{-# LANGUAGE PatternSynonyms #-} -- For HasCallStack compatibility {-# LANGUAGE ImplicitParams, ConstraintKinds, KindSignatures #-} {-# OPTIONS_GHC -fno-warn-unused-imports #-} module JSDOM.Generated.WebGL2RenderingContext (bufferDataPtr, bufferData, bufferSubData, bufferDataView, bufferSubDataView, copyBufferSubData, getBufferSubData, blitFramebuffer, framebufferTextureLayer, getInternalformatParameter, getInternalformatParameter_, invalidateFramebuffer, invalidateSubFramebuffer, readBuffer, renderbufferStorageMultisample, texStorage2D, texStorage3D, texImage3D, texSubImage3DView, texSubImage3D, copyTexSubImage3D, compressedTexImage3D, compressedTexSubImage3D, getFragDataLocation, getFragDataLocation_, uniform1ui, uniform2ui, uniform3ui, uniform4ui, uniform1uiv, uniform2uiv, uniform3uiv, uniform4uiv, uniformMatrix2x3fv, uniformMatrix3x2fv, uniformMatrix2x4fv, uniformMatrix4x2fv, uniformMatrix3x4fv, uniformMatrix4x3fv, vertexAttribI4i, vertexAttribI4iv, vertexAttribI4ui, vertexAttribI4uiv, vertexAttribIPointer, vertexAttribDivisor, drawArraysInstanced, drawElementsInstanced, drawRangeElements, drawBuffers, clearBufferiv, clearBufferuiv, clearBufferfv, clearBufferfi, createQuery, createQuery_, deleteQuery, isQuery, isQuery_, beginQuery, endQuery, getQuery, getQuery_, getQueryParameter, getQueryParameter_, createSampler, createSampler_, deleteSampler, isSampler, isSampler_, bindSampler, samplerParameteri, samplerParameterf, getSamplerParameter, getSamplerParameter_, fenceSync, fenceSync_, isSync, isSync_, deleteSync, clientWaitSync, clientWaitSync_, waitSync, getSyncParameter, getSyncParameter_, createTransformFeedback, createTransformFeedback_, deleteTransformFeedback, isTransformFeedback, isTransformFeedback_, bindTransformFeedback, beginTransformFeedback, endTransformFeedback, transformFeedbackVaryings, getTransformFeedbackVarying, getTransformFeedbackVarying_, pauseTransformFeedback, resumeTransformFeedback, bindBufferBase, bindBufferRange, getIndexedParameter, getIndexedParameter_, getUniformIndices, getUniformIndices_, getActiveUniforms, getActiveUniforms_, getUniformBlockIndex, getUniformBlockIndex_, getActiveUniformBlockParameter, getActiveUniformBlockParameter_, getActiveUniformBlockName, getActiveUniformBlockName_, uniformBlockBinding, createVertexArray, createVertexArray_, deleteVertexArray, isVertexArray, isVertexArray_, bindVertexArray, pattern READ_BUFFER, pattern UNPACK_ROW_LENGTH, pattern UNPACK_SKIP_ROWS, pattern UNPACK_SKIP_PIXELS, pattern PACK_ROW_LENGTH, pattern PACK_SKIP_ROWS, pattern PACK_SKIP_PIXELS, pattern COLOR, pattern DEPTH, pattern STENCIL, pattern RED, pattern RGB8, pattern RGBA8, pattern RGB10_A2, pattern TEXTURE_BINDING_3D, pattern UNPACK_SKIP_IMAGES, pattern UNPACK_IMAGE_HEIGHT, pattern TEXTURE_3D, pattern TEXTURE_WRAP_R, pattern MAX_3D_TEXTURE_SIZE, pattern UNSIGNED_INT_2_10_10_10_REV, pattern MAX_ELEMENTS_VERTICES, pattern MAX_ELEMENTS_INDICES, pattern TEXTURE_MIN_LOD, pattern TEXTURE_MAX_LOD, pattern TEXTURE_BASE_LEVEL, pattern TEXTURE_MAX_LEVEL, pattern MIN, pattern MAX, pattern DEPTH_COMPONENT24, pattern MAX_TEXTURE_LOD_BIAS, pattern TEXTURE_COMPARE_MODE, pattern TEXTURE_COMPARE_FUNC, pattern CURRENT_QUERY, pattern QUERY_RESULT, pattern QUERY_RESULT_AVAILABLE, pattern STREAM_READ, pattern STREAM_COPY, pattern STATIC_READ, pattern STATIC_COPY, pattern DYNAMIC_READ, pattern DYNAMIC_COPY, pattern MAX_DRAW_BUFFERS, pattern DRAW_BUFFER0, pattern DRAW_BUFFER1, pattern DRAW_BUFFER2, pattern DRAW_BUFFER3, pattern DRAW_BUFFER4, pattern DRAW_BUFFER5, pattern DRAW_BUFFER6, pattern DRAW_BUFFER7, pattern DRAW_BUFFER8, pattern DRAW_BUFFER9, pattern DRAW_BUFFER10, pattern DRAW_BUFFER11, pattern DRAW_BUFFER12, pattern DRAW_BUFFER13, pattern DRAW_BUFFER14, pattern DRAW_BUFFER15, pattern MAX_FRAGMENT_UNIFORM_COMPONENTS, pattern MAX_VERTEX_UNIFORM_COMPONENTS, pattern SAMPLER_3D, pattern SAMPLER_2D_SHADOW, pattern FRAGMENT_SHADER_DERIVATIVE_HINT, pattern PIXEL_PACK_BUFFER, pattern PIXEL_UNPACK_BUFFER, pattern PIXEL_PACK_BUFFER_BINDING, pattern PIXEL_UNPACK_BUFFER_BINDING, pattern FLOAT_MAT2x3, pattern FLOAT_MAT2x4, pattern FLOAT_MAT3x2, pattern FLOAT_MAT3x4, pattern FLOAT_MAT4x2, pattern FLOAT_MAT4x3, pattern SRGB, pattern SRGB8, pattern SRGB8_ALPHA8, pattern COMPARE_REF_TO_TEXTURE, pattern RGBA32F, pattern RGB32F, pattern RGBA16F, pattern RGB16F, pattern VERTEX_ATTRIB_ARRAY_INTEGER, pattern MAX_ARRAY_TEXTURE_LAYERS, pattern MIN_PROGRAM_TEXEL_OFFSET, pattern MAX_PROGRAM_TEXEL_OFFSET, pattern MAX_VARYING_COMPONENTS, pattern TEXTURE_2D_ARRAY, pattern TEXTURE_BINDING_2D_ARRAY, pattern R11F_G11F_B10F, pattern UNSIGNED_INT_10F_11F_11F_REV, pattern RGB9_E5, pattern UNSIGNED_INT_5_9_9_9_REV, pattern TRANSFORM_FEEDBACK_BUFFER_MODE, pattern MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS, pattern TRANSFORM_FEEDBACK_VARYINGS, pattern TRANSFORM_FEEDBACK_BUFFER_START, pattern TRANSFORM_FEEDBACK_BUFFER_SIZE, pattern TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, pattern RASTERIZER_DISCARD, pattern MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, pattern MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, pattern INTERLEAVED_ATTRIBS, pattern SEPARATE_ATTRIBS, pattern TRANSFORM_FEEDBACK_BUFFER, pattern TRANSFORM_FEEDBACK_BUFFER_BINDING, pattern RGBA32UI, pattern RGB32UI, pattern RGBA16UI, pattern RGB16UI, pattern RGBA8UI, pattern RGB8UI, pattern RGBA32I, pattern RGB32I, pattern RGBA16I, pattern RGB16I, pattern RGBA8I, pattern RGB8I, pattern RED_INTEGER, pattern RGB_INTEGER, pattern RGBA_INTEGER, pattern SAMPLER_2D_ARRAY, pattern SAMPLER_2D_ARRAY_SHADOW, pattern SAMPLER_CUBE_SHADOW, pattern UNSIGNED_INT_VEC2, pattern UNSIGNED_INT_VEC3, pattern UNSIGNED_INT_VEC4, pattern INT_SAMPLER_2D, pattern INT_SAMPLER_3D, pattern INT_SAMPLER_CUBE, pattern INT_SAMPLER_2D_ARRAY, pattern UNSIGNED_INT_SAMPLER_2D, pattern UNSIGNED_INT_SAMPLER_3D, pattern UNSIGNED_INT_SAMPLER_CUBE, pattern UNSIGNED_INT_SAMPLER_2D_ARRAY, pattern DEPTH_COMPONENT32F, pattern DEPTH32F_STENCIL8, pattern FLOAT_32_UNSIGNED_INT_24_8_REV, pattern FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, pattern FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE, pattern FRAMEBUFFER_ATTACHMENT_RED_SIZE, pattern FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, pattern FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, pattern FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE, pattern FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, pattern FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, pattern