ADD: GLenum; 新增
webgl WebGLRenderingContextBase readonly SRC_ALPHA_SATURATE: GLenum; 新增
webgl WebGLRenderingContextBase readonly ONE_MINUS_DST_COLOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly DST_COLOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly ONE_MINUS_DST_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly DST_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly ONE_MINUS_SRC_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly SRC_ALPHA: GLenum; 新增
webgl WebGLRenderingContextBase readonly ONE_MINUS_SRC_COLOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly SRC_COLOR: GLenum; 新增
webgl WebGLRenderingContextBase readonly ONE: GLenum; 新增
webgl WebGLRenderingContextBase readonly ZERO: GLenum; 新增
webgl WebGLRenderingContextBase readonly TRIANGLE_FAN: GLenum; 新增
webgl WebGLRenderingContextBase readonly TRIANGLE_STRIP: GLenum; 新增
webgl WebGLRenderingContextBase readonly TRIANGLES: GLenum; 新增
webgl WebGLRenderingContextBase readonly LINE_STRIP: GLenum; 新增
webgl WebGLRenderingContextBase readonly LINE_LOOP: GLenum; 新增
webgl WebGLRenderingContextBase readonly LINES: GLenum; 新增
webgl WebGLRenderingContextBase readonly POINTS: GLenum; 新增
webgl WebGLRenderingContextBase readonly COLOR_BUFFER_BIT: GLenum; 新增
webgl WebGLRenderingContextBase readonly STENCIL_BUFFER_BIT: GLenum; 新增
webgl WebGLRenderingContextBase readonly DEPTH_BUFFER_BIT: GLenum; 新增
webgl WebGLShaderPrecisionFormat readonly precision: GLint; 新增
webgl WebGLShaderPrecisionFormat readonly rangeMax: GLint; 新增
webgl WebGLShaderPrecisionFormat readonly rangeMin: GLint; 新增
webgl WebGLActiveInfo readonly name: string; 新增
webgl WebGLActiveInfo readonly type: GLenum; 新增
webgl WebGLActiveInfo readonly size: GLint; 新增
webgl WebGLContextAttributes desynchronized?: boolean; 新增
webgl WebGLContextAttributes failIfMajorPerformanceCaveat?: boolean; 新增
webgl WebGLContextAttributes powerPreference?: WebGLPowerPreference; 新增
webgl WebGLContextAttributes preserveDrawingBuffer?: boolean; 新增
webgl WebGLContextAttributes premultipliedAlpha?: boolean; 新增
webgl WebGLContextAttributes antialias?: boolean; 新增
webgl WebGLContextAttributes stencil?: boolean; 新增
webgl WebGLContextAttributes depth?: boolean; 新增
webgl WebGLContextAttributes alpha?: boolean; 新增