This is Version 2.0.0 of the WebGL Specification.
This specification describes an additional rendering context and support objects for the HTML 5 canvas element [CANVAS]. This context allows rendering using an API that conforms closely to the OpenGL ES 3.0 API.
This document should be read as an extension to the WebGL 1.0 specification. It will only describe the differences from 1.0.
This document is an editor's draft. Do not cite this document as other than work in progress.
Public discussion of this specification is welcome on the public_webgl@khronos.org mailing list (instructions, archives).
Please file bugs against the specification or its conformance tests in the issue tracker. Pull requests are welcome against the Github repository.
WebGL™ is an immediate mode 3D rendering API designed for the web. This is Version 2 of the WebGL specification. It is derived from OpenGL® ES 3.0, and provides similar rendering functionality, but in an HTML context.
WebGL 2 is not entirely backwards compatible with WebGL 1. Existing error-free content written against the core WebGL 1 specification without extensions will often run in WebGL 2 without modification, but this is not always the case. All exceptions to backwards compatibility are recorded in the Backwards Incompatibility section. To access the new behavior provided in this specification, the content explicitly requests a new context (details below).
Many functions described in this document contain links to OpenGL ES man pages. While every effort is made to make these pages match the OpenGL ES 3.0 specification [GLES30], they may contain errors. In the case of a contradiction, the OpenGL ES 3.0 specification is the final authority.
The remaining sections of this document are intended to be read in conjunction with the OpenGL ES 3.0 specification (3.0.4 at the time of this writing, available from the Khronos OpenGL ES API Registry). Unless otherwise specified, the behavior of each method is defined by the OpenGL ES 3.0 specification. This specification may diverge from OpenGL ES 3.0 in order to ensure interoperability or security, often defining areas that OpenGL ES 3.0 leaves implementation-defined. These differences are summarized in the Differences Between WebGL and OpenGL ES 3.0 section.
Before using the WebGL API, the author must obtain a WebGLRenderingContext
object for a given HTMLCanvasElement [CANVAS] as described
below. This object is used to manage OpenGL state and render to the drawing buffer, which
must be created at the time of context creation.
Each WebGLRenderingContext
and WebGL2RenderingContext
has an
associated canvas, set upon creation, which is
a canvas [CANVAS].
Each WebGLRenderingContext
and WebGL2RenderingContext
has context
creation parameters, set upon creation, in
a WebGLContextAttributes
object.
Each WebGLRenderingContext
and WebGL2RenderingContext
has actual
context parameters, set each time the drawing buffer is created, in
a WebGLContextAttributes
object.
Each WebGLRenderingContext
and WebGL2RenderingContext
has a webgl
context lost flag, which is initially unset.
When the getContext()
method of a canvas
element is to return a
new object for
the contextId webgl2
[CANVASCONTEXTS],
the user agent must perform the following steps:
WebGL2RenderingContext
object, context.
getContext()
method is associated with.
WebGLContextAttributes
object, contextAttributes.
getContext()
was invoked with a second argument, options, set
the attributes of contextAttributes from those specified in options.
WebGLContextAttributes
object, actualAttributes.
Different from WebGL 1.0, the depth
, stencil
, and
antialias
attributes in WebGL 2.0 must be obeyed by the WebGL
implementation.
This section describes the interfaces and functionality added to the DOM to support runtime access to the functionality described above.
The following types are introduced in WebGL 2.0.
typedef long long GLint64; typedef unsigned long long GLuint64;
The WebGLQuery
interface represents an OpenGL Query Object.
The underlying object is created as if by calling glGenQueries
(OpenGL ES 3.0.4 §2.13,
man page)
,
made active as if by calling glBeginQuery
(OpenGL ES 3.0.4 §2.13,
man page)
,
concluded as if by calling glEndQuery
(OpenGL ES 3.0.4 §2.13,
man page)
and destroyed as if by calling glDeleteQueries
(OpenGL ES 3.0.4 §2.13,
man page)
.
interface WebGLQuery : WebGLObject { };
The WebGLSampler
interface represents an OpenGL Sampler Object.
The underlying object is created as if by calling glGenSamplers
(OpenGL ES 3.0.4 §3.8.2,
man page)
,
bound as if by calling glBindSampler
(OpenGL ES 3.0.4 §3.8.2,
man page)
and destroyed as if by calling glDeleteSamplers
(OpenGL ES 3.0.4 §3.8.2,
man page)
.
interface WebGLSampler : WebGLObject { };
The WebGLSync
interface represents an OpenGL Sync Object.
The underlying object is created as if by calling glFenceSync
(OpenGL ES 3.0.4 §5.2,
man page)
,
blocked on as if by calling glClientWaitSync
(OpenGL ES 3.0.4 §5.2.1,
man page)
,
waited on internal to GL as if by calling glWaitSync
(OpenGL ES 3.0.4 §5.2.1,
man page)
,
queried as if by calling glGetSynciv
(OpenGL ES 3.0.4 §6.2.8,
man page)
,
and destroyed as if by calling glDeleteSync
(OpenGL ES 3.0.4 §5.2,
man page)
.
interface WebGLSync : WebGLObject { };
The WebGLTransformFeedback
interface represents an OpenGL Transform Feedback Object.
The underlying object is created as if by calling glGenTransformFeedbacks
(OpenGL ES 3.0.4 §2.14.1,
man page)
,
bound as if by calling glBindTransformFeedback
(OpenGL ES 3.0.4 §2.14.1,
man page)
and destroyed as if by calling glDeleteTransformFeedbacks
(OpenGL ES 3.0.4 §2.14.1,
man page)
.
interface WebGLTransformFeedback : WebGLObject { };
The WebGLVertexArrayObject
interface represents an OpenGL Vertex Array Object.
The underlying object is created as if by calling glGenVertexArrays
(OpenGL ES 3.0.4 §2.10,
man page)
,
bound as if by calling glBindVertexArray
(OpenGL ES 3.0.4 §2.10,
man page)
and destroyed as if by calling glDeleteVertexArrays
(OpenGL ES 3.0.4 §2.10,
man page)
.
interface WebGLVertexArrayObject : WebGLObject { };
The WebGL2RenderingContext
represents the API allowing
OpenGL ES 3.0 style rendering into the canvas element.
typedef (Float32Array or sequence<GLfloat>) Float32List; typedef (Int32Array or sequence<GLint>) Int32List; typedef (Uint32Array or sequence<GLuint>) Uint32List; interface mixin WebGL2RenderingContextBase { const GLenum READ_BUFFER = 0x0C02; const GLenum UNPACK_ROW_LENGTH = 0x0CF2; const GLenum UNPACK_SKIP_ROWS = 0x0CF3; const GLenum UNPACK_SKIP_PIXELS = 0x0CF4; const GLenum PACK_ROW_LENGTH = 0x0D02; const GLenum PACK_SKIP_ROWS = 0x0D03; const GLenum PACK_SKIP_PIXELS = 0x0D04; const GLenum COLOR = 0x1800; const GLenum DEPTH = 0x1801; const GLenum STENCIL = 0x1802; const GLenum RED = 0x1903; const GLenum RGB8 = 0x8051; const GLenum RGBA8 = 0x8058; const GLenum RGB10_A2 = 0x8059; const GLenum TEXTURE_BINDING_3D = 0x806A; const GLenum UNPACK_SKIP_IMAGES = 0x806D; const GLenum UNPACK_IMAGE_HEIGHT = 0x806E; const GLenum TEXTURE_3D = 0x806F; const GLenum TEXTURE_WRAP_R = 0x8072; const GLenum MAX_3D_TEXTURE_SIZE = 0x8073; const GLenum UNSIGNED_INT_2_10_10_10_REV = 0x8368; const GLenum MAX_ELEMENTS_VERTICES = 0x80E8; const GLenum MAX_ELEMENTS_INDICES = 0x80E9; const GLenum TEXTURE_MIN_LOD = 0x813A; const GLenum TEXTURE_MAX_LOD = 0x813B; const GLenum TEXTURE_BASE_LEVEL = 0x813C; const GLenum TEXTURE_MAX_LEVEL = 0x813D; const GLenum MIN = 0x8007; const GLenum MAX = 0x8008; const GLenum DEPTH_COMPONENT24 = 0x81A6; const GLenum MAX_TEXTURE_LOD_BIAS = 0x84FD; const GLenum TEXTURE_COMPARE_MODE = 0x884C; const GLenum TEXTURE_COMPARE_FUNC = 0x884D; const GLenum CURRENT_QUERY = 0x8865; const GLenum QUERY_RESULT = 0x8866; const GLenum QUERY_RESULT_AVAILABLE = 0x8867; const GLenum STREAM_READ = 0x88E1; const GLenum STREAM_COPY = 0x88E2; const GLenum STATIC_READ = 0x88E5; const GLenum STATIC_COPY = 0x88E6; const GLenum DYNAMIC_READ = 0x88E9; const GLenum DYNAMIC_COPY = 0x88EA; const GLenum MAX_DRAW_BUFFERS = 0x8824; const GLenum DRAW_BUFFER0 = 0x8825; const GLenum DRAW_BUFFER1 = 0x8826; const GLenum DRAW_BUFFER2 = 0x8827; const GLenum DRAW_BUFFER3 = 0x8828; const GLenum DRAW_BUFFER4 = 0x8829; const GLenum DRAW_BUFFER5 = 0x882A; const GLenum DRAW_BUFFER6 = 0x882B; const GLenum DRAW_BUFFER7 = 0x882C; const GLenum DRAW_BUFFER8 = 0x882D; const GLenum DRAW_BUFFER9 = 0x882E; const GLenum DRAW_BUFFER10 = 0x882F; const GLenum DRAW_BUFFER11 = 0x8830; const GLenum DRAW_BUFFER12 = 0x8831; const GLenum DRAW_BUFFER13 = 0x8832; const GLenum DRAW_BUFFER14 = 0x8833; const GLenum DRAW_BUFFER15 = 0x8834; const GLenum MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49; const GLenum MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A; const GLenum SAMPLER_3D = 0x8B5F; const GLenum SAMPLER_2D_SHADOW = 0x8B62; const GLenum FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B; const GLenum PIXEL_PACK_BUFFER = 0x88EB; const GLenum PIXEL_UNPACK_BUFFER = 0x88EC; const GLenum PIXEL_PACK_BUFFER_BINDING = 0x88ED; const GLenum PIXEL_UNPACK_BUFFER_BINDING = 0x88EF; const GLenum FLOAT_MAT2x3 = 0x8B65; const GLenum FLOAT_MAT2x4 = 0x8B66; const GLenum FLOAT_MAT3x2 = 0x8B67; const GLenum FLOAT_MAT3x4 = 0x8B68; const GLenum FLOAT_MAT4x2 = 0x8B69; const GLenum FLOAT_MAT4x3 = 0x8B6A; const GLenum SRGB = 0x8C40; const GLenum SRGB8 = 0x8C41; const GLenum SRGB8_ALPHA8 = 0x8C43; const GLenum COMPARE_REF_TO_TEXTURE = 0x884E; const GLenum RGBA32F = 0x8814; const GLenum RGB32F = 0x8815; const GLenum RGBA16F = 0x881A; const GLenum RGB16F = 0x881B; const GLenum VERTEX_ATTRIB_ARRAY_INTEGER = 0x88FD; const GLenum MAX_ARRAY_TEXTURE_LAYERS = 0x88FF; const GLenum MIN_PROGRAM_TEXEL_OFFSET = 0x8904; const GLenum MAX_PROGRAM_TEXEL_OFFSET = 0x8905; const GLenum MAX_VARYING_COMPONENTS = 0x8B4B; const GLenum TEXTURE_2D_ARRAY = 0x8C1A; const GLenum TEXTURE_BINDING_2D_ARRAY = 0x8C1D; const GLenum R11F_G11F_B10F = 0x8C3A; const GLenum UNSIGNED_INT_10F_11F_11F_REV = 0x8C3B; const GLenum RGB9_E5 = 0x8C3D; const GLenum UNSIGNED_INT_5_9_9_9_REV = 0x8C3E; const GLenum TRANSFORM_FEEDBACK_BUFFER_MODE = 0x8C7F; const GLenum MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = 0x8C80; const GLenum TRANSFORM_FEEDBACK_VARYINGS = 0x8C83; const GLenum TRANSFORM_FEEDBACK_BUFFER_START = 0x8C84; const GLenum TRANSFORM_FEEDBACK_BUFFER_SIZE = 0x8C85; const GLenum TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8C88; const GLenum RASTERIZER_DISCARD = 0x8C89; const GLenum MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A; const GLenum MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 0x8C8B; const GLenum INTERLEAVED_ATTRIBS = 0x8C8C; const GLenum SEPARATE_ATTRIBS = 0x8C8D; const GLenum TRANSFORM_FEEDBACK_BUFFER = 0x8C8E; const GLenum TRANSFORM_FEEDBACK_BUFFER_BINDING = 0x8C8F; const GLenum RGBA32UI = 0x8D70; const GLenum RGB32UI = 0x8D71; const GLenum RGBA16UI = 0x8D76; const GLenum RGB16UI = 0x8D77; const GLenum RGBA8UI = 0x8D7C; const GLenum RGB8UI = 0x8D7D; const GLenum RGBA32I = 0x8D82; const GLenum RGB32I = 0x8D83; const GLenum RGBA16I = 0x8D88; const GLenum RGB16I = 0x8D89; const GLenum RGBA8I = 0x8D8E; const GLenum RGB8I = 0x8D8F; const GLenum RED_INTEGER = 0x8D94; const GLenum RGB_INTEGER = 0x8D98; const GLenum RGBA_INTEGER = 0x8D99; const GLenum SAMPLER_2D_ARRAY = 0x8DC1; const GLenum SAMPLER_2D_ARRAY_SHADOW = 0x8DC4; const GLenum SAMPLER_CUBE_SHADOW = 0x8DC5; const GLenum UNSIGNED_INT_VEC2 = 0x8DC6; const GLenum UNSIGNED_INT_VEC3 = 0x8DC7; const GLenum UNSIGNED_INT_VEC4 = 0x8DC8; const GLenum INT_SAMPLER_2D = 0x8DCA; const GLenum INT_SAMPLER_3D = 0x8DCB; const GLenum INT_SAMPLER_CUBE = 0x8DCC; const GLenum INT_SAMPLER_2D_ARRAY = 0x8DCF; const GLenum UNSIGNED_INT_SAMPLER_2D = 0x8DD2; const GLenum UNSIGNED_INT_SAMPLER_3D = 0x8DD3; const GLenum UNSIGNED_INT_SAMPLER_CUBE = 0x8DD4; const GLenum UNSIGNED_INT_SAMPLER_2D_ARRAY = 0x8DD7; const GLenum DEPTH_COMPONENT32F = 0x8CAC; const GLenum DEPTH32F_STENCIL8 = 0x8CAD; const GLenum FLOAT_32_UNSIGNED_INT_24_8_REV = 0x8DAD; const GLenum FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = 0x8210; const GLenum FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = 0x8211; const GLenum FRAMEBUFFER_ATTACHMENT_RED_SIZE = 0x8212; const GLenum FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = 0x8213; const GLenum FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = 0x8214; const GLenum FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = 0x8215; const GLenum FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = 0x8216; const GLenum FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = 0x8217; const GLenum FRAMEBUFFER_DEFAULT = 0x8218; const GLenum DEPTH_STENCIL_ATTACHMENT = 0x821A; const GLenum DEPTH_STENCIL = 0x84F9; const GLenum UNSIGNED_INT_24_8 = 0x84FA; const GLenum DEPTH24_STENCIL8 = 0x88F0; const GLenum UNSIGNED_NORMALIZED = 0x8C17; const GLenum DRAW_FRAMEBUFFER_BINDING = 0x8CA6; /* Same as FRAMEBUFFER_BINDING */ const GLenum READ_FRAMEBUFFER = 0x8CA8; const GLenum DRAW_FRAMEBUFFER = 0x8CA9; const GLenum READ_FRAMEBUFFER_BINDING = 0x8CAA; const GLenum RENDERBUFFER_SAMPLES = 0x8CAB; const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = 0x8CD4; const GLenum MAX_COLOR_ATTACHMENTS = 0x8CDF; const GLenum COLOR_ATTACHMENT1 = 0x8CE1; const GLenum COLOR_ATTACHMENT2 = 0x8CE2; const GLenum COLOR_ATTACHMENT3 = 0x8CE3; const GLenum COLOR_ATTACHMENT4 = 0x8CE4; const GLenum COLOR_ATTACHMENT5 = 0x8CE5; const GLenum COLOR_ATTACHMENT6 = 0x8CE6; const GLenum COLOR_ATTACHMENT7 = 0x8CE7; const GLenum COLOR_ATTACHMENT8 = 0x8CE8; const GLenum COLOR_ATTACHMENT9 = 0x8CE9; const GLenum COLOR_ATTACHMENT10 = 0x8CEA; const GLenum COLOR_ATTACHMENT11 = 0x8CEB; const GLenum COLOR_ATTACHMENT12 = 0x8CEC; const GLenum COLOR_ATTACHMENT13 = 0x8CED; const GLenum COLOR_ATTACHMENT14 = 0x8CEE; const GLenum COLOR_ATTACHMENT15 = 0x8CEF; const GLenum FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = 0x8D56; const GLenum MAX_SAMPLES = 0x8D57; const GLenum HALF_FLOAT = 0x140B; const GLenum RG = 0x8227; const GLenum RG_INTEGER = 0x8228; const GLenum R8 = 0x8229; const GLenum RG8 = 0x822B; const GLenum R16F = 0x822D; const GLenum R32F = 0x822E; const GLenum RG16F = 0x822F; const GLenum RG32F = 0x8230; const GLenum R8I = 0x8231; const GLenum R8UI = 0x8232; const GLenum R16I = 0x8233; const GLenum R16UI = 0x8234; const GLenum R32I = 0x8235; const GLenum R32UI = 0x8236; const GLenum RG8I = 0x8237; const GLenum RG8UI = 0x8238; const GLenum RG16I = 0x8239; const GLenum RG16UI = 0x823A; const GLenum RG32I = 0x823B; const GLenum RG32UI = 0x823C; const GLenum VERTEX_ARRAY_BINDING = 0x85B5; const GLenum R8_SNORM = 0x8F94; const GLenum RG8_SNORM = 0x8F95; const GLenum RGB8_SNORM = 0x8F96; const GLenum RGBA8_SNORM = 0x8F97; const GLenum SIGNED_NORMALIZED = 0x8F9C; const GLenum COPY_READ_BUFFER = 0x8F36; const GLenum COPY_WRITE_BUFFER = 0x8F37; const GLenum COPY_READ_BUFFER_BINDING = 0x8F36; /* Same as COPY_READ_BUFFER */ const GLenum COPY_WRITE_BUFFER_BINDING = 0x8F37; /* Same as COPY_WRITE_BUFFER */ const GLenum UNIFORM_BUFFER = 0x8A11; const GLenum UNIFORM_BUFFER_BINDING = 0x8A28; const GLenum UNIFORM_BUFFER_START = 0x8A29; const GLenum UNIFORM_BUFFER_SIZE = 0x8A2A; const GLenum MAX_VERTEX_UNIFORM_BLOCKS = 0x8A2B; const GLenum MAX_FRAGMENT_UNIFORM_BLOCKS = 0x8A2D; const GLenum MAX_COMBINED_UNIFORM_BLOCKS = 0x8A2E; const GLenum MAX_UNIFORM_BUFFER_BINDINGS = 0x8A2F; const GLenum MAX_UNIFORM_BLOCK_SIZE = 0x8A30; const GLenum MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = 0x8A31; const GLenum MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = 0x8A33; const GLenum UNIFORM_BUFFER_OFFSET_ALIGNMENT = 0x8A34; const GLenum ACTIVE_UNIFORM_BLOCKS = 0x8A36; const GLenum UNIFORM_TYPE = 0x8A37; const GLenum UNIFORM_SIZE = 0x8A38; const GLenum UNIFORM_BLOCK_INDEX = 0x8A3A; const GLenum UNIFORM_OFFSET = 0x8A3B; const GLenum UNIFORM_ARRAY_STRIDE = 0x8A3C; const GLenum UNIFORM_MATRIX_STRIDE = 0x8A3D; const GLenum UNIFORM_IS_ROW_MAJOR = 0x8A3E; const GLenum UNIFORM_BLOCK_BINDING = 0x8A3F; const GLenum UNIFORM_BLOCK_DATA_SIZE = 0x8A40; const GLenum UNIFORM_BLOCK_ACTIVE_UNIFORMS = 0x8A42; const GLenum UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = 0x8A43; const GLenum UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = 0x8A44; const GLenum UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = 0x8A46; const GLenum INVALID_INDEX = 0xFFFFFFFF; const GLenum MAX_VERTEX_OUTPUT_COMPONENTS = 0x9122; const GLenum MAX_FRAGMENT_INPUT_COMPONENTS = 0x9125; const GLenum MAX_SERVER_WAIT_TIMEOUT = 0x9111; const GLenum OBJECT_TYPE = 0x9112; const GLenum SYNC_CONDITION = 0x9113; const GLenum SYNC_STATUS = 0x9114; const GLenum SYNC_FLAGS = 0x9115; const GLenum SYNC_FENCE = 0x9116; const GLenum SYNC_GPU_COMMANDS_COMPLETE = 0x9117; const GLenum UNSIGNALED = 0x9118; const GLenum SIGNALED = 0x9119; const GLenum ALREADY_SIGNALED = 0x911A; const GLenum TIMEOUT_EXPIRED = 0x911B; const GLenum CONDITION_SATISFIED = 0x911C; const GLenum WAIT_FAILED = 0x911D; const GLenum SYNC_FLUSH_COMMANDS_BIT = 0x00000001; const GLenum VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88FE; const GLenum ANY_SAMPLES_PASSED = 0x8C2F; const GLenum ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A; const GLenum SAMPLER_BINDING = 0x8919; const GLenum RGB10_A2UI = 0x906F; const GLenum INT_2_10_10_10_REV = 0x8D9F; const GLenum TRANSFORM_FEEDBACK = 0x8E22; const GLenum TRANSFORM_FEEDBACK_PAUSED = 0x8E23; const GLenum TRANSFORM_FEEDBACK_ACTIVE = 0x8E24; const GLenum TRANSFORM_FEEDBACK_BINDING = 0x8E25; const GLenum TEXTURE_IMMUTABLE_FORMAT = 0x912F; const GLenum MAX_ELEMENT_INDEX = 0x8D6B; const GLenum TEXTURE_IMMUTABLE_LEVELS = 0x82DF; const GLint64 TIMEOUT_IGNORED = -1; /* WebGL-specific enums */ const GLenum MAX_CLIENT_WAIT_TIMEOUT_WEBGL = 0x9247; /* Buffer objects */ // WebGL1: void bufferData(GLenum target, GLsizeiptr size, GLenum usage); void bufferData(GLenum target, ArrayBuffer? srcData, GLenum usage); void bufferData(GLenum target, ArrayBufferView srcData, GLenum usage); void bufferSubData(GLenum target, GLintptr dstByteOffset, BufferDataSource srcData); // WebGL2: void bufferData(GLenum target, ArrayBufferView srcData, GLenum usage, GLuint srcOffset, optional GLuint length = 0); void bufferSubData(GLenum target, GLintptr dstByteOffset, ArrayBufferView srcData, GLuint srcOffset, optional GLuint length = 0); void copyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); // MapBufferRange, in particular its read-only and write-only modes, // can not be exposed safely to JavaScript. GetBufferSubData // replaces it for the purpose of fetching data back from the GPU. void getBufferSubData(GLenum target, GLintptr srcByteOffset, ArrayBufferView dstData, optional GLuint dstOffset = 0, optional GLuint length = 0); /* Framebuffer objects */ void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void framebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture? texture, GLint level, GLint layer); void invalidateFramebuffer(GLenum target, sequence<GLenum> attachments); void invalidateSubFramebuffer(GLenum target, sequence<GLenum> attachments, GLint x, GLint y, GLsizei width, GLsizei height); void readBuffer(GLenum src); /* Renderbuffer objects */ any getInternalformatParameter(GLenum target, GLenum internalformat, GLenum pname); void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); /* Texture objects */ void texStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); void texStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); // WebGL1 legacy entrypoints: void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels); void texImage2D(GLenum target, GLint level, GLint internalformat, GLenum format, GLenum type, TexImageSource source); // May throw DOMException void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? pixels); void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLenum format, GLenum type, TexImageSource source); // May throw DOMException // WebGL2 entrypoints: void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLintptr pboOffset); void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, TexImageSource source); // May throw DOMException void texImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView srcData, GLuint srcOffset); void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, GLintptr pboOffset); void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, TexImageSource source); // May throw DOMException void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, ArrayBufferView? srcData); void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, ArrayBufferView srcData, GLuint srcOffset); void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLintptr pboOffset); void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, TexImageSource source); // May throw DOMException void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView srcData, GLuint srcOffset); void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLintptr pboOffset); void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, TexImageSource source); // May throw DOMException void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, ArrayBufferView? srcData, optional GLuint srcOffset = 0); void copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLintptr offset); void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0); void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLintptr offset); void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0); void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLintptr offset); void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0); void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLintptr offset); void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0); /* Programs and shaders */ [WebGLHandlesContextLoss] GLint getFragDataLocation(WebGLProgram program, DOMString name); /* Uniforms */ void uniform1ui(WebGLUniformLocation? location, GLuint v0); void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1); void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2); void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void uniform1fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform2fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform3fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform4fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform1iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform2iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform3iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform1uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform2uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform3uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniform4uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data, optional GLuint srcOffset = 0, optional GLuint srcLength = 0); /* Vertex attribs */ void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); void vertexAttribI4iv(GLuint index, Int32List values); void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void vertexAttribI4uiv(GLuint index, Uint32List values); void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); /* Writing to the drawing buffer */ void vertexAttribDivisor(GLuint index, GLuint divisor); void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount); void drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset); /* Reading back pixels */ // WebGL1: void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? dstData); // WebGL2: void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLintptr offset); void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView dstData, GLuint dstOffset); /* Multiple Render Targets */ void drawBuffers(sequence<GLenum> buffers); void clearBufferfv(GLenum buffer, GLint drawbuffer, Float32List values, optional GLuint srcOffset = 0); void clearBufferiv(GLenum buffer, GLint drawbuffer, Int32List values, optional GLuint srcOffset = 0); void clearBufferuiv(GLenum buffer, GLint drawbuffer, Uint32List values, optional GLuint srcOffset = 0); void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); /* Query Objects */ WebGLQuery? createQuery(); void deleteQuery(WebGLQuery? query); [WebGLHandlesContextLoss] GLboolean isQuery(WebGLQuery? query); void beginQuery(GLenum target, WebGLQuery query); void endQuery(GLenum target); WebGLQuery? getQuery(GLenum target, GLenum pname); any getQueryParameter(WebGLQuery query, GLenum pname); /* Sampler Objects */ WebGLSampler? createSampler(); void deleteSampler(WebGLSampler? sampler); [WebGLHandlesContextLoss] GLboolean isSampler(WebGLSampler? sampler); void bindSampler(GLuint unit, WebGLSampler? sampler); void samplerParameteri(WebGLSampler sampler, GLenum pname, GLint param); void samplerParameterf(WebGLSampler sampler, GLenum pname, GLfloat param); any getSamplerParameter(WebGLSampler sampler, GLenum pname); /* Sync objects */ WebGLSync? fenceSync(GLenum condition, GLbitfield flags); [WebGLHandlesContextLoss] GLboolean isSync(WebGLSync? sync); void deleteSync(WebGLSync? sync); GLenum clientWaitSync(WebGLSync sync, GLbitfield flags, GLuint64 timeout); void waitSync(WebGLSync sync, GLbitfield flags, GLint64 timeout); any getSyncParameter(WebGLSync sync, GLenum pname); /* Transform Feedback */ WebGLTransformFeedback? createTransformFeedback(); void deleteTransformFeedback(WebGLTransformFeedback? tf); [WebGLHandlesContextLoss] GLboolean isTransformFeedback(WebGLTransformFeedback? tf); void bindTransformFeedback (GLenum target, WebGLTransformFeedback? tf); void beginTransformFeedback(GLenum primitiveMode); void endTransformFeedback(); void transformFeedbackVaryings(WebGLProgram program, sequence<DOMString> varyings, GLenum bufferMode); WebGLActiveInfo? getTransformFeedbackVarying(WebGLProgram program, GLuint index); void pauseTransformFeedback(); void resumeTransformFeedback(); /* Uniform Buffer Objects and Transform Feedback Buffers */ void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer); void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLintptr offset, GLsizeiptr size); any getIndexedParameter(GLenum target, GLuint index); sequence<GLuint>? getUniformIndices(WebGLProgram program, sequence<DOMString> uniformNames); any getActiveUniforms(WebGLProgram program, sequence<GLuint> uniformIndices, GLenum pname); GLuint getUniformBlockIndex(WebGLProgram program, DOMString uniformBlockName); any getActiveUniformBlockParameter(WebGLProgram program, GLuint uniformBlockIndex, GLenum pname); DOMString? getActiveUniformBlockName(WebGLProgram program, GLuint uniformBlockIndex); void uniformBlockBinding(WebGLProgram program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); /* Vertex Array Objects */ WebGLVertexArrayObject? createVertexArray(); void deleteVertexArray(WebGLVertexArrayObject? vertexArray); [WebGLHandlesContextLoss] GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray); void bindVertexArray(WebGLVertexArrayObject? array); }; interface WebGL2RenderingContext { }; WebGL2RenderingContext includes WebGLRenderingContextBase; WebGL2RenderingContext includes WebGL2RenderingContextBase;
target |
---|
ARRAY_BUFFER |
COPY_READ_BUFFER |
COPY_WRITE_BUFFER |
ELEMENT_ARRAY_BUFFER |
PIXEL_PACK_BUFFER |
PIXEL_UNPACK_BUFFER |
TRANSFORM_FEEDBACK_BUFFER |
UNIFORM_BUFFER |
If target is not in the table above, generates an INVALID_ENUM
error.
target |
---|
FRAMEBUFFER |
READ_FRAMEBUFFER |
DRAW_FRAMEBUFFER |
If framebuffer is null, the default framebuffer provided by the context is bound.
If target is not in the table above, generates an INVALID_ENUM
error.
An attempt to bind a deleted framebuffer will generate an INVALID_OPERATION
error, and the current binding will remain untouched.
target |
---|
TEXTURE_2D |
TEXTURE_3D |
TEXTURE_2D_ARRAY |
TEXTURE_CUBE_MAP |
If target is not in the table above, generates an INVALID_ENUM
error.
An attempt to bind a deleted texture will generate an INVALID_OPERATION
error, and the current binding will remain untouched.
pname | returned type |
---|---|
COPY_READ_BUFFER_BINDING | WebGLBuffer |
COPY_WRITE_BUFFER_BINDING | WebGLBuffer |
DRAW_BUFFERi | GLenum |
DRAW_FRAMEBUFFER_BINDING | WebGLFramebuffer |
FRAGMENT_SHADER_DERIVATIVE_HINT | GLenum |
MAX_3D_TEXTURE_SIZE | GLint |
MAX_ARRAY_TEXTURE_LAYERS | GLint |
MAX_CLIENT_WAIT_TIMEOUT_WEBGL | GLint64 |
MAX_COLOR_ATTACHMENTS | GLint |
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS | GLint64 |
MAX_COMBINED_UNIFORM_BLOCKS | GLint |
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS | GLint64 |
MAX_DRAW_BUFFERS | GLint |
MAX_ELEMENT_INDEX | GLint64 |
MAX_ELEMENTS_INDICES | GLint |
MAX_ELEMENTS_VERTICES | GLint |
MAX_FRAGMENT_INPUT_COMPONENTS | GLint |
MAX_FRAGMENT_UNIFORM_BLOCKS | GLint |
MAX_FRAGMENT_UNIFORM_COMPONENTS | GLint |
MAX_PROGRAM_TEXEL_OFFSET | GLint |
MAX_SAMPLES | GLint |
MAX_SERVER_WAIT_TIMEOUT | GLint64 |
MAX_TEXTURE_LOD_BIAS | GLfloat |
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS | GLint |
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS | GLint |
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS | GLint |
MAX_UNIFORM_BLOCK_SIZE | GLint64 |
MAX_UNIFORM_BUFFER_BINDINGS | GLint |
MAX_VARYING_COMPONENTS | GLint |
MAX_VERTEX_OUTPUT_COMPONENTS | GLint |
MAX_VERTEX_UNIFORM_BLOCKS | GLint |
MAX_VERTEX_UNIFORM_COMPONENTS | GLint |
MIN_PROGRAM_TEXEL_OFFSET | GLint |
PACK_ROW_LENGTH | GLint |
PACK_SKIP_PIXELS | GLint |
PACK_SKIP_ROWS | GLint |
PIXEL_PACK_BUFFER_BINDING | WebGLBuffer |
PIXEL_UNPACK_BUFFER_BINDING | WebGLBuffer |
RASTERIZER_DISCARD | GLboolean |
READ_BUFFER | GLenum |
READ_FRAMEBUFFER_BINDING | WebGLFramebuffer |
SAMPLER_BINDING | WebGLSampler |
TEXTURE_BINDING_2D_ARRAY | WebGLTexture |
TEXTURE_BINDING_3D | WebGLTexture |
TRANSFORM_FEEDBACK_ACTIVE | GLboolean |
TRANSFORM_FEEDBACK_BINDING | WebGLTransformFeedback |
TRANSFORM_FEEDBACK_BUFFER_BINDING | WebGLBuffer |
TRANSFORM_FEEDBACK_PAUSED | GLboolean |
UNIFORM_BUFFER_BINDING | WebGLBuffer |
UNIFORM_BUFFER_OFFSET_ALIGNMENT | GLint |
UNPACK_IMAGE_HEIGHT | GLint |
UNPACK_ROW_LENGTH | GLint |
UNPACK_SKIP_IMAGES | GLint |
UNPACK_SKIP_PIXELS | GLint |
UNPACK_SKIP_ROWS | GLint |
VERTEX_ARRAY_BINDING | WebGLVertexArrayObject |
All queries returning sequences or typed arrays return a new object each time.
If pname is not in the table above and is not one of parameter names supported by WebGL 1.0, generates an INVALID_ENUM
error and returns null.
The following pname arguments return a string describing some aspect of the current WebGL implementation:
VERSION | Returns a version or release number of the form WebGL<space>2.0<optional><space><vendor-specific information></optional> . |
SHADING_LANGUAGE_VERSION | Returns a version or release number of the form WebGL<space>GLSL<space>ES<space>3.00<optional><space><vendor-specific information></optional> . |
For RED_BITS
, GREEN_BITS
, BLUE_BITS
, and ALPHA_BITS
, if active color attachments of the draw framebuffer do not have identical formats, generates an INVALID_OPERATION
error and returns 0.
target
. The type returned is the natural type for the requested pname
,
as given in the following table:
target | returned type |
---|---|
TRANSFORM_FEEDBACK_BUFFER_BINDING | WebGLBuffer |
TRANSFORM_FEEDBACK_BUFFER_SIZE | GLsizeiptr |
TRANSFORM_FEEDBACK_BUFFER_START | GLintptr |
UNIFORM_BUFFER_BINDING | WebGLBuffer |
UNIFORM_BUFFER_SIZE | GLsizeiptr |
UNIFORM_BUFFER_START | GLintptr |
If target
is not in the table above, generates an INVALID_ENUM
error.