FRAMEBUFFER_DEFAULT, pattern DEPTH_STENCIL_ATTACHMENT, pattern DEPTH_STENCIL, pattern UNSIGNED_INT_24_8, pattern DEPTH24_STENCIL8, pattern UNSIGNED_NORMALIZED, pattern DRAW_FRAMEBUFFER_BINDING, pattern READ_FRAMEBUFFER, pattern DRAW_FRAMEBUFFER, pattern READ_FRAMEBUFFER_BINDING, pattern RENDERBUFFER_SAMPLES, pattern FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, pattern MAX_COLOR_ATTACHMENTS, pattern COLOR_ATTACHMENT1, pattern COLOR_ATTACHMENT2, pattern COLOR_ATTACHMENT3, pattern COLOR_ATTACHMENT4, pattern COLOR_ATTACHMENT5, pattern COLOR_ATTACHMENT6, pattern COLOR_ATTACHMENT7, pattern COLOR_ATTACHMENT8, pattern COLOR_ATTACHMENT9, pattern COLOR_ATTACHMENT10, pattern COLOR_ATTACHMENT11, pattern COLOR_ATTACHMENT12, pattern COLOR_ATTACHMENT13, pattern COLOR_ATTACHMENT14, pattern COLOR_ATTACHMENT15, pattern FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, pattern MAX_SAMPLES, pattern HALF_FLOAT, pattern RG, pattern RG_INTEGER, pattern R8, pattern RG8, pattern R16F, pattern R32F, pattern RG16F, pattern RG32F, pattern R8I, pattern R8UI, pattern R16I, pattern R16UI, pattern R32I, pattern R32UI, pattern RG8I, pattern RG8UI, pattern RG16I, pattern RG16UI, pattern RG32I, pattern RG32UI, pattern VERTEX_ARRAY_BINDING, pattern R8_SNORM, pattern RG8_SNORM, pattern RGB8_SNORM, pattern RGBA8_SNORM, pattern SIGNED_NORMALIZED, pattern PRIMITIVE_RESTART_FIXED_INDEX, pattern COPY_READ_BUFFER, pattern COPY_WRITE_BUFFER, pattern COPY_READ_BUFFER_BINDING, pattern COPY_WRITE_BUFFER_BINDING, pattern UNIFORM_BUFFER, pattern UNIFORM_BUFFER_BINDING, pattern UNIFORM_BUFFER_START, pattern UNIFORM_BUFFER_SIZE, pattern MAX_VERTEX_UNIFORM_BLOCKS, pattern MAX_FRAGMENT_UNIFORM_BLOCKS, pattern MAX_COMBINED_UNIFORM_BLOCKS, pattern MAX_UNIFORM_BUFFER_BINDINGS, pattern MAX_UNIFORM_BLOCK_SIZE, pattern MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, pattern MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, pattern UNIFORM_BUFFER_OFFSET_ALIGNMENT, pattern ACTIVE_UNIFORM_BLOCKS, pattern UNIFORM_TYPE, pattern UNIFORM_SIZE, pattern UNIFORM_BLOCK_INDEX, pattern UNIFORM_OFFSET, pattern UNIFORM_ARRAY_STRIDE, pattern UNIFORM_MATRIX_STRIDE, pattern UNIFORM_IS_ROW_MAJOR, pattern UNIFORM_BLOCK_BINDING, pattern UNIFORM_BLOCK_DATA_SIZE, pattern UNIFORM_BLOCK_ACTIVE_UNIFORMS, pattern UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, pattern UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER, pattern UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER, pattern INVALID_INDEX, pattern MAX_VERTEX_OUTPUT_COMPONENTS, pattern MAX_FRAGMENT_INPUT_COMPONENTS, pattern MAX_SERVER_WAIT_TIMEOUT, pattern OBJECT_TYPE, pattern SYNC_CONDITION, pattern SYNC_STATUS, pattern SYNC_FLAGS, pattern SYNC_FENCE, pattern SYNC_GPU_COMMANDS_COMPLETE, pattern UNSIGNALED, pattern SIGNALED, pattern ALREADY_SIGNALED, pattern TIMEOUT_EXPIRED, pattern CONDITION_SATISFIED, pattern WAIT_FAILED, pattern SYNC_FLUSH_COMMANDS_BIT, pattern VERTEX_ATTRIB_ARRAY_DIVISOR, pattern ANY_SAMPLES_PASSED, pattern ANY_SAMPLES_PASSED_CONSERVATIVE, pattern SAMPLER_BINDING, pattern RGB10_A2UI, pattern TEXTURE_SWIZZLE_R, pattern TEXTURE_SWIZZLE_G, pattern TEXTURE_SWIZZLE_B, pattern TEXTURE_SWIZZLE_A, pattern GREEN, pattern BLUE, pattern INT_2_10_10_10_REV, pattern TRANSFORM_FEEDBACK, pattern TRANSFORM_FEEDBACK_PAUSED, pattern TRANSFORM_FEEDBACK_ACTIVE, pattern TRANSFORM_FEEDBACK_BINDING, pattern COMPRESSED_R11_EAC, pattern COMPRESSED_SIGNED_R11_EAC, pattern COMPRESSED_RG11_EAC, pattern COMPRESSED_SIGNED_RG11_EAC, pattern COMPRESSED_RGB8_ETC2, pattern COMPRESSED_SRGB8_ETC2, pattern COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, pattern COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, pattern COMPRESSED_RGBA8_ETC2_EAC, pattern COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, pattern TEXTURE_IMMUTABLE_FORMAT, pattern MAX_ELEMENT_INDEX, pattern NUM_SAMPLE_COUNTS, pattern TEXTURE_IMMUTABLE_LEVELS, pattern VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE, pattern TIMEOUT_IGNORED, WebGL2RenderingContext(..), gTypeWebGL2RenderingContext) where import Prelude ((.), (==), (>>=), return, IO, Int, Float, Double, Bool(..), Maybe, maybe, fromIntegral, round, realToFrac, fmap, Show, Read, Eq, Ord, Maybe(..)) import qualified Prelude (error) import Data.Typeable (Typeable) import Data.Traversable (mapM) import Language.Javascript.JSaddle (JSM(..), JSVal(..), JSString, strictEqual, toJSVal, valToStr, valToNumber, valToBool, js, jss, jsf, jsg, function, asyncFunction, new, array, jsUndefined, (!), (!!)) import Data.Int (Int64) import Data.Word (Word, Word64) import JSDOM.Types import Control.Applicative ((<$>)) import Control.Monad (void) import Control.Lens.Operators ((^.)) import JSDOM.EventTargetClosures (EventName, unsafeEventName, unsafeEventNameAsync) import JSDOM.Enums -- | bufferDataPtr :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLsizeiptr -> GLenum -> m () bufferDataPtr self target size usage = liftDOM (void (self ^. jsf "bufferData" [toJSVal target, integralToDoubleToJSVal size, toJSVal usage])) -- | bufferData :: (MonadDOM m, IsBufferDataSource srcData) => WebGL2RenderingContext -> GLenum -> Maybe srcData -> GLenum -> m () bufferData self target srcData usage = liftDOM (void (self ^. jsf "bufferData" [toJSVal target, toJSVal srcData, toJSVal usage])) -- | bufferSubData :: (MonadDOM m, IsBufferDataSource srcData) => WebGL2RenderingContext -> GLenum -> GLintptr -> Maybe srcData -> m () bufferSubData self target dstByteOffset srcData = liftDOM (void (self ^. jsf "bufferSubData" [toJSVal target, integralToDoubleToJSVal dstByteOffset, toJSVal srcData])) -- | bufferDataView :: (MonadDOM m, IsArrayBufferView data') => WebGL2RenderingContext -> GLenum -> data' -> GLenum -> GLuint -> Maybe GLuint -> m () bufferDataView self target data' usage srcOffset length = liftDOM (void (self ^. jsf "bufferData" [toJSVal target, toJSVal data', toJSVal usage, toJSVal srcOffset, toJSVal length])) -- | bufferSubDataView :: (MonadDOM m, IsArrayBufferView srcData) => WebGL2RenderingContext -> GLenum -> GLintptr -> srcData -> GLuint -> Maybe GLuint -> m () bufferSubDataView self target dstByteOffset srcData srcOffset length = liftDOM (void (self ^. jsf "bufferSubData" [toJSVal target, integralToDoubleToJSVal dstByteOffset, toJSVal srcData, toJSVal srcOffset, toJSVal length])) -- | copyBufferSubData :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLenum -> GLintptr -> GLintptr -> GLsizeiptr -> m () copyBufferSubData self readTarget writeTarget readOffset writeOffset size = liftDOM (void (self ^. jsf "copyBufferSubData" [toJSVal readTarget, toJSVal writeTarget, integralToDoubleToJSVal readOffset, integralToDoubleToJSVal writeOffset, integralToDoubleToJSVal size])) -- | getBufferSubData :: (MonadDOM m, IsArrayBufferView dstData) => WebGL2RenderingContext -> GLenum -> GLintptr -> dstData -> Maybe GLuint -> Maybe GLuint -> m () getBufferSubData self target srcByteOffset dstData dstOffset length = liftDOM (void (self ^. jsf "getBufferSubData" [toJSVal target, integralToDoubleToJSVal srcByteOffset, toJSVal dstData, toJSVal dstOffset, toJSVal length])) -- | blitFramebuffer :: (MonadDOM m) => WebGL2RenderingContext -> GLint -> GLint -> GLint -> GLint -> GLint -> GLint -> GLint -> GLint -> GLbitfield -> GLenum -> m () blitFramebuffer self srcX0 srcY0 srcX1 srcY1 dstX0 dstY0 dstX1 dstY1 mask filter = liftDOM (void (self ^. jsf "blitFramebuffer" [toJSVal srcX0, toJSVal srcY0, toJSVal srcX1, toJSVal srcY1, toJSVal dstX0, toJSVal dstY0, toJSVal dstX1, toJSVal dstY1, toJSVal mask, toJSVal filter])) -- | framebufferTextureLayer :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLenum -> GLuint -> GLint -> GLint -> m () framebufferTextureLayer self target attachment texture level layer = liftDOM (void (self ^. jsf "framebufferTextureLayer" [toJSVal target, toJSVal attachment, toJSVal texture, toJSVal level, toJSVal layer])) -- | getInternalformatParameter :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLenum -> GLenum -> m JSVal getInternalformatParameter self target internalformat pname = liftDOM ((self ^. jsf "getInternalformatParameter" [toJSVal target, toJSVal internalformat, toJSVal pname]) >>= toJSVal) -- | getInternalformatParameter_ :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLenum -> GLenum -> m () getInternalformatParameter_ self target internalformat pname = liftDOM (void (self ^. jsf "getInternalformatParameter" [toJSVal target, toJSVal internalformat, toJSVal pname])) -- | invalidateFramebuffer :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> [GLenum] -> m () invalidateFramebuffer self target attachments = liftDOM (void (self ^. jsf "invalidateFramebuffer" [toJSVal target, toJSVal (array attachments)])) -- | invalidateSubFramebuffer :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> [GLenum] -> GLint -> GLint -> GLsizei -> GLsizei -> m () invalidateSubFramebuffer self target attachments x y width height = liftDOM (void (self ^. jsf "invalidateSubFramebuffer" [toJSVal target, toJSVal (array attachments), toJSVal x, toJSVal y, toJSVal width, toJSVal height])) -- | readBuffer :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> m () readBuffer self src = liftDOM (void (self ^. jsf "readBuffer" [toJSVal src])) -- | renderbufferStorageMultisample :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLsizei -> GLenum -> GLsizei -> GLsizei -> m () renderbufferStorageMultisample self target samples internalformat width height = liftDOM (void (self ^. jsf "renderbufferStorageMultisample" [toJSVal target, toJSVal samples, toJSVal internalformat, toJSVal width, toJSVal height])) -- | texStorage2D :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLsizei -> GLenum -> GLsizei -> GLsizei -> m () texStorage2D self target levels internalformat width height = liftDOM (void (self ^. jsf "texStorage2D" [toJSVal target, toJSVal levels, toJSVal internalformat, toJSVal width, toJSVal height])) -- | texStorage3D :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLsizei -> GLenum -> GLsizei -> GLsizei -> GLsizei -> m () texStorage3D self target levels internalformat width height depth = liftDOM (void (self ^. jsf "texStorage3D" [toJSVal target, toJSVal levels, toJSVal internalformat, toJSVal width, toJSVal height, toJSVal depth])) -- | texImage3D :: (MonadDOM m, IsArrayBufferView pixels) => WebGL2RenderingContext -> GLenum -> GLint -> GLint -> GLsizei -> GLsizei -> GLsizei -> GLint -> GLenum -> GLenum -> Maybe pixels -> m () texImage3D self target level internalformat width height depth border format type' pixels = liftDOM (void (self ^. jsf "texImage3D" [toJSVal target, toJSVal level, toJSVal internalformat, toJSVal width, toJSVal height, toJSVal depth, toJSVal border, toJSVal format, toJSVal type', toJSVal pixels])) -- | texSubImage3DView :: (MonadDOM m, IsArrayBufferView pixels) => WebGL2RenderingContext -> GLenum -> GLint -> GLint -> GLint -> GLint -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum -> Maybe pixels -> m () texSubImage3DView self target level xoffset yoffset zoffset width height depth format type' pixels = liftDOM (void (self ^. jsf "texSubImage3D" [toJSVal target, toJSVal level, toJSVal xoffset, toJSVal yoffset, toJSVal zoffset, toJSVal width, toJSVal height, toJSVal depth, toJSVal format, toJSVal type', toJSVal pixels])) -- | texSubImage3D :: (MonadDOM m, IsTexImageSource source) => WebGL2RenderingContext -> GLenum -> GLint -> GLint -> GLint -> GLint -> GLenum -> GLenum -> source -> m () texSubImage3D self target level xoffset yoffset zoffset format type' source = liftDOM (void (self ^. jsf "texSubImage3D" [toJSVal target, toJSVal level, toJSVal xoffset, toJSVal yoffset, toJSVal zoffset, toJSVal format, toJSVal type', toJSVal source])) -- | copyTexSubImage3D :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLint -> GLint -> GLint -> GLint -> GLint -> GLint -> GLsizei -> GLsizei -> m () copyTexSubImage3D self target level xoffset yoffset zoffset x y width height = liftDOM (void (self ^. jsf "copyTexSubImage3D" [toJSVal target, toJSVal level, toJSVal xoffset, toJSVal yoffset, toJSVal zoffset, toJSVal x, toJSVal y, toJSVal width, toJSVal height])) -- | compressedTexImage3D :: (MonadDOM m, IsArrayBufferView data') => WebGL2RenderingContext -> GLenum -> GLint -> GLenum -> GLsizei -> GLsizei -> GLsizei -> GLint -> GLsizei -> Maybe data' -> m () compressedTexImage3D self target level internalformat width height depth border imageSize data' = liftDOM (void (self ^. jsf "compressedTexImage3D" [toJSVal target, toJSVal level, toJSVal internalformat, toJSVal width, toJSVal height, toJSVal depth, toJSVal border, toJSVal imageSize, toJSVal data'])) -- | compressedTexSubImage3D :: (MonadDOM m, IsArrayBufferView data') => WebGL2RenderingContext -> GLenum -> GLint -> GLint -> GLint -> GLint -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLsizei -> Maybe data' -> m () compressedTexSubImage3D self target level xoffset yoffset zoffset width height depth format imageSize data' = liftDOM (void (self ^. jsf "compressedTexSubImage3D" [toJSVal target, toJSVal level, toJSVal xoffset, toJSVal yoffset, toJSVal zoffset, toJSVal width, toJSVal height, toJSVal depth, toJSVal format, toJSVal imageSize, toJSVal data'])) -- | getFragDataLocation :: (MonadDOM m, ToJSString name) => WebGL2RenderingContext -> Maybe WebGLProgram -> name -> m GLint getFragDataLocation self program name = liftDOM ((self ^. jsf "getFragDataLocation" [toJSVal program, toJSVal name]) >>= fromJSValUnchecked) -- | getFragDataLocation_ :: (MonadDOM m, ToJSString name) => WebGL2RenderingContext -> Maybe WebGLProgram -> name -> m () getFragDataLocation_ self program name = liftDOM (void (self ^. jsf "getFragDataLocation" [toJSVal program, toJSVal name])) -- | uniform1ui :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLuint -> m () uniform1ui self location v0 = liftDOM (void (self ^. jsf "uniform1ui" [toJSVal location, toJSVal v0])) -- | uniform2ui :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLuint -> GLuint -> m () uniform2ui self location v0 v1 = liftDOM (void (self ^. jsf "uniform2ui" [toJSVal location, toJSVal v0, toJSVal v1])) -- | uniform3ui :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLuint -> GLuint -> GLuint -> m () uniform3ui self location v0 v1 v2 = liftDOM (void (self ^. jsf "uniform3ui" [toJSVal location, toJSVal v0, toJSVal v1, toJSVal v2])) -- | uniform4ui :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLuint -> GLuint -> GLuint -> GLuint -> m () uniform4ui self location v0 v1 v2 v3 = liftDOM (void (self ^. jsf "uniform4ui" [toJSVal location, toJSVal v0, toJSVal v1, toJSVal v2, toJSVal v3])) -- | uniform1uiv :: (MonadDOM m, IsUint32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> Maybe value -> m () uniform1uiv self location value = liftDOM (void (self ^. jsf "uniform1uiv" [toJSVal location, toJSVal value])) -- | uniform2uiv :: (MonadDOM m, IsUint32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> Maybe value -> m () uniform2uiv self location value = liftDOM (void (self ^. jsf "uniform2uiv" [toJSVal location, toJSVal value])) -- | uniform3uiv :: (MonadDOM m, IsUint32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> Maybe value -> m () uniform3uiv self location value = liftDOM (void (self ^. jsf "uniform3uiv" [toJSVal location, toJSVal value])) -- | uniform4uiv :: (MonadDOM m, IsUint32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> Maybe value -> m () uniform4uiv self location value = liftDOM (void (self ^. jsf "uniform4uiv" [toJSVal location, toJSVal value])) -- | uniformMatrix2x3fv :: (MonadDOM m, IsFloat32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLboolean -> Maybe value -> m () uniformMatrix2x3fv self location transpose value = liftDOM (void (self ^. jsf "uniformMatrix2x3fv" [toJSVal location, toJSVal transpose, toJSVal value])) -- | uniformMatrix3x2fv :: (MonadDOM m, IsFloat32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLboolean -> Maybe value -> m () uniformMatrix3x2fv self location transpose value = liftDOM (void (self ^. jsf "uniformMatrix3x2fv" [toJSVal location, toJSVal transpose, toJSVal value])) -- | uniformMatrix2x4fv :: (MonadDOM m, IsFloat32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLboolean -> Maybe value -> m () uniformMatrix2x4fv self location transpose value = liftDOM (void (self ^. jsf "uniformMatrix2x4fv" [toJSVal location, toJSVal transpose, toJSVal value])) -- | uniformMatrix4x2fv :: (MonadDOM m, IsFloat32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLboolean -> Maybe value -> m () uniformMatrix4x2fv self location transpose value = liftDOM (void (self ^. jsf "uniformMatrix4x2fv" [toJSVal location, toJSVal transpose, toJSVal value])) -- | uniformMatrix3x4fv :: (MonadDOM m, IsFloat32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLboolean -> Maybe value -> m () uniformMatrix3x4fv self location transpose value = liftDOM (void (self ^. jsf "uniformMatrix3x4fv" [toJSVal location, toJSVal transpose, toJSVal value])) -- | uniformMatrix4x3fv :: (MonadDOM m, IsFloat32Array value) => WebGL2RenderingContext -> Maybe WebGLUniformLocation -> GLboolean -> Maybe value -> m () uniformMatrix4x3fv self location transpose value = liftDOM (void (self ^. jsf "uniformMatrix4x3fv" [toJSVal location, toJSVal transpose, toJSVal value])) -- | vertexAttribI4i :: (MonadDOM m) => WebGL2RenderingContext -> GLuint -> GLint -> GLint -> GLint -> GLint -> m () vertexAttribI4i self index x y z w = liftDOM (void (self ^. jsf "vertexAttribI4i" [toJSVal index, toJSVal x, toJSVal y, toJSVal z, toJSVal w])) -- | vertexAttribI4iv :: (MonadDOM m, IsInt32Array v) => WebGL2RenderingContext -> GLuint -> Maybe v -> m () vertexAttribI4iv self index v = liftDOM (void (self ^. jsf "vertexAttribI4iv" [toJSVal index, toJSVal v])) -- | vertexAttribI4ui :: (MonadDOM m) => WebGL2RenderingContext -> GLuint -> GLuint -> GLuint -> GLuint -> GLuint -> m () vertexAttribI4ui self index x y z w = liftDOM (void (self ^. jsf "vertexAttribI4ui" [toJSVal index, toJSVal x, toJSVal y, toJSVal z, toJSVal w])) -- | vertexAttribI4uiv :: (MonadDOM m, IsUint32Array v) => WebGL2RenderingContext -> GLuint -> Maybe v -> m () vertexAttribI4uiv self index v = liftDOM (void (self ^. jsf "vertexAttribI4uiv" [toJSVal index, toJSVal v])) -- | vertexAttribIPointer :: (MonadDOM m) => WebGL2RenderingContext -> GLuint -> GLint -> GLenum -> GLsizei -> GLintptr -> m () vertexAttribIPointer self index size type' stride offset = liftDOM (void (self ^. jsf "vertexAttribIPointer" [toJSVal index, toJSVal size, toJSVal type', toJSVal stride, integralToDoubleToJSVal offset])) -- | vertexAttribDivisor :: (MonadDOM m) => WebGL2RenderingContext -> GLuint -> GLuint -> m () vertexAttribDivisor self index divisor = liftDOM (void (self ^. jsf "vertexAttribDivisor" [toJSVal index, toJSVal divisor])) -- | drawArraysInstanced :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLint -> GLsizei -> GLsizei -> m () drawArraysInstanced self mode first count instanceCount = liftDOM (void (self ^. jsf "drawArraysInstanced" [toJSVal mode, toJSVal first, toJSVal count, toJSVal instanceCount])) -- | drawElementsInstanced :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLsizei -> GLenum -> GLintptr -> GLsizei -> m () drawElementsInstanced self mode count type' offset instanceCount = liftDOM (void (self ^. jsf "drawElementsInstanced" [toJSVal mode, toJSVal count, toJSVal type', integralToDoubleToJSVal offset, toJSVal instanceCount])) -- | drawRangeElements :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLuint -> GLuint -> GLsizei -> GLenum -> GLintptr -> m () drawRangeElements self