If index
is outside of the valid range for the indexed state target
, generates an INVALID_VALUE
error.
If an OpenGL error is generated, returns null.
cap
values from WebGL 1.0, RASTERIZER_DISCARD is supported.
pname |
---|
PACK_ROW_LENGTH |
PACK_SKIP_PIXELS |
PACK_SKIP_ROWS |
UNPACK_ROW_LENGTH |
UNPACK_IMAGE_HEIGHT |
UNPACK_SKIP_PIXELS |
UNPACK_SKIP_ROWS |
UNPACK_SKIP_IMAGES |
srcData
to the buffer object.
buf
be the buffer bound to target
.
length
is 0:
srcData
is a DataView
, let copyLength
be srcData.byteLength - srcOffset
; the typed elements in the text below are bytes.
copyLength
be srcData.length - srcOffset
.
copyLength
be length
.
srcData
is a DataView
, set the size of buf
to copyLength
; otherwise, set the size of buf
to copyLength * srcData.BYTES_PER_ELEMENT
.
srcData
is a DataView
, let elementSize
be 1; otherwise, let elementSize
be srcData.BYTES_PER_ELEMENT
.
copyLength
is greater than zero, copy copyLength
typed elements
(each of size elementSize
) from srcData
into buf
,
reading srcData
starting at element index srcOffset
.
If copyLength
is 0, no data is written to buf
, but this does
not cause a GL error to be generated.
target
, generates an INVALID_OPERATION
error.
srcOffset
is greater than srcData.length
(or srcData.byteLength
for DataView
), generates an INVALID_VALUE
error.
srcOffset + copyLength
is greater than srcData.length
(or srcData.byteLength
for DataView
), generates an INVALID_VALUE
error.
buf
's size is unmodified, and no data is written to it.
srcData
to the currently bound WebGLBuffer object.
buf
be the buffer bound to target
.
length
is 0:
srcData
is a DataView
, let copyLength
be srcData.byteLength - srcOffset
; the typed elements in the text below are bytes.
copyLength
be srcData.length - srcOffset
.
copyLength
be length
.
srcData
is a DataView
, let copyByteLength
be copyLength
; otherwise, let copyByteLength
be copyLength * srcData.BYTES_PER_ELEMENT
.
srcData
is a DataView
, let elementSize
be 1; otherwise, let elementSize
be srcData.BYTES_PER_ELEMENT
.
copyLength
is greater than zero, copy copyLength
typed elements
(each of size elementSize
) from srcData
into buf
,
reading srcData
starting at element index srcOffset
, and
writing buf
starting at byte offset dstByteOffset
.
If copyLength
is 0, no data is written to buf
, but this does
not cause a GL error to be generated.
target
, generates an INVALID_OPERATION
error.
dstByteOffset
is less than zero, generates an INVALID_VALUE
error.
dstByteOffset + copyByteLength
is greater than the size of buf
, generates an INVALID_VALUE
error.
srcOffset
is greater than srcData.length
(or srcData.byteLength
for DataView
), generates an INVALID_VALUE
error.
srcOffset + copyLength
is greater than srcData.length
(or srcData.byteLength
for DataView
), generates an INVALID_VALUE
error.
buf
.
void copyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) (OpenGL ES 3.0.4 §2.9.5, man page)
void getBufferSubData(GLenum target, GLintptr srcByteOffset, ArrayBufferView dstBuffer, optional GLuint dstOffset = 0, optional GLuint length = 0)
dstBuffer
.
buf
be the buffer bound to target
.
length
is 0:
dstBuffer
is a DataView
, let copyLength
be dstBuffer.byteLength - dstOffset
; the typed elements in the text below are bytes.
copyLength
be dstBuffer.length - dstOffset
.
copyLength
be length
.
dstBuffer
is a DataView
, let copyByteLength
be copyLength
; otherwise, let copyByteLength
be copyLength * dstBuffer.BYTES_PER_ELEMENT
.
dstBuffer
is a DataView
, let elementSize
be 1; otherwise, let elementSize
be dstBuffer.BYTES_PER_ELEMENT
.
copyLength
is greater than zero,
copy copyLength
typed elements (each of size elementSize
)
from buf
into dstBuffer
,
reading buf
starting at byte index srcByteOffset
and
writing into dstBuffer
starting at element index dstOffset
.
If copyLength
is 0, no data is written to dstBuffer
, but
this does not cause a GL error to be generated.
target
,
generates an INVALID_OPERATION
error.
target
is TRANSFORM_FEEDBACK_BUFFER
,
and any transform feedback object is currently active,
generates an INVALID_OPERATION
error.
dstOffset
is greater than dstBuffer.length
(or dstBuffer.byteLength
in the case of DataView
), generates
an INVALID_VALUE
error.
dstOffset + copyLength
is greater than dstBuffer.length
(or dstBuffer.byteLength
in the case of DataView
), generates
an INVALID_VALUE
error.
srcByteOffset
is less than zero,
generates an INVALID_VALUE
error.
srcByteOffset + copyByteLength
is greater than the size
of buf
, generates an INVALID_OPERATION
error.
dstBuffer
.
getBufferSubData
,
it is the responsibility of the WebGL API to ensure that data are accessed consistently. This applies
even if the buffer is currently bound to a transform feedback binding point.
Only differences from checkFramebufferStatus in WebGL 1 are described here.
target must be DRAW_FRAMEBUFFER
, READ_FRAMEBUFFER
or FRAMEBUFFER
. FRAMEBUFFER
is equivalent to DRAW_FRAMEBUFFER
.
Returns FRAMEBUFFER_UNSUPPORTED
if depth and stencil attachments, if present, are not the same image. See Framebuffer Object Attachments for detailed discussion.
Returns FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
if the values of RENDERBUFFER_SAMPLES
are different among attached renderbuffers, or are non-zero if the attached images are a mix of renderbuffers and textures.
Returns FRAMEBUFFER_INCOMPLETE_DIMENSIONS
if attached images have different width, height, and depth (for 3D textures) or array size (for 2D array textures). See checkFramebufferStatus may return FRAMEBUFFER_INCOMPLETE_DIMENSIONS.
Returns FRAMEBUFFER_UNSUPPORTED
if the same image is attached to more than one color
attachment point. See Framebuffer color attachments.
pname | returned type |
---|---|
FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE | GLint |
FRAMEBUFFER_ATTACHMENT_BLUE_SIZE | GLint |
FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING | GLenum |
FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE | GLenum |
FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE | GLint |
FRAMEBUFFER_ATTACHMENT_GREEN_SIZE | GLint |
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME | WebGLRenderbuffer or WebGLTexture |
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE | GLenum |
FRAMEBUFFER_ATTACHMENT_RED_SIZE | GLint |
FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE | GLint |
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE | GLint |
FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER | GLint |
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL | GLint |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an OpenGL error is generated, returns null.
If attachment is DEPTH_STENCIL_ATTACHMENT
and different images are attached to the depth and stencil attachment points, generates an INVALID_OPERATION
error. See Framebuffer Object Attachments for detailed discussion.
void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) (OpenGL ES 3.0.4 §4.3.3, man page)
void framebufferTextureLayer(GLenum target, GLenum attachment, WebGLTexture? texture, GLint level, GLint layer) (OpenGL ES 3.0.4 §4.4.2, man page)
void invalidateFramebuffer(GLenum target, sequence<GLenum> attachments) (OpenGL ES 3.0.4 §4.5, man page)
invalidateSubFramebuffer
with x
and y
set to 0 and width
and height
set to the largest framebuffer object's
attachments' width and height.
void invalidateSubFramebuffer (GLenum target, sequence<GLenum> attachments, GLint x, GLint y, GLsizei width, GLsizei height) (OpenGL ES 3.0.4 §4.5, man page)
void readBuffer(GLenum src) (OpenGL ES 3.0.4 §4.3.1, man page)
any getInternalformatParameter(GLenum target, GLenum internalformat, GLenum pname) (OpenGL ES 3.0.4 §6.1.15, man page)
pname | returned type |
---|---|
SAMPLES | Int32Array |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an OpenGL error is generated, returns null.
Each query for SAMPLES returns a new typed array object instance.
pname | returned type |
---|---|
RENDERBUFFER_WIDTH | GLint |
RENDERBUFFER_HEIGHT | GLint |
RENDERBUFFER_INTERNAL_FORMAT | GLenum |
RENDERBUFFER_RED_SIZE | GLint |
RENDERBUFFER_GREEN_SIZE | GLint |
RENDERBUFFER_BLUE_SIZE | GLint |
RENDERBUFFER_ALPHA_SIZE | GLint |
RENDERBUFFER_DEPTH_SIZE | GLint |
RENDERBUFFER_SAMPLES | GLint |
RENDERBUFFER_STENCIL_SIZE | GLint |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an OpenGL error is generated, returns null.
void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) (OpenGL ES 3.0.4 §4.4.2, man page)
Accepts internal formats from OpenGL ES 3.0 as detailed in the specification and man page.
To be backward compatible with WebGL 1, also accepts internal format DEPTH_STENCIL
, which should be mapped to DEPTH24_STENCIL8
by implementations.
void renderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) (OpenGL ES 3.0.4 §4.4.2, man page)
Texture objects provide storage and state for texturing operations. If no WebGLTexture is bound
(e.g., passing null or 0 to bindTexture) then attempts to modify or query the texture object shall
generate an INVALID_OPERATION
error. This is indicated in the functions below in cases
where The OpenGL ES 3.0 specification allows the function to change the default texture.
pname | returned type |
---|---|
TEXTURE_BASE_LEVEL | GLint |
TEXTURE_COMPARE_FUNC | GLenum |
TEXTURE_COMPARE_MODE | GLenum |
TEXTURE_IMMUTABLE_FORMAT | GLboolean |
TEXTURE_IMMUTABLE_LEVELS | GLuint |
TEXTURE_MAG_FILTER | GLenum |
TEXTURE_MAX_LEVEL | GLint |
TEXTURE_MAX_LOD | GLfloat |
TEXTURE_MIN_FILTER | GLenum |
TEXTURE_MIN_LOD | GLfloat |
TEXTURE_WRAP_R | GLenum |
TEXTURE_WRAP_S | GLenum |
TEXTURE_WRAP_T | GLenum |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an attempt is made to call this function with no WebGLTexture bound (see above), generates an
INVALID_OPERATION
error.
If an OpenGL error is generated, returns null.
pname |
---|
TEXTURE_BASE_LEVEL |
TEXTURE_COMPARE_FUNC |
TEXTURE_COMPARE_MODE |
TEXTURE_MAG_FILTER |
TEXTURE_MAX_LEVEL |
TEXTURE_MAX_LOD |
TEXTURE_MIN_FILTER |
TEXTURE_MIN_LOD |
TEXTURE_WRAP_R |
TEXTURE_WRAP_S |
TEXTURE_WRAP_T |
If pname is not in the table above, generates an INVALID_ENUM
error.
If an attempt is made to call this function with no WebGLTexture bound (see above), generates an
INVALID_OPERATION
error.
Set the value for the passed pname given the passed target. pname is this same with that of texParameterf, as given in the table above.
If pname is not in the table above, generates an INVALID_ENUM
error.
If an attempt is made to call this function with no WebGLTexture bound (see above), generates an
INVALID_OPERATION
error.
void texStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) (OpenGL ES 3.0.4 §3.8.4, man page)
texStorage2D
should be considered a preferred alternative to
texImage2D
. It may have lower memory costs than texImage2D
in some
implementations.void texStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) (OpenGL ES 3.0.4 §3.8.4, man page)
Only differences from texImage2D in WebGL 1 are described here.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
Sized internal formats are supported in WebGL 2 and internalformat is no longer required to be the same as format. Instead, the combination of internalformat, format, and type must be listed in Table 1 or 2 from man page.
If type is specified as FLOAT_32_UNSIGNED_INT_24_8_REV
,
srcData must be null; otherwise, generates an INVALID_OPERATION
error.