mode start end count type' offset = liftDOM (void (self ^. jsf "drawRangeElements" [toJSVal mode, toJSVal start, toJSVal end, toJSVal count, toJSVal type', integralToDoubleToJSVal offset])) -- | drawBuffers :: (MonadDOM m) => WebGL2RenderingContext -> [GLenum] -> m () drawBuffers self buffers = liftDOM (void (self ^. jsf "drawBuffers" [toJSVal (array buffers)])) -- | clearBufferiv :: (MonadDOM m, IsInt32Array value) => WebGL2RenderingContext -> GLenum -> GLint -> Maybe value -> m () clearBufferiv self buffer drawbuffer value = liftDOM (void (self ^. jsf "clearBufferiv" [toJSVal buffer, toJSVal drawbuffer, toJSVal value])) -- | clearBufferuiv :: (MonadDOM m, IsUint32Array value) => WebGL2RenderingContext -> GLenum -> GLint -> Maybe value -> m () clearBufferuiv self buffer drawbuffer value = liftDOM (void (self ^. jsf "clearBufferuiv" [toJSVal buffer, toJSVal drawbuffer, toJSVal value])) -- | clearBufferfv :: (MonadDOM m, IsFloat32Array value) => WebGL2RenderingContext -> GLenum -> GLint -> Maybe value -> m () clearBufferfv self buffer drawbuffer value = liftDOM (void (self ^. jsf "clearBufferfv" [toJSVal buffer, toJSVal drawbuffer, toJSVal value])) -- | clearBufferfi :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLint -> GLfloat -> GLint -> m () clearBufferfi self buffer drawbuffer depth stencil = liftDOM (void (self ^. jsf "clearBufferfi" [toJSVal buffer, toJSVal drawbuffer, toJSVal depth, toJSVal stencil])) -- | createQuery :: (MonadDOM m) => WebGL2RenderingContext -> m WebGLQuery createQuery self = liftDOM ((self ^. jsf "createQuery" ()) >>= fromJSValUnchecked) -- | createQuery_ :: (MonadDOM m) => WebGL2RenderingContext -> m () createQuery_ self = liftDOM (void (self ^. jsf "createQuery" ())) -- | deleteQuery :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLQuery -> m () deleteQuery self query = liftDOM (void (self ^. jsf "deleteQuery" [toJSVal query])) -- | isQuery :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLQuery -> m GLboolean isQuery self query = liftDOM ((self ^. jsf "isQuery" [toJSVal query]) >>= fromJSValUnchecked) -- | isQuery_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLQuery -> m () isQuery_ self query = liftDOM (void (self ^. jsf "isQuery" [toJSVal query])) -- | beginQuery :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> Maybe WebGLQuery -> m () beginQuery self target query = liftDOM (void (self ^. jsf "beginQuery" [toJSVal target, toJSVal query])) -- | endQuery :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> m () endQuery self target = liftDOM (void (self ^. jsf "endQuery" [toJSVal target])) -- | getQuery :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLenum -> m WebGLQuery getQuery self target pname = liftDOM ((self ^. jsf "getQuery" [toJSVal target, toJSVal pname]) >>= fromJSValUnchecked) -- | getQuery_ :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLenum -> m () getQuery_ self target pname = liftDOM (void (self ^. jsf "getQuery" [toJSVal target, toJSVal pname])) -- | getQueryParameter :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLQuery -> GLenum -> m JSVal getQueryParameter self query pname = liftDOM ((self ^. jsf "getQueryParameter" [toJSVal query, toJSVal pname]) >>= toJSVal) -- | getQueryParameter_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLQuery -> GLenum -> m () getQueryParameter_ self query pname = liftDOM (void (self ^. jsf "getQueryParameter" [toJSVal query, toJSVal pname])) -- | createSampler :: (MonadDOM m) => WebGL2RenderingContext -> m WebGLSampler createSampler self = liftDOM ((self ^. jsf "createSampler" ()) >>= fromJSValUnchecked) -- | createSampler_ :: (MonadDOM m) => WebGL2RenderingContext -> m () createSampler_ self = liftDOM (void (self ^. jsf "createSampler" ())) -- | deleteSampler :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSampler -> m () deleteSampler self sampler = liftDOM (void (self ^. jsf "deleteSampler" [toJSVal sampler])) -- | isSampler :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSampler -> m GLboolean isSampler self sampler = liftDOM ((self ^. jsf "isSampler" [toJSVal sampler]) >>= fromJSValUnchecked) -- | isSampler_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSampler -> m () isSampler_ self sampler = liftDOM (void (self ^. jsf "isSampler" [toJSVal sampler])) -- | bindSampler :: (MonadDOM m) => WebGL2RenderingContext -> GLuint -> Maybe WebGLSampler -> m () bindSampler self unit sampler = liftDOM (void (self ^. jsf "bindSampler" [toJSVal unit, toJSVal sampler])) -- | samplerParameteri :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSampler -> GLenum -> GLint -> m () samplerParameteri self sampler pname param = liftDOM (void (self ^. jsf "samplerParameteri" [toJSVal sampler, toJSVal pname, toJSVal param])) -- | samplerParameterf :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSampler -> GLenum -> GLfloat -> m () samplerParameterf self sampler pname param = liftDOM (void (self ^. jsf "samplerParameterf" [toJSVal sampler, toJSVal pname, toJSVal param])) -- | getSamplerParameter :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSampler -> GLenum -> m JSVal getSamplerParameter self sampler pname = liftDOM ((self ^. jsf "getSamplerParameter" [toJSVal sampler, toJSVal pname]) >>= toJSVal) -- | getSamplerParameter_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSampler -> GLenum -> m () getSamplerParameter_ self sampler pname = liftDOM (void (self ^. jsf "getSamplerParameter" [toJSVal sampler, toJSVal pname])) -- | fenceSync :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLbitfield -> m WebGLSync fenceSync self condition flags = liftDOM ((self ^. jsf "fenceSync" [toJSVal condition, toJSVal flags]) >>= fromJSValUnchecked) -- | fenceSync_ :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLbitfield -> m () fenceSync_ self condition flags = liftDOM (void (self ^. jsf "fenceSync" [toJSVal condition, toJSVal flags])) -- | isSync :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSync -> m GLboolean isSync self sync = liftDOM ((self ^. jsf "isSync" [toJSVal sync]) >>= fromJSValUnchecked) -- | isSync_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSync -> m () isSync_ self sync = liftDOM (void (self ^. jsf "isSync" [toJSVal sync])) -- | deleteSync :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSync -> m () deleteSync self sync = liftDOM (void (self ^. jsf "deleteSync" [toJSVal sync])) -- | clientWaitSync :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSync -> GLbitfield -> GLuint64 -> m GLenum clientWaitSync self sync flags