The type of srcData must match the type according to the following
table; otherwise, generates an INVALID_OPERATION
error:
type of srcData | type |
---|---|
Int8Array | BYTE |
Uint8Array | UNSIGNED_BYTE |
Int16Array | SHORT |
Uint16Array | UNSIGNED_SHORT |
Uint16Array | UNSIGNED_SHORT_5_6_5 |
Uint16Array | UNSIGNED_SHORT_5_5_5_1 |
Uint16Array | UNSIGNED_SHORT_4_4_4_4 |
Int32Array | INT |
Uint32Array | UNSIGNED_INT |
Uint32Array | UNSIGNED_INT_5_9_9_9_REV |
Uint32Array | UNSIGNED_INT_2_10_10_10_REV |
Uint32Array | UNSIGNED_INT_10F_11F_11F_REV |
Uint32Array | UNSIGNED_INT_24_8 |
Uint16Array | HALF_FLOAT |
Float32Array | FLOAT |
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
Reading from srcData
begins srcOffset
elements into
srcData
. (Elements are bytes for Uint8Array, int32s for Int32Array, etc.)
If there's not enough data in srcData
starting at srcOffset
,
generate INVALID_OPERATION.
Only differences from texImage2D in WebGL 1 are described here.
Uploading subregions of elements is detailed in Pixel
store parameters for uploads from TexImageSource
.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
Sized internal formats are supported in WebGL 2 and internalformat is no longer required to be the same as format. Instead, the combination of internalformat, format, and type must be listed in the following table:
Internal Format | Format | Type |
---|---|---|
RGB | RGB | UNSIGNED_BYTE UNSIGNED_SHORT_5_6_5 |
RGBA | RGBA | UNSIGNED_BYTE, UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_5_5_5_1 |
LUMINANCE_ALPHA | LUMINANCE_ALPHA | UNSIGNED_BYTE |
LUMINANCE | LUMINANCE | UNSIGNED_BYTE |
ALPHA | ALPHA | UNSIGNED_BYTE |
R8 | RED | UNSIGNED_BYTE |
R16F | RED | HALF_FLOAT FLOAT |
R32F | RED | FLOAT |
R8UI | RED_INTEGER | UNSIGNED_BYTE |
RG8 | RG | UNSIGNED_BYTE |
RG16F | RG | HALF_FLOAT FLOAT |
RG32F | RG | FLOAT |
RG8UI | RG_INTEGER | UNSIGNED_BYTE |
RGB8 | RGB | UNSIGNED_BYTE |
SRGB8 | RGB | UNSIGNED_BYTE |
RGB565 | RGB | UNSIGNED_BYTE UNSIGNED_SHORT_5_6_5 |
R11F_G11F_B10F | RGB | UNSIGNED_INT_10F_11F_11F_REV HALF_FLOAT FLOAT |
RGB9_E5 | RGB | HALF_FLOAT FLOAT |
RGB16F | RGB | HALF_FLOAT FLOAT |
RGB32F | RGB | FLOAT |
RGB8UI | RGB_INTEGER | UNSIGNED_BYTE |
RGBA8 | RGBA | UNSIGNED_BYTE |
SRGB8_ALPHA8 | RGBA | UNSIGNED_BYTE |
RGB5_A1 | RGBA | UNSIGNED_BYTE UNSIGNED_SHORT_5_5_5_1 |
RGBA4 | RGBA | UNSIGNED_BYTE UNSIGNED_SHORT_4_4_4_4 |
RGBA16F | RGBA | HALF_FLOAT FLOAT |
RGBA32F | RGBA | FLOAT |
RGBA8UI | RGBA_INTEGER | UNSIGNED_BYTE |
HTMLImageElement
, HTMLCanvasElement
, or HTMLVideoElement
), or is an ImageBitmap
or ImageData
object, commonly each channel's representation is an unsigned integer type of at least 8 bits. Converting such representation to signed integers or unsigned integers with more bits is not clearly defined. For example, when converting RGBA8 to RGBA16UI, it is unclear whether or not the intention is to scale up values to the full range of a 16-bit unsigned integer. Therefore, only converting to unsigned integer of at most 8 bits, half float, or float is allowed.Upload data to the currently bound WebGLTexture from the WebGLBuffer bound to the PIXEL_UNPACK_BUFFER
target.
offset is the byte offset into the WebGLBuffer's data store; generates an INVALID_VALUE
if it's less than 0.
The combination of format, type, and WebGLTexture's internal format must be listed in Table 1 or 2 from man page.
If an attempt is made to call the function with no WebGLTexture bound, generates an INVALID_OPERATION
error.
If no WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
Only differences from texSubImage2D in WebGL 1 are described here.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
The combination of format, type, and WebGLTexture's internal format must be listed in Table 1 or 2 from man page.
The type of srcData must match the type according to the above table; otherwise, generates an
INVALID_OPERATION
error.
See Pixel Storage Parameters for WebGL-specific pixel storage parameters that affect the behavior of this function.
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
Reading from srcData
begins srcOffset
elements into
srcData
. (Elements are bytes for Uint8Array, int32s for Int32Array, etc.)
If there's not enough data in srcData
starting at srcOffset
,
generate INVALID_OPERATION.
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, TexImageSource source) // May throw DOMException (OpenGL ES 3.0.4 §3.8.5, man page)
Only differences from texSubImage2D in WebGL 1 are described here.
Uploading subregions of elements is detailed in Pixel
store parameters for uploads from TexImageSource
.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
The combination of format, type, and WebGLTexture's internal format must be listed in this table.
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLintptr offset) (OpenGL ES 3.0.4 §3.8.5, man page)
Updates a sub-rectangle of the currently bound WebGLTexture with data from the WebGLBuffer bound to PIXEL_UNPACK_BUFFER
target.
offset is the byte offset into the WebGLBuffer's data store; generates an INVALID_VALUE
error if it's less than 0.
If an attempt is made to call the function with no WebGLTexture bound, generates an INVALID_OPERATION
error.
If no WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, ArrayBufferView? srcData)
void texImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, ArrayBufferView srcData, GLuint srcOffset) (OpenGL ES 3.0.4 §3.8.4, man page)
Allocates and initializes the specified mipmap level of a three-dimensional or two-dimensional array texture.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
If srcData
is null, a buffer of sufficient size initialized to 0 is passed.
The combination of internalformat, format, and type must be listed in Table 1 or 2 from man page.
If type is specified as FLOAT_32_UNSIGNED_INT_24_8_REV
,
srcData must be null; otherwise, generates an INVALID_OPERATION
error.
If srcData is non-null, the type of srcData must match the type
according to the above table; otherwise,
generate an INVALID_OPERATION
error.
If an attempt is made to call this function with no WebGLTexture bound (see above), generates an INVALID_OPERATION
error.
See Pixel Storage Parameters for WebGL-specific pixel storage parameters that affect the behavior of this function.
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
Reading from srcData
begins srcOffset
elements into
srcData
. (Elements are bytes for Uint8Array, int32s for Int32Array, etc.)
If there's not enough data in srcData
starting at srcOffset
,
generate INVALID_OPERATION.
void texImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, TexImageSource source) // May throw DOMException (OpenGL ES 3.0.4 §3.8.4, man page)
Update a rectangular subregion of the currently bound WebGLTexture.
Uploading subregions of elements is detailed in Pixel
store parameters for uploads from TexImageSource
.
See texImage2D for the interpretation of the format and type arguments, and notes on the UNPACK_PREMULTIPLY_ALPHA_WEBGL
pixel storage parameter.
See Pixel Storage Parameters for WebGL-specific pixel storage parameters that affect the behavior of this function when it is called with any argument type other than ImageBitmap
.
The first pixel transferred from the source to the WebGL implementation corresponds to the upper left corner of the source. This behavior is modified by the UNPACK_FLIP_Y_WEBGL
pixel storage parameter, except for ImageBitmap
arguments, as described in the abovementioned section.
The combination of format, type, and WebGLTexture's internal format must be listed in this table.
If an attempt is made to call this function with no WebGLTexture bound (see above), generates an INVALID_OPERATION
error.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
If this function is called with an ImageData
whose data
attribute has been neutered, an INVALID_VALUE
error is generated.
If this function is called with an ImageBitmap
that has been neutered, an INVALID_VALUE
error is generated.
If this function is called with an HTMLImageElement
or HTMLVideoElement
whose origin differs from the origin of the containing Document, or with an HTMLCanvasElement
or ImageBitmap
whose bitmap's origin-clean flag is set to false, a SECURITY_ERR
exception must be thrown. See Origin Restrictions.
Upload data to the currently bound WebGLTexture from the WebGLBuffer bound to the PIXEL_UNPACK_BUFFER
target.
offset is the byte offset into the WebGLBuffer's data store; generates an INVALID_VALUE
error if it's less than 0.
If an attempt is made to call the function with no WebGLTexture bound, generates an INVALID_OPERATION
error.
If no WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, ArrayBufferView? srcData, optional GLuint srcOffset = 0) (OpenGL ES 3.0.4 §3.8.5, man page)
Update a rectangular subregion of the currently bound WebGLTexture.
If an attempt is made to call this function with no WebGLTexture bound (see above), generates an INVALID_OPERATION
error.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
The combination of format, type, and WebGLTexture's internal format must be listed in Table 1 or 2 from man page.
If type is FLOAT_32_UNSIGNED_INT_24_8_REV
, generates an INVALID_ENUM
error.
The type of srcData must match the type according to the above table; otherwise, generates an
INVALID_OPERATION
error.
If srcData
is non-null but its size is less than what is required by the specified width, height, depth, format, type, and pixel storage parameters, generates an INVALID_OPERATION
error.
See Pixel Storage Parameters for WebGL-specific pixel storage parameters that affect the behavior of this function.
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
Reading from srcData
begins srcOffset
elements into
srcData
. (Elements are bytes for Uint8Array, int32s for Int32Array, etc.)
If there's not enough data in srcData
starting at srcOffset
,
generate INVALID_OPERATION.
void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, TexImageSource source) // May throw DOMException (OpenGL ES 3.0.4 §3.8.5, man page)
Update a rectangular subregion of the currently bound WebGLTexture.
Uploading subregions of elements is detailed in Pixel
store parameters for uploads from TexImageSource
.
See texImage2D for the interpretation of the format and type arguments, and notes on the UNPACK_PREMULTIPLY_ALPHA_WEBGL
pixel storage parameter.
See Pixel Storage Parameters for WebGL-specific pixel storage parameters that affect the behavior of this function when it is called with any argument type other than ImageBitmap
.
The first pixel transferred from the source to the WebGL implementation corresponds to the upper left corner of the source. This behavior is modified by the UNPACK_FLIP_Y_WEBGL
pixel storage parameter, except for ImageBitmap
arguments, as described in the abovementioned section.
The combination of format, type, and WebGLTexture's internal format must be listed in this table.
If an attempt is made to call this function with no WebGLTexture bound (see above), generates an INVALID_OPERATION
error.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
If this function is called with an ImageData
whose data
attribute has been neutered, an INVALID_VALUE
error is generated.
If this function is called with an ImageBitmap
that has been neutered, an INVALID_VALUE
error is generated.
If this function is called with an HTMLImageElement
or HTMLVideoElement
whose origin differs from the origin of the containing Document, or with an HTMLCanvasElement
or ImageBitmap
whose bitmap's origin-clean flag is set to false, a SECURITY_ERR
exception must be thrown. See Origin Restrictions.
void texSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLintptr offset) (OpenGL ES 3.0.4 §3.8.5, man page)
Updates a sub-rectangle of the currently bound WebGLTexture with data from the WebGLBuffer bound to PIXEL_UNPACK_BUFFER
target.
offset is the byte offset into the WebGLBuffer's data store; generates an INVALID_VALUE
error if it's less than 0.
If an attempt is made to call the function with no WebGLTexture bound, generates an INVALID_OPERATION
error.