timeout = liftDOM ((self ^. jsf "clientWaitSync" [toJSVal sync, toJSVal flags, integralToDoubleToJSVal timeout]) >>= fromJSValUnchecked) -- | clientWaitSync_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSync -> GLbitfield -> GLuint64 -> m () clientWaitSync_ self sync flags timeout = liftDOM (void (self ^. jsf "clientWaitSync" [toJSVal sync, toJSVal flags, integralToDoubleToJSVal timeout])) -- | waitSync :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSync -> GLbitfield -> GLuint64 -> m () waitSync self sync flags timeout = liftDOM (void (self ^. jsf "waitSync" [toJSVal sync, toJSVal flags, integralToDoubleToJSVal timeout])) -- | getSyncParameter :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSync -> GLenum -> m JSVal getSyncParameter self sync pname = liftDOM ((self ^. jsf "getSyncParameter" [toJSVal sync, toJSVal pname]) >>= toJSVal) -- | getSyncParameter_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLSync -> GLenum -> m () getSyncParameter_ self sync pname = liftDOM (void (self ^. jsf "getSyncParameter" [toJSVal sync, toJSVal pname])) -- | createTransformFeedback :: (MonadDOM m) => WebGL2RenderingContext -> m WebGLTransformFeedback createTransformFeedback self = liftDOM ((self ^. jsf "createTransformFeedback" ()) >>= fromJSValUnchecked) -- | createTransformFeedback_ :: (MonadDOM m) => WebGL2RenderingContext -> m () createTransformFeedback_ self = liftDOM (void (self ^. jsf "createTransformFeedback" ())) -- | deleteTransformFeedback :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLTransformFeedback -> m () deleteTransformFeedback self id = liftDOM (void (self ^. jsf "deleteTransformFeedback" [toJSVal id])) -- | isTransformFeedback :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLTransformFeedback -> m GLboolean isTransformFeedback self id = liftDOM ((self ^. jsf "isTransformFeedback" [toJSVal id]) >>= fromJSValUnchecked) -- | isTransformFeedback_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLTransformFeedback -> m () isTransformFeedback_ self id = liftDOM (void (self ^. jsf "isTransformFeedback" [toJSVal id])) -- | bindTransformFeedback :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> Maybe WebGLTransformFeedback -> m () bindTransformFeedback self target id = liftDOM (void (self ^. jsf "bindTransformFeedback" [toJSVal target, toJSVal id])) -- | beginTransformFeedback :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> m () beginTransformFeedback self primitiveMode = liftDOM (void (self ^. jsf "beginTransformFeedback" [toJSVal primitiveMode])) -- | endTransformFeedback :: (MonadDOM m) => WebGL2RenderingContext -> m () endTransformFeedback self = liftDOM (void (self ^. jsf "endTransformFeedback" ())) -- | transformFeedbackVaryings :: (MonadDOM m, ToJSString varyings) => WebGL2RenderingContext -> Maybe WebGLProgram -> [varyings] -> GLenum -> m () transformFeedbackVaryings self program varyings bufferMode = liftDOM (void (self ^. jsf "transformFeedbackVaryings" [toJSVal program, toJSVal (array varyings), toJSVal bufferMode])) -- | getTransformFeedbackVarying :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLProgram -> GLuint -> m WebGLActiveInfo getTransformFeedbackVarying self program index = liftDOM ((self ^. jsf "getTransformFeedbackVarying" [toJSVal program, toJSVal index]) >>= fromJSValUnchecked) -- | getTransformFeedbackVarying_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLProgram -> GLuint -> m () getTransformFeedbackVarying_ self program index = liftDOM (void (self ^. jsf "getTransformFeedbackVarying" [toJSVal program, toJSVal index])) -- | pauseTransformFeedback :: (MonadDOM m) => WebGL2RenderingContext -> m () pauseTransformFeedback self = liftDOM (void (self ^. jsf "pauseTransformFeedback" ())) -- | resumeTransformFeedback :: (MonadDOM m) => WebGL2RenderingContext -> m () resumeTransformFeedback self = liftDOM (void (self ^. jsf "resumeTransformFeedback" ())) -- | bindBufferBase :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLuint -> Maybe WebGLBuffer -> m () bindBufferBase self target index buffer = liftDOM (void (self ^. jsf "bindBufferBase" [toJSVal target, toJSVal index, toJSVal buffer])) -- | bindBufferRange :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLuint -> Maybe WebGLBuffer -> GLintptr -> GLsizeiptr -> m () bindBufferRange self target index buffer offset size = liftDOM (void (self ^. jsf "bindBufferRange" [toJSVal target, toJSVal index, toJSVal buffer, integralToDoubleToJSVal offset, integralToDoubleToJSVal size])) -- | getIndexedParameter :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLuint -> m JSVal getIndexedParameter self target index = liftDOM ((self ^. jsf "getIndexedParameter" [toJSVal target, toJSVal index]) >>= toJSVal) -- | getIndexedParameter_ :: (MonadDOM m) => WebGL2RenderingContext -> GLenum -> GLuint -> m () getIndexedParameter_ self target index = liftDOM (void (self ^. jsf "getIndexedParameter" [toJSVal target, toJSVal index])) -- | getUniformIndices :: (MonadDOM m, ToJSString uniformNames) => WebGL2RenderingContext -> Maybe WebGLProgram -> [uniformNames] -> m Uint32Array getUniformIndices self program uniformNames = liftDOM ((self ^. jsf "getUniformIndices" [toJSVal program, toJSVal (array uniformNames)]) >>= fromJSValUnchecked) -- | getUniformIndices_ :: (MonadDOM m, ToJSString uniformNames) => WebGL2RenderingContext -> Maybe WebGLProgram -> [uniformNames] -> m () getUniformIndices_ self program uniformNames = liftDOM (void (self ^. jsf "getUniformIndices" [toJSVal program, toJSVal (array uniformNames)])) -- | getActiveUniforms :: (MonadDOM m, IsUint32Array uniformIndices) => WebGL2RenderingContext -> Maybe WebGLProgram -> Maybe uniformIndices -> GLenum -> m Int32Array getActiveUniforms self program uniformIndices pname = liftDOM ((self ^. jsf "getActiveUniforms" [toJSVal program, toJSVal uniformIndices, toJSVal pname]) >>= fromJSValUnchecked) -- | getActiveUniforms_ :: (MonadDOM m, IsUint32Array uniformIndices) => WebGL2RenderingContext -> Maybe WebGLProgram -> Maybe uniformIndices -> GLenum -> m () getActiveUniforms_ self program uniformIndices pname = liftDOM (void (self ^. jsf "getActiveUniforms" [toJSVal program, toJSVal uniformIndices, toJSVal pname])) -- | getUniformBlockIndex :: (MonadDOM m, ToJSString uniformBlockName) => WebGL2RenderingContext -> Maybe WebGLProgram -> uniformBlockName -> m GLuint getUniformBlockIndex self program uniformBlockName = liftDOM ((self ^. jsf "getUniformBlockIndex" [toJSVal program, toJSVal uniformBlockName]) >>= fromJSValUnchecked) -- | getUniformBlockIndex_ :: (MonadDOM m, ToJSString uniformBlockName) => WebGL2RenderingContext -> Maybe WebGLProgram -> uniformBlockName -> m () getUniformBlockIndex_ self program uniformBlockName = liftDOM (void (self ^. jsf "getUniformBlockIndex" [toJSVal program, toJSVal uniformBlockName])) -- | getActiveUniformBlockParameter :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLProgram -> GLuint -> GLenum -> m JSVal getActiveUniformBlockParameter self program uniformBlockIndex pname = liftDOM ((self ^. jsf "getActiveUniformBlockParameter" [toJSVal program, toJSVal uniformBlockIndex, toJSVal pname]) >>= toJSVal) -- | getActiveUniformBlockParameter_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLProgram -> GLuint -> GLenum -> m () getActiveUniformBlockParameter_ self program uniformBlockIndex pname = liftDOM (void (self ^. jsf "getActiveUniformBlockParameter" [toJSVal program, toJSVal uniformBlockIndex, toJSVal pname])) -- | getActiveUniformBlockName :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLProgram -> GLuint -> m JSVal getActiveUniformBlockName self program uniformBlockIndex = liftDOM ((self ^. jsf "getActiveUniformBlockName" [toJSVal program, toJSVal uniformBlockIndex]) >>= toJSVal) -- | getActiveUniformBlockName_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLProgram -> GLuint -> m () getActiveUniformBlockName_ self program uniformBlockIndex = liftDOM (void (self ^. jsf "getActiveUniformBlockName" [toJSVal program, toJSVal uniformBlockIndex])) -- | uniformBlockBinding :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLProgram -> GLuint -> GLuint -> m () uniformBlockBinding self program uniformBlockIndex uniformBlockBinding = liftDOM (void (self ^. jsf "uniformBlockBinding" [toJSVal program, toJSVal uniformBlockIndex, toJSVal uniformBlockBinding])) -- | createVertexArray :: (MonadDOM m) => WebGL2RenderingContext -> m WebGLVertexArrayObject createVertexArray self = liftDOM ((self ^. jsf "createVertexArray" ()) >>= fromJSValUnchecked) -- | createVertexArray_ :: (MonadDOM m) => WebGL2RenderingContext -> m () createVertexArray_ self = liftDOM (void (self ^. jsf "createVertexArray" ())) -- | deleteVertexArray :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLVertexArrayObject -> m () deleteVertexArray self vertexArray = liftDOM (void (self ^. jsf "deleteVertexArray" [toJSVal vertexArray])) -- | isVertexArray :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLVertexArrayObject -> m GLboolean isVertexArray self vertexArray = liftDOM ((self ^. jsf "isVertexArray" [toJSVal vertexArray]) >>= fromJSValUnchecked) -- | isVertexArray_ :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLVertexArrayObject -> m () isVertexArray_ self vertexArray = liftDOM (void (self ^. jsf "isVertexArray" [toJSVal vertexArray])) -- | bindVertexArray :: (MonadDOM m) => WebGL2RenderingContext -> Maybe WebGLVertexArrayObject -> m () bindVertexArray self vertexArray = liftDOM (void (self ^. jsf "bindVertexArray" [toJSVal vertexArray])) pattern READ_BUFFER = 3074 pattern UNPACK_ROW_LENGTH = 3314 pattern UNPACK_SKIP_ROWS = 3315 pattern UNPACK_SKIP_PIXELS = 3316 pattern PACK_ROW_LENGTH = 3330 pattern PACK_SKIP_ROWS = 3331 pattern PACK_SKIP_PIXELS = 3332 pattern COLOR = 6144 pattern DEPTH = 6145 pattern STENCIL = 6146 pattern RED = 6403 pattern RGB8 = 32849 pattern RGBA8 = 32856 pattern RGB10_A2 = 32857 pattern TEXTURE_BINDING_3D = 32874 pattern UNPACK_SKIP_IMAGES = 32877 pattern UNPACK_IMAGE_HEIGHT = 32878 pattern TEXTURE_3D = 32879 pattern TEXTURE_WRAP_R = 32882 pattern MAX_3D_TEXTURE_SIZE = 32883 pattern UNSIGNED_INT_2_10_10_10_REV = 33640 pattern MAX_ELEMENTS_VERTICES = 33000 pattern MAX_ELEMENTS_INDICES = 33001 pattern TEXTURE_MIN_LOD = 33082 pattern TEXTURE_MAX_LOD = 33083 pattern TEXTURE_BASE_LEVEL = 33084 pattern TEXTURE_MAX_LEVEL = 33085 pattern MIN = 32775 pattern MAX = 32776 pattern DEPTH_COMPONENT24 = 33190 pattern MAX_TEXTURE_LOD_BIAS = 34045 pattern TEXTURE_COMPARE_MODE = 34892 pattern TEXTURE_COMPARE_FUNC = 34893 pattern CURRENT_QUERY = 34917 pattern QUERY_RESULT = 34918 pattern QUERY_RESULT_AVAILABLE = 34919 pattern STREAM_READ = 35041 pattern STREAM_COPY = 35042 pattern STATIC_READ = 35045 pattern STATIC_COPY = 35046 pattern DYNAMIC_READ = 35049 pattern DYNAMIC_COPY = 35050 pattern MAX_DRAW_BUFFERS = 34852 pattern DRAW_BUFFER0 = 34853 pattern DRAW_BUFFER1 = 34854 pattern DRAW_BUFFER2 = 34855 pattern DRAW_BUFFER3 = 34856 pattern DRAW_BUFFER4 = 34857 pattern DRAW_BUFFER5 = 34858 pattern DRAW_BUFFER6 = 34859 pattern DRAW_BUFFER7 = 34860 pattern DRAW_BUFFER8 = 34861 pattern DRAW_BUFFER9 = 34862 pattern DRAW_BUFFER10 = 34863 pattern DRAW_BUFFER11 = 34864 pattern DRAW_BUFFER12 = 34865 pattern DRAW_BUFFER13 = 34866 pattern DRAW_BUFFER14 = 34867 pattern DRAW_BUFFER15 = 34868 pattern MAX_FRAGMENT_UNIFORM_COMPONENTS = 35657 pattern MAX_VERTEX_UNIFORM_COMPONENTS = 35658 pattern SAMPLER_3D = 35679 pattern SAMPLER_2D_SHADOW = 35682 pattern FRAGMENT_SHADER_DERIVATIVE_HINT = 35723 pattern PIXEL_PACK_BUFFER = 35051 pattern PIXEL_UNPACK_BUFFER = 35052 pattern PIXEL_PACK_BUFFER_BINDING = 35053 pattern PIXEL_UNPACK_BUFFER_BINDING = 35055 pattern FLOAT_MAT2x3 = 35685 pattern FLOAT_MAT2x4 = 35686 pattern FLOAT_MAT3x2 = 35687 pattern FLOAT_MAT3x4 = 35688 pattern FLOAT_MAT4x2 = 35689 pattern FLOAT_MAT4x3 = 35690 pattern SRGB = 35904 pattern SRGB8 = 35905 pattern SRGB8_ALPHA8 = 35907 pattern COMPARE_REF_TO_TEXTURE = 34894 pattern RGBA32F = 34836 pattern RGB32F = 34837 pattern RGBA16F = 34842 pattern RGB16F = 34843 pattern VERTEX_ATTRIB_ARRAY_INTEGER = 35069 pattern MAX_ARRAY_TEXTURE_LAYERS = 35071 pattern MIN_PROGRAM_TEXEL_OFFSET = 35076 pattern MAX_PROGRAM_TEXEL_OFFSET = 35077 pattern MAX_VARYING_COMPONENTS = 35659 pattern TEXTURE_2D_ARRAY = 35866 pattern TEXTURE_BINDING_2D_ARRAY = 35869 pattern R11F_G11F_B10F = 35898 pattern UNSIGNED_INT_10F_11F_11F_REV = 35899 pattern RGB9_E5 = 35901 pattern UNSIGNED_INT_5_9_9_9_REV = 35902 pattern TRANSFORM_FEEDBACK_BUFFER_MODE = 35967 pattern MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 35968 pattern TRANSFORM_FEEDBACK_VARYINGS = 35971 pattern TRANSFORM_FEEDBACK_BUFFER_START = 35972 pattern TRANSFORM_FEEDBACK_BUFFER_SIZE = 35973 pattern TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 35976 pattern RASTERIZER_DISCARD = 35977 pattern MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 35978 pattern MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 35979 pattern INTERLEAVED_ATTRIBS = 35980 pattern SEPARATE_ATTRIBS = 35981 pattern TRANSFORM_FEEDBACK_BUFFER = 35982 pattern TRANSFORM_FEEDBACK_BUFFER_BINDING = 35983 pattern RGBA32UI = 36208 pattern RGB32UI = 36209 pattern RGBA16UI = 36214 pattern RGB16UI = 36215 pattern RGBA8UI = 36220 pattern RGB8UI = 36221 pattern RGBA32I = 36226 pattern RGB32I = 36227 pattern RGBA16I = 36232 pattern RGB16I = 36233 pattern RGBA8I = 36238 pattern RGB8I = 36239 pattern RED_INTEGER = 36244 pattern RGB_INTEGER = 36248 pattern RGBA_INTEGER = 36249 pattern SAMPLER_2D_ARRAY = 36289 pattern SAMPLER_2D_ARRAY_SHADOW = 36292 pattern SAMPLER_CUBE_SHADOW = 36293 pattern UNSIGNED_INT_VEC2 = 36294 pattern UNSIGNED_INT_VEC3 = 36295 pattern UNSIGNED_INT_VEC4 = 36296 pattern INT_SAMPLER_2D = 36298 pattern INT_SAMPLER_3D = 36299 pattern INT_SAMPLER_CUBE = 36300 pattern INT_SAMPLER_2D_ARRAY = 36303 pattern UNSIGNED_INT_SAMPLER_2D = 36306 pattern UNSIGNED_INT_SAMPLER_3D = 36307 pattern UNSIGNED_INT_SAMPLER_CUBE = 36308 pattern UNSIGNED_INT_SAMPLER_2D_ARRAY = 36311 pattern DEPTH_COMPONENT32F = 36012 pattern DEPTH32F_STENCIL8 = 36013 pattern FLOAT_32_UNSIGNED_INT_24_8_REV = 36269 pattern FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 33296 pattern FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 33297 pattern FRAMEBUFFER_ATTACHMENT_RED_SIZE = 33298 pattern FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 33299 pattern FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 33300 pattern FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 33301 pattern FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 33302 pattern FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 33303 pattern FRAMEBUFFER_DEFAULT = 33304 pattern DEPTH_STENCIL_ATTACHMENT = 33306 pattern DEPTH_STENCIL = 34041 pattern UNSIGNED_INT_24_8 = 34042 pattern DEPTH24_STENCIL8 = 35056 pattern UNSIGNED_NORMALIZED = 35863 pattern DRAW_FRAMEBUFFER_BINDING = 36006 pattern READ_FRAMEBUFFER = 36008 pattern DRAW_FRAMEBUFFER = 36009 pattern READ_FRAMEBUFFER_BINDING = 36010 pattern RENDERBUFFER_SAMPLES = 36011 pattern FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 36052 pattern MAX_COLOR_ATTACHMENTS = 36063 pattern COLOR_ATTACHMENT1 = 36065 pattern COLOR_ATTACHMENT2 = 36066 pattern COLOR_ATTACHMENT3 = 36067 pattern COLOR_ATTACHMENT4 = 36068 pattern COLOR_ATTACHMENT5 = 36069 pattern COLOR_ATTACHMENT6 = 36070 pattern COLOR_ATTACHMENT7 = 36071 pattern COLOR_ATTACHMENT8 = 36072 pattern COLOR_ATTACHMENT9 = 36073 pattern COLOR_ATTACHMENT10 = 36074 pattern COLOR_ATTACHMENT11 = 36075 pattern COLOR_ATTACHMENT12 = 36076 pattern COLOR_ATTACHMENT13 = 36077 pattern COLOR_ATTACHMENT14 = 36078 pattern COLOR_ATTACHMENT15 = 36079 pattern FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 36182 pattern MAX_SAMPLES = 36183 pattern HALF_FLOAT = 5131 pattern RG = 33319 pattern RG_INTEGER = 33320 pattern R8 = 33321 pattern RG8 = 33323 pattern R16F = 33325 pattern R32F = 33326 pattern RG16F = 33327 pattern RG32F = 33328 pattern R8I = 33329 pattern R8UI = 33330 pattern R16I = 33331 pattern R16UI = 33332 pattern R32I = 33333 pattern R32UI = 33334 pattern RG8I = 33335 pattern RG8UI = 33336 pattern RG16I = 33337 pattern RG16UI = 33338 pattern RG32I = 33339 pattern RG32UI = 33340 pattern VERTEX_ARRAY_BINDING = 34229 pattern R8_SNORM = 36756 pattern RG8_SNORM = 36757 pattern RGB8_SNORM = 36758 pattern RGBA8_SNORM = 36759 pattern SIGNED_NORMALIZED = 36764 pattern PRIMITIVE_RESTART_FIXED_INDEX = 36201 pattern COPY_READ_BUFFER = 36662 pattern COPY_WRITE_BUFFER = 36663 pattern COPY_READ_BUFFER_BINDING = 36662 pattern COPY_WRITE_BUFFER_BINDING = 36663 pattern UNIFORM_BUFFER = 35345 pattern UNIFORM_BUFFER_BINDING = 35368 pattern UNIFORM_BUFFER_START = 35369 pattern UNIFORM_BUFFER_SIZE = 35370 pattern MAX_VERTEX_UNIFORM_BLOCKS = 35371 pattern MAX_FRAGMENT_UNIFORM_BLOCKS = 35373 pattern MAX_COMBINED_UNIFORM_BLOCKS = 35374 pattern MAX_UNIFORM_BUFFER_BINDINGS = 35375 pattern MAX_UNIFORM_BLOCK_SIZE = 35376 pattern MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 35377 pattern MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 35379 pattern UNIFORM_BUFFER_OFFSET_ALIGNMENT = 35380 pattern ACTIVE_UNIFORM_BLOCKS = 35382 pattern UNIFORM_TYPE = 35383 pattern UNIFORM_SIZE = 35384 pattern UNIFORM_BLOCK_INDEX = 35386 pattern UNIFORM_OFFSET = 35387 pattern UNIFORM_ARRAY_STRIDE = 35388 pattern UNIFORM_MATRIX_STRIDE = 35389 pattern UNIFORM_IS_ROW_MAJOR = 35390 pattern UNIFORM_BLOCK_BINDING = 35391 pattern UNIFORM_BLOCK_DATA_SIZE = 35392 pattern UNIFORM_BLOCK_ACTIVE_UNIFORMS = 35394 pattern UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 35395 pattern UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 35396 pattern UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 35398 pattern INVALID_INDEX = 4294967295 pattern MAX_VERTEX_OUTPUT_COMPONENTS = 37154 pattern MAX_FRAGMENT_INPUT_COMPONENTS = 37157 pattern MAX_SERVER_WAIT_TIMEOUT = 37137 pattern OBJECT_TYPE = 37138 pattern SYNC_CONDITION = 37139 pattern SYNC_STATUS = 37140 pattern SYNC_FLAGS = 37141 pattern SYNC_FENCE = 37142 pattern SYNC_GPU_COMMANDS_COMPLETE = 37143 pattern UNSIGNALED = 37144 pattern SIGNALED = 37145 pattern ALREADY_SIGNALED = 37146 pattern TIMEOUT_EXPIRED = 37147 pattern CONDITION_SATISFIED = 37148 pattern WAIT_FAILED = 37149 pattern SYNC_FLUSH_COMMANDS_BIT = 1 pattern VERTEX_ATTRIB_ARRAY_DIVISOR = 35070 pattern ANY_SAMPLES_PASSED = 35887 pattern ANY_SAMPLES_PASSED_CONSERVATIVE = 36202 pattern SAMPLER_BINDING = 35097 pattern RGB10_A2UI = 36975 pattern TEXTURE_SWIZZLE_R = 36418 pattern TEXTURE_SWIZZLE_G = 36419 pattern TEXTURE_SWIZZLE_B = 36420 pattern TEXTURE_SWIZZLE_A = 36421 pattern GREEN = 6404 pattern BLUE = 6405 pattern INT_2_10_10_10_REV = 36255 pattern TRANSFORM_FEEDBACK = 36386 pattern TRANSFORM_FEEDBACK_PAUSED = 36387 pattern TRANSFORM_FEEDBACK_ACTIVE = 36388 pattern TRANSFORM_FEEDBACK_BINDING = 36389 pattern COMPRESSED_R11_EAC = 37488 pattern COMPRESSED_SIGNED_R11_EAC = 37489 pattern COMPRESSED_RG11_EAC = 37490 pattern COMPRESSED_SIGNED_RG11_EAC = 37491 pattern COMPRESSED_RGB8_ETC2 = 37492 pattern COMPRESSED_SRGB8_ETC2 = 37493 pattern COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 37494 pattern COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 37495 pattern COMPRESSED_RGBA8_ETC2_EAC = 37496 pattern COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 37497 pattern TEXTURE_IMMUTABLE_FORMAT = 37167 pattern MAX_ELEMENT_INDEX = 36203 pattern NUM_SAMPLE_COUNTS = 37760 pattern TEXTURE_IMMUTABLE_LEVELS = 33503 pattern VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE = 35070 pattern TIMEOUT_IGNORED = 18446744073709551615