If no WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
void copyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) (OpenGL ES 3.0.4 §3.8.5, man page)
INVALID_OPERATION
error is generated. void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0) (OpenGL ES 3.0.4 §3.8.6, man page)
Reading from srcData
begins srcOffset
elements into
srcData
. (Elements are bytes for Uint8Array, int32s for Int32Array, etc.)
If srcOffset
> srcData.length
, generates an INVALID_VALUE error.
srcLengthOverride
defaults to srcData.length - srcOffset
.
If there's not enough data in srcData
starting at srcOffset
, or
if the amount of data passed in is not consistent with the format, dimensions, and
contents of the compressed image, generates an INVALID_VALUE error.
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0) (OpenGL ES 3.0.4 §3.8.6, man page)
Reading from srcData
begins srcOffset
elements into
srcData
. (Elements are bytes for Uint8Array, int32s for Int32Array, etc.)
If srcOffset
> srcData.length
, generates an INVALID_VALUE error.
srcLengthOverride
defaults to srcData.length - srcOffset
.
If there's not enough data in srcData
starting at srcOffset
, or
if the amount of data passed in is not consistent with the format, dimensions, and
contents of the compressed image, generates an INVALID_VALUE error.
void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0) (OpenGL ES 3.0.4 §3.8.6, man page)
Reading from srcData
begins srcOffset
elements into
srcData
. (Elements are bytes for Uint8Array, int32s for Int32Array, etc.)
If srcOffset
> srcData.length
, generates an INVALID_VALUE error.
srcLengthOverride
defaults to srcData.length - srcOffset
.
If there's not enough data in srcData
starting at srcOffset
, or
if the amount of data passed in is not consistent with the format, dimensions, and
contents of the compressed image, generates an INVALID_VALUE error.
void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, ArrayBufferView srcData, optional GLuint srcOffset = 0, optional GLuint srcLengthOverride = 0) (OpenGL ES 3.0.4 §3.8.6, man page)
Reading from srcData
begins srcOffset
elements into
srcData
. (Elements are bytes for Uint8Array, int32s for Int32Array, etc.)
If srcOffset
> srcData.length
, generates an INVALID_VALUE error.
srcLengthOverride
defaults to srcData.length - srcOffset
.
If there's not enough data in srcData
starting at srcOffset
, or
if the amount of data passed in is not consistent with the format, dimensions, and
contents of the compressed image, generates an INVALID_VALUE error.
This section applies to the above four entry points.
If an attempt is made to call these functions with no WebGLTexture bound (see above), generates an INVALID_OPERATION
error.
If a WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
The ETC2 and EAC texture formats defined in OpenGL ES 3.0 are not available in WebGL 2.0.
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLintptr offset) (OpenGL ES 3.0.4 §3.8.6, man page)
void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLintptr offset) (OpenGL ES 3.0.4 §3.8.6, man page)
void compressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLintptr offset) (OpenGL ES 3.0.4 §3.8.6, man page)
void compressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLintptr offset) (OpenGL ES 3.0.4 §3.8.6, man page)
This section applies to the above four entry points.
If an attempt is made to call these functions with no WebGLTexture bound (see above), generates an INVALID_OPERATION
error.
If no WebGLBuffer is bound to the PIXEL_UNPACK_BUFFER
target, generates an INVALID_OPERATION
error.
offset is the byte offset into the WebGLBuffer's data store; generates an INVALID_VALUE
error if it's less than 0.
The ETC2 and EAC texture formats defined in OpenGL ES 3.0 are not available in WebGL 2.0.
[WebGLHandlesContextLoss] GLint getFragDataLocation(WebGLProgram program, DOMString name) (OpenGL ES 3.0.4 §3.9.2, man page)
pname | returned type |
---|---|
DELETE_STATUS | GLboolean |
LINK_STATUS | GLboolean |
VALIDATE_STATUS | GLboolean |
ATTACHED_SHADERS | GLint |
ACTIVE_ATTRIBUTES | GLint |
ACTIVE_UNIFORMS | GLint |
TRANSFORM_FEEDBACK_BUFFER_MODE | GLenum |
TRANSFORM_FEEDBACK_VARYINGS | GLint |
ACTIVE_UNIFORM_BLOCKS | GLint |
If pname is not in the table above, generates an INVALID_ENUM
error and returns null.
Returns null if any OpenGL errors are generated during the execution of this function.
uniform type | returned type |
---|---|
uint | GLuint |
uvec2 | Uint32Array (with 2 elements) |
uvec3 | Uint32Array (with 3 elements) |
uvec4 | Uint32Array (with 4 elements) |
mat2x3 | Float32Array (with 6 elements) |
mat2x4 | Float32Array (with 8 elements) |
mat3x2 | Float32Array (with 6 elements) |
mat3x4 | Float32Array (with 12 elements) |
mat4x2 | Float32Array (with 8 elements) |
mat4x3 | Float32Array (with 12 elements) |
any sampler type | GLint |
The types returned for the uniform types shared with WebGL 1 are the same as in WebGL 1.
void uniform[1234]ui(WebGLUniformLocation? location, ...)
void uniform[1234]uiv(WebGLUniformLocation? location, ...)
void uniformMatrix[234]x[234]fv(WebGLUniformLocation? location, ...) (OpenGL ES 3.0.4 §2.11.6, man page)
location
is not null and was not obtained from the
currently used program via an earlier call to getUniformLocation
,
an INVALID_OPERATION
error will be generated. If the passed
location
is null, the data passed in will be silently ignored and no uniform
variables will be changed.
v
) has an
invalid length, an INVALID_VALUE
error will be generated. The length is invalid
if it is too short for or is not an integer multiple of the assigned type.
In overloads with a srcLength
arg:
srcLength
is 0, it defaults to
data.length - srcOffset
.
srcOffset + srcLength
is longer than
data.length
, generate INVALID_VALUE
.
void vertexAttribI4[u]i(GLuint index, ...)
void vertexAttribI4[u]iv(GLuint index, ...) (OpenGL ES 3.0.4 §2.7, man page)
vertexAttrib
are guaranteed to be returned from the getVertexAttrib
function
with the CURRENT_VERTEX_ATTRIB
param, even if there have been intervening calls to
drawArrays
or drawElements
.
void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset) (OpenGL ES 3.0.4 §2.8, man page)
INVALID_OPERATION
error
will be generated; see Buffer Offset and Stride
Requirements. If offset is negative, an INVALID_VALUE
error will be
generated. If no WebGLBuffer is bound to the ARRAY_BUFFER target,
an INVALID_OPERATION
error will be generated. In WebGL, the maximum supported
stride is 255; see Vertex Attribute Data Stride.
pname | returned type |
---|---|
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING | WebGLBuffer |
VERTEX_ATTRIB_ARRAY_ENABLED | GLboolean |
VERTEX_ATTRIB_ARRAY_SIZE | GLint |
VERTEX_ATTRIB_ARRAY_STRIDE | GLint |
VERTEX_ATTRIB_ARRAY_TYPE | GLenum |
VERTEX_ATTRIB_ARRAY_NORMALIZED | GLboolean |
CURRENT_VERTEX_ATTRIB | One of Float32Array, Int32Array or Uint32Array (each with 4 elements) |
VERTEX_ATTRIB_ARRAY_INTEGER | GLboolean |
VERTEX_ATTRIB_ARRAY_DIVISOR | GLint |
For CURRENT_VERTEX_ATTRIB, the return type is dictated by the most recent call to the vertexAttrib family of functions for the given index. That is, if vertexAttribI4i* was used, the return type will be Int32Array; If vertexAttribI4ui* was used, the return type will be Uint32Array; Otherwise, Float32Array.
All queries returning sequences or typed arrays return a new object each time.
If pname is not in the table above, generates an INVALID_ENUM
error.
If an OpenGL error is generated, returns null.
void clear(GLbitfield mask) (OpenGL ES 3.0.4 §4.2.3, man page)
INVALID_OPERATION
error is generated and nothing is cleared.
void vertexAttribDivisor(GLuint index, GLuint divisor) (OpenGL ES 3.0.4 §2.8, man page)
index
advances when drawing.
void drawArrays(GLenum mode, GLint first, GLsizei count) (OpenGL ES 3.0.4 §2.9.3, man page)
void drawElements(GLenum mode, GLsizei count, GLenum type, GLintptr offset) (OpenGL ES 3.0.4 §2.9.3, man page)
void drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) (OpenGL ES 3.0.4 §2.9.3, man page)
instanceCount
instances of geometry using the currently enabled vertex attributes.
Vertex attributes which have a non-zero divisor advance once every divisor instances.void drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei instanceCount) (OpenGL ES 3.0.4 §2.9.3, man page)
instanceCount
instances of geometry using the currently bound element array buffer.
Vertex attributes which have a non-zero divisor advance once every divisor instances.void drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLintptr offset) (OpenGL ES 3.0.4 §2.9.3, man page)
drawElements
in the section Writing
to the drawing buffer of the WebGL 1.0 specification apply.drawElements
instead. In either situation, no GL errors should be generated for this cause.
During calls to drawElements
, drawArrays
, drawRangeElements
and their
instanced variants, WebGL 2 performs additional error checking beyond that specified in OpenGL ES 3.0:
CURRENT_PROGRAM
is null, an INVALID_OPERATION
error will be generated;Pixels in the current framebuffer can be read back into an ArrayBufferView object or a
WebGLBuffer bound to the PIXEL_PACK_BUFFER
target.
Only differences from Reading back pixels in WebGL 1 are described here.
If a WebGLBuffer is bound to the PIXEL_PACK_BUFFER
target, generates an INVALID_OPERATION
error.
If pixel store parameter constraints are not met,
generates an INVALID_OPERATION
error.
If dstData
doesn't have enough space for the read operation starting at
dstOffset
, generate INVALID_OPERATION
.
If no WebGLBuffer is bound to the PIXEL_PACK_BUFFER
target, generates an
INVALID_OPERATION
error.
offset is the byte offset into the WebGLBuffer's data store; generates an
INVALID_VALUE
error if it's less than 0. If the remainder of the
WebGLBuffer's data store is not large enough to retrieve all of the pixels in the
specified rectangle taking into account pixel store modes, generates an
INVALID_OPERATION
.
void drawBuffers(sequence<GLenum> buffers) (OpenGL ES 3.0.4 §4.2.1, man page)
void clearBufferfv(GLenum buffer, GLint drawbuffer, Float32List values, optional GLuint srcOffset = 0);
void clearBufferiv(GLenum buffer, GLint drawbuffer, Int32List values, optional GLuint srcOffset = 0);
void clearBufferuiv(GLenum buffer, GLint drawbuffer, Uint32List values, optional GLuint srcOffset = 0);
void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); (OpenGL ES 3.0.4 §4.2.3, man page)
clearBuffer
function that should be used for a color buffer depends on the type of the color buffer,
given in the following table:
Type of buffer | clearBuffer function |
---|---|
floating point | clearBufferfv |
fixed point | clearBufferfv |
signed integer | clearBufferiv |
unsigned integer | clearBufferuiv |
buffer
is COLOR_BUFFER
and the function is not chosen according to the
above table, an INVALID_OPERATION
error is generated and nothing is cleared.
For ArrayBufferView entrypoints, if there's not enough elements in values
starting at srcOffset
, generate INVALID_VALUE
.
clearBufferfi
may be used to clear the depth and stencil buffers.
buffer
must be DEPTH_STENCIL
and drawBuffer
must be
zero. depth
and stencil
are the depth and stencil values,
respectively.
WebGLQuery? createQuery() (OpenGL ES 3.0.4 §2.13, man page)
void deleteQuery(WebGLQuery? query) (OpenGL ES 3.0.4 §2.13, man page)
WebGLQuery
as if by calling
glDeleteQueries. If the query has already been deleted the call has no effect.
Note that the query object will be deleted when the WebGLQuery
object is destroyed.
This method merely gives the author greater control over when the query object is destroyed.
[WebGLHandlesContextLoss] GLboolean isQuery(WebGLQuery? query) (OpenGL ES 3.0.4 §6.1.7, man page)
WebGLQuery
is valid and false otherwise.void beginQuery(GLenum target, WebGLQuery query) (OpenGL ES 3.0.4 §2.13, man page)
void endQuery(GLenum target) (OpenGL ES 3.0.4 §2.13, man page)
getQueryParameter
.
WebGLQuery? getQuery(GLenum target, GLenum pname) (OpenGL ES 3.0.4 §6.1.7, man page)
Returns information about a query target target, which must be one
of ANY_SAMPLES_PASSED
or ANY_SAMPLES_PASSED_CONSERVATIVE
for
occlusion queries, or TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
for primitive
queries. pname specifies the symbolic name of a query object target
parameter. Currently it must be CURRENT_QUERY
, and returns either the
currently active query for the target, or null.
If target or pname are not in the list above, generates
an INVALID_ENUM
error and returns null.
Returns null if any OpenGL errors are generated during the execution of this function.
any getQueryParameter(WebGLQuery query, GLenum pname) (OpenGL ES 3.0.4 §6.1.7, man page)
Returns a parameter pname of a query object. QUERY_RESULT
returns
the value of the query object's passed samples counter.
QUERY_RESULT_AVAILABLE
returns whether the samples counter is immediately
available. The type returned is the natural type for the requested pname, as given in the
following table:
pname | returned type |
---|---|
QUERY_RESULT | GLuint |
QUERY_RESULT_AVAILABLE | GLboolean |
If pname is not in the table above, generates an INVALID_ENUM
error and returns null.
If query is not a valid query object, or is a currently active query object,
generates an INVALID_OPERATION
error and returns null.
Returns null if any OpenGL errors are generated during the execution of this function.
In order to ensure consistent behavior across platforms, queries' results must only be made available when the user agent's event loop is not executing a task. In other words:
WebGLSampler? createSampler() (OpenGL ES 3.0.4 §3.8.2, man page)
WebGLSampler
object and initialize it with a sampler object name as if by
calling glGenSamplers.
void deleteSampler(WebGLSampler? sampler) (OpenGL ES 3.0.4 §3.8.2, man page)
WebGLSampler
as if by calling
glDeleteSamplers. If the sampler has already been deleted the call has no effect.
Note that the sampler object will be deleted when the WebGLSampler
object is destroyed.
This method merely gives the author greater control over when the sampler object is destroyed.
[WebGLHandlesContextLoss] GLboolean isSampler(WebGLSampler? sampler) (OpenGL ES 3.0.4 §3.8.2, man page)
WebGLSampler
is valid and false otherwise. void bindSampler(GLuint unit, WebGLSampler? sampler) (OpenGL ES 3.0.4 §3.8.2, man page)
WebGLSampler
to the texture unit at the
passed index. If a sampler is bound to a texture unit, the sampler's state supersedes the sampling
state of the texture bound to that texture unit. If sampler
is null, the
currently bound sampler is unbound from the texture unit. A single sampler object may be bound to
multiple texture units simultaneously. MAX_COMBINED_TEXTURE_IMAGE_UNITS
, generates an INVALID_VALUE
error.INVALID_OPERATION
error,
and the current binding will remain untouched.
void samplerParameteri(WebGLSampler sampler, GLenum pname, GLint param)
void samplerParameterf(WebGLSampler sampler, GLenum pname, GLfloat param)
(OpenGL ES 3.0.4 §3.8.2, man page)pname |
---|
TEXTURE_COMPARE_FUNC |
TEXTURE_COMPARE_MODE |
TEXTURE_MAG_FILTER |
TEXTURE_MAX_LOD |
TEXTURE_MIN_FILTER |
TEXTURE_MIN_LOD |
TEXTURE_WRAP_R |
TEXTURE_WRAP_S |
TEXTURE_WRAP_T |
If pname is not in the table above, generates an INVALID_ENUM
error.
If sampler is not a valid sampler object, generates an INVALID_OPERATION
error.
pname | returned type |
---|---|
TEXTURE_COMPARE_FUNC | GLenum |
TEXTURE_COMPARE_MODE | GLenum |
TEXTURE_MAG_FILTER | GLenum |
TEXTURE_MAX_LOD | GLfloat |
TEXTURE_MIN_FILTER | GLenum |
TEXTURE_MIN_LOD | GLfloat |
TEXTURE_WRAP_R | GLenum |
TEXTURE_WRAP_S | GLenum |
TEXTURE_WRAP_T | GLenum |
If pname is not in the table above, generates an INVALID_ENUM
error.
If sampler is not a valid sampler object, generates an INVALID_OPERATION
error.
Returns null if any OpenGL errors are generated during the execution of this function.
Sync objects can be used to synchronize execution between the GL server and the client.
WebGLSync? fenceSync(GLenum condition, GLbitfield flags) (OpenGL ES 3.0.4 §5.2, man page)
[WebGLHandlesContextLoss] GLboolean isSync(WebGLSync? sync) (OpenGL ES 3.0.4 §6.1.8, man page)
WebGLSync
is valid and false otherwise. void deleteSync(WebGLSync? sync) (OpenGL ES 3.0.4 §5.2, man page)
WebGLSync
as if by calling
glDeleteSync. If the sync has already been deleted the call has no effect.
Note that the sync object will be deleted when the WebGLSync
object is destroyed.
This method merely gives the author greater control over when the sync object is destroyed.
GLenum clientWaitSync(WebGLSync sync, GLbitfield flags, GLuint64 timeout) (OpenGL ES 3.0.4 §5.2.1, man page)
Block execution until the passed sync object is signaled or the specified timeout has
passed. timeout
is in units of nanoseconds.
Returns one of four status values. A return value of ALREADY_SIGNALED
indicates
that sync
was signaled at the time clientWaitSync
was
called. ALREADY_SIGNALED
will always be returned if sync
was signaled, even
if timeout
was zero. A return value of TIMEOUT_EXPIRED
indicates that the specified
timeout period expired before sync
was signaled. A return value of CONDITION_SATISFIED
indicates that sync
was signaled before the timeout expired. Finally, if an error occurs, in
addition to generating an error as specified below, returns WAIT_FAILED
without blocking.
flags
controls command flushing behavior and may include SYNC_FLUSH_COMMANDS_BIT
. If
any other bit is set in flags
an INVALID_OPERATION
error is
generated. If SYNC_FLUSH_COMMANDS_BIT
is set in flags
and sync
is
unsignaled when clientWaitSync
is called, then the equivalent of flush
will be
performed before blocking on sync
.
As discussed in the differences section, WebGL implementations must impose a
short maximum timeout to prevent blocking the main thread for long periods of time. The
implementation-defined timeout may be queried by calling getParameter
with the
argument MAX_CLIENT_WAIT_TIMEOUT_WEBGL
. If timeout
is larger than this
implementation-defined timeout then an INVALID_OPERATION
error is generated.
Returns WAIT_FAILED
if any OpenGL errors are generated during the execution of this
function.
void waitSync(WebGLSync sync, GLbitfield flags, GLint64 timeout) (OpenGL ES 3.0.4 §5.2.1, man page)
TIMEOUT_IGNORED
.
pname | returned type |
---|---|
OBJECT_TYPE | GLenum |
SYNC_STATUS | GLenum |
SYNC_CONDITION | GLenum |
SYNC_FLAGS | GLbitfield |
If pname is not in the table above, generates an INVALID_ENUM
error and returns null.
Returns null if any OpenGL errors are generated during the execution of this function.
Transform feedback mode captures the values of output variables written by the vertex shader. The vertices are captured before flatshading and clipping. The transformed vertices may be optionally discarded after being stored into one or more buffer objects, or they can be passed on down to the clipping stage for further processing. The set of output variables captured is determined when a program is linked.
If any output variable is specified to be streamed to a transform feedback buffer object but not actually written by a vertex shader, the value is set to 0. See Transform feedback primitive capture.
WebGLTransformFeedback
object and initialize it with a transform feedback object name as if by
calling glGenTransformFeedbacks.
WebGLTransformFeedback
as if by calling
glDeleteTransformFeedbacks. If the transform feedback has already been deleted the call has no effect.
Note that the transform feedback object will be deleted when the WebGLTransformFeedback
object is destroyed.
This method merely gives the author greater control over when the transform feedback object is destroyed.
WebGLTransformFeedback
is valid and false otherwise. WebGLTransformFeedback
object.
If transformFeedback
is null, the default transform feedback object provided by the context
is bound.
An attempt to bind a deleted transform feedback will generate a INVALID_OPERATION
error, and the current
binding will remain untouched.
Uniform buffer objects provide the storage for named uniform blocks, so the values of active uniforms in named uniform blocks may be changed by modifying the contents of the buffer object.
WebGLBuffer
object to the binding point at index
of the array of targets
specified by target
.
WebGLBuffer
object buffer represented by offset
and size
to the binding point at index
of the array of targets specified by target
.
program
.
pname
for each of the uniforms within program
whose indices
are specified in the array of uniformIndices
. The type returned is the natural type for the requested
pname
, as given in the following table:
pname | returned type |
---|---|
UNIFORM_TYPE | sequence<GLenum> |
UNIFORM_SIZE | sequence<GLuint> |
UNIFORM_BLOCK_INDEX | sequence<GLint> |
UNIFORM_OFFSET | sequence<GLint> |
UNIFORM_ARRAY_STRIDE | sequence<GLint> |
UNIFORM_MATRIX_STRIDE | sequence<GLint> |
UNIFORM_IS_ROW_MAJOR | sequence<GLboolean> |
If pname
is not in the table above, generates an INVALID_ENUM
error.
program
.
program
. The type returned is the natural type for the requested
pname
, as given in the following table:
pname | returned type |
---|---|
UNIFORM_BLOCK_BINDING | GLuint |
UNIFORM_BLOCK_DATA_SIZE | GLuint |
UNIFORM_BLOCK_ACTIVE_UNIFORMS | GLuint |
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES | Uint32Array |
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER | GLboolean |
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER | GLboolean |
If pname
is not in the table above, generates an INVALID_ENUM
error.
If uniformBlockIndex
is not an active block uniform for program
or greater than or equal to the
value of ACTIVE_UNIFORM_BLOCKS
, generates an INVALID_VALUE
error.
If an OpenGL error is generated, returns null.
uniformBlockIndex
within program
.
Vertex Array objects (sometimes referred to as VAOs) encapsulate all state related to the definition of data used by the vertex processor.
WebGLVertexArrayObject
object.
If vertexArray
is null, the default vertex array provided by the context
is bound.
An attempt to bind a deleted vertex array will generate a INVALID_OPERATION
error, and
the current binding will remain untouched.
WebGLVertexArrayObject
object and initialize it with a vertex array object name as if by
calling glGenVertexArrays.
WebGLVertexArrayObject
as if by calling
glDeleteVertexArrays. If the vertex array has already been deleted the call has no effect.
Note that the vertex array object will be deleted when the WebGLVertexArrayObject
object is destroyed.
This method merely gives the author greater control over when the vertex array object is
destroyed.
WebGLVertexArrayObject
is valid and false otherwise. The WebGL 2 API may behave differently in cases where the WebGL 1 API generates an error. Code written against the WebGL 1 API that generates errors is not guaranteed to be forward-compatible with WebGL 2.
Some extensions that may have been supported in the WebGL 1 API are removed from the WebGL 2 API. For more details, see the WebGL Extension Registry.
Texture access works in the WebGL 2.0 API as in the OpenGL ES 3.0 API. In other words, unlike the WebGL 1.0 API, there are no special restrictions on non power of 2 textures. All mipmapping and all wrapping modes are supported for non-power-of-two images.
See section PRIMITIVE_RESTART_FIXED_INDEX is always enabled.
In WebGL 1, DEPTH_STENCIL_ATTACHMENT
is an alternative attachment point other than DEPTH_ATTACHMENT
and STENCIL_ATTACHMENT
. In WebGL 2, however, DEPTH_STENCIL_ATTACHMENT
is considered an alias for DEPTH_ATTACHMENT
+ STENCIL_ATTACHMENT
, i.e., the same image is attached to both DEPTH_ATTACHMENT
and STENCIL_ATTACHMENT
, overwriting the original images attached to the two attachment points.
Consider the following sequence of actions:
DEPTH_ATTACHMENT
;DEPTH_STENCIL_ATTACHMENT
;DEPTH_STENCIL_ATTACHMENT
.DEPTH_ATTACHMENT
and no image attached to STENCIL_ATTACHMENT
; in WebGL 2, however, neither DEPTH_ATTACHMENT
nor STENCIL_ATTACHMENT
has an image attached.
The constraints defined in Framebuffer Object Attachments no longer apply in WebGL 2.
If different images are bound to the depth and stencil attachment points, checkFramebufferStatus
returns FRAMEBUFFER_UNSUPPORTED
, and getFramebufferAttachmentParameter
with attachment of DEPTH_STENCIL_ATTACHMENT
generates an INVALID_OPERATION
error.
In the WebGL 1.0 API, the type argument passed to texSubImage2D
must
match the type used to originally define the texture object (i.e., using texImage2D
).
In the WebGL 2.0 API, this restriction has been lifted.
In WebGL 1.0,
Reading Pixels Outside the Framebuffer, it is required that
copyTexSubImage2D
and readPixels
do not touch
the corresponding destination range for out-of-bound pixels.
In WebGL 2.0, when a PACK_BUFFER
object is bound and
PACK_ROW_LENGTH
is not zero and less than width,
or when a UNPACK_BUFFER
object is bound and
UNPACK_ROW_LENGTH
is not zero and less than width
or UNPACK_IMAGE_HEIGHT
is not zero and less than height,
packing/unpacking a row/image may extend to the next row/image. If that
portion is out-of-bounds, the values may change accordingly.
In WebGL 1 (OpenGL ES 2.0), it is allowed for the component sizes of internalformat to be less than the corresponding component sizes of the source buffer's internal format. However, in WebGL 2 (OpenGL ES 3.0), if internalformat is sized, its component sizes must exactly match the corresponding component sizes of the source buffer's effective internal format.
In both WebGL 1 and 2, source buffer components can be dropped during the conversion to internalformat, but new components cannot be added.
In addition to supporting The OpenGL ES Shading Language, Version 1.00, the WebGL 2 API also accepts shaders written in The OpenGL ES Shading Language, Version 3.00 [GLES30GLSL], with some restrictions.
As in the WebGL 1.0 API, identifiers starting with "webgl_" and "_webgl_" are reserved for use by WebGL. A shader which declares a function, variable, structure name, or structure field starting with these prefixes must not be allowed to load.
WebGL 1.0 supports tokens up to 256 characters in length. WebGL 2.0 follows The OpenGL ES Shading Language, Version 3.00 (OpenGL ES 3.0.4 §3.8) and allows tokens up to 1024 characters in length for both ESSL 1 and ESSL 3 shaders. Shaders containing tokens longer than 1024 characters must fail to compile.
WebGL 2.0 imposes a limit of 1024 characters on the lengths of uniform and attribute locations.
In the WebGL 2 API, vertex attributes which have a non-zero divisor do not advance during calls to
drawArrays
and drawElements
.
(OpenGL ES 3.0.4 §2.9.3)
This section describes changes made to the WebGL API relative to the OpenGL ES 3.0 API to improve portability across various operating systems and devices.
WebGL buffer type | Binding points that set this type |
---|---|
undefined | none |
element array | ELEMENT_ARRAY_BUFFER |
other data | all binding points except ELEMENT_ARRAY_BUFFER, COPY_READ_BUFFER and COPY_WRITE_BUFFER |
In the WebGL 2 API, buffers have their WebGL buffer type initially set to undefined. Calling
bindBuffer
, bindBufferRange
or bindBufferBase
with the
target
argument set to any buffer binding point except COPY_READ_BUFFER
or
COPY_WRITE_BUFFER
will then set the WebGL buffer type of the buffer being bound
according to the table above. Binding a buffer with type undefined to
the COPY_READ_BUFFER
or COPY_WRITE_BUFFER
binding points will set
its type to other data.
Any call to one of these functions which attempts to bind a deleted buffer will generate a
INVALID_OPERATION
error, and the binding will remain untouched.
Any call to one of these functions which attempts to bind a WebGLBuffer that has the element
array WebGL buffer type to a binding point that falls under other data, or bind a
WebGLBuffer which has the other data WebGL buffer type to ELEMENT_ARRAY_BUFFER
will generate an INVALID_OPERATION
error, and the state of the binding point will remain
untouched.
This restriction implies that a given buffer object may contain either indices or other data, but not both.
These restrictions are similar to buffer object binding restrictions in the WebGL 1 specification.
In addition, a buffer can not be simultaneously bound to a transform feedback buffer binding point
and another buffer binding point in the WebGL 2 API. Attempting to violate this rule generates an
INVALID_OPERATION
error, and the state of the binding point will remain untouched.
ReadPixels
to a pixel buffer object binding point. See (OpenGL ES 3.0.4 §2.15.2).
Attempting to use copyBufferSubData
to copy between buffers that have
element array and other data WebGL buffer types as specified in section
Buffer Object Binding generates an
INVALID_OPERATION
error and no copying is performed.
The value of the MAX_COLOR_ATTACHMENTS parameter must be equal to that of the MAX_DRAW_BUFFERS parameter.
If an ESSL1 fragment shader writes to neither gl_FragColor
nor gl_FragData
,
the values of the fragment colors following shader execution are untouched. If corresponding output
variables are not defined in an ESSL3 fragment shader, the values of the fragment colors following
shader execution are untouched.
All user-defined output variables default to zero if they are not written during a shader execution.
If the values written by the fragment shader do not match the format(s) of the corresponding
color buffer(s) (for example, the output variable is an integer, but the corresponding color
buffer has a floating-point format, or vice versa), and the color buffer states are not set to
NONE
by DrawBuffers
, generates an INVALID_OPERATION
error;
if the color buffer states are set to NONE
by DrawBuffers
, they remain untouched.
Accessing binary representations of compiled shader programs is not supported in the WebGL 2 API.
This includes OpenGL ES 3.0 GetProgramBinary
, ProgramBinary
, and
ProgramParameteri
entry points. In addition, querying the program binary length with
getProgramParameter
, and querying program binary formats with getParameter
are not supported in the WebGL 2 API.
In addition to the range checking specified in the WebGL 1.0 specification section
Enabled Vertex Attributes and Range Checking,
indices referenced by drawElements
, drawRangeElements
or
drawElementsInstanced
that are greater than the MAX_ELEMENT_INDEX
parameter
cause the draw call to generate an INVALID_OPERATION
error even if they lie within the
storage of the bound buffer. Range checking is not performed for indices that trigger primitive
restart if primitive restart is enabled. The range checking specified for drawArrays
in
the WebGL 1.0 API is also applied to drawArraysInstanced
in the WebGL 2.0 API.
In the WebGL 2 API, attempting to draw with drawArrays
, drawElements
,
drawRangeElements
or their instanced variants generates an INVALID_OPERATION
error if there is not at least one enabled vertex attribute array that has a divisor of zero and is
bound to an active generic attribute value in the program used for the draw command.
In the WebGL 2 API, attempting to draw with drawArrays
, drawElements
,
drawRangeElements
or their instanced variants generates an INVALID_OPERATION
error if any active uniform block in the program used for the draw command is not backed by a
sufficiently large buffer object.
WebGL always has a default framebuffer. The FRAMEBUFFER_UNDEFINED
enumerant is removed
from the WebGL 2 API.
In the WebGL 2 API, the enumerants ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH
,
TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
, UNIFORM_BLOCK_NAME_LENGTH
, and
UNIFORM_NAME_LENGTH
are removed in addition to similar
enumerants removed in the WebGL 1.0 API.
In the WebGL 2 API, trying to perform a clear when there is a mismatch between the type of the
specified clear value and the type of a buffer that is being cleared generates an
INVALID_OPERATION
error instead of producing undefined results.
A GLSL shader which attempts to use a texture offset value outside the range specified by
implementation-defined parameters MIN_PROGRAM_TEXEL_OFFSET
and
MAX_PROGRAM_TEXEL_OFFSET
in texture lookup function arguments must fail
compilation in the WebGL 2 API.
Texel fetches that have undefined results in the OpenGL ES 3.0 API must return zero, or a texture source color of (0, 0, 0, 1) in the case of a texel fetch from an incomplete texture in the WebGL 2 API.
A fragment shader written in The OpenGL ES Shading Language, Version 1.00, that statically assigns a
value to gl_FragData[n]
where n
does not equal constant value 0 must fail
to compile in the WebGL 2 API. This is to achieve consistency with The OpenGL ES 3.0 specification
section 4.2.1 (OpenGL ES 3.0.4 §4.2.1)
and The OpenGL ES Shading Language 3.00.6 specification section 1.5 (GLSL ES 3.00.6 §1.5).
As in the OpenGL ES 3.0 API, multiple fragment shader outputs are only supported for GLSL ES 3.00
shaders in the WebGL 2 API.
The MapBufferRange
, FlushMappedBufferRange
, and UnmapBuffer
entry points are removed from the WebGL 2.0 API. The following enum values are also removed:
BUFFER_ACCESS_FLAGS
, BUFFER_MAP_LENGTH
, BUFFER_MAP_OFFSET
,
MAP_READ_BIT
, MAP_WRITE_BIT
, MAP_INVALIDATE_RANGE_BIT
,
MAP_INVALIDATE_BUFFER_BIT
, MAP_FLUSH_EXPLICIT_BIT
, and
MAP_UNSYNCHRONIZED_BIT
.
MapBufferRange
, buffer data may be read by using the
getBufferSubData
entry point.
In the WebGL 2.0 API TIMEOUT_IGNORED
is defined as a GLint64
with the value
-1
instead of a GLuint64
with the value 0xFFFFFFFFFFFFFFFF
. This
is because Javascript cannot accurately represent an integer that large. For the same reason
waitSync
takes GLint64
values instead of GLuint64 for timeout.
In the WebGL 2.0 API, WebGL implementations must enforce a short maximum timeout on calls to clientWaitSync in
order to avoid blocking execution of the main thread for excessive periods of time. This timeout may be queried
by calling getParameter
with the argument MAX_CLIENT_WAIT_TIMEOUT_WEBGL
.
In the WebGL 2.0 API, if more than one active attribute name is bound to the same location, it is considered aliased, regardless whether there exists a path through the shader that consumes more than of these attributes. Such definition of aliasing is broader than what is defined in (OpenGL ES 3.0.4 §2.11.5).
A link error is required when aliasing exists.
The PRIMITIVE_RESTART_FIXED_INDEX
context state, controlled
with Enable
/Disable
in OpenGL ES 3.0, is not supported in WebGL
2.0. Instead, WebGL 2.0 behaves as though this state were always enabled. This is a
compatibility difference compared to WebGL 1.0.
When drawElements
, drawElementsInstanced
,
or drawRangeElements
processes an index, if the index's value is the maximum
for the data type (255 for UNSIGNED_BYTE
indices, 65535
for UNSIGNED_SHORT
, or 4294967295 for UNSIGNED_INT
), then the
vertex is not processed normally. Instead, it is as if the drawing command ended with the
immediately preceding vertex, and another drawing command is immediately started with the
same parameters, but only transferring the immediately following index through the end of
the originally specified indices.
OpenGL ES 3.0 introduces new state on texture objects allowing a four-channel swizzle
operation to be specified against the texture. The swizzle is applied to every texture
lookup performed within any shader referencing that texture. These texture swizzles are
not supported in WebGL 2.0. TEXTURE_SWIZZLE_*
enum values are removed from
the WebGL 2.0 API.
OpenGL ES 3.0 allows applications to enumerate and query properties of active variables and interface blocks of a specified program even if that program failed to link (OpenGL ES 3.0.4 §2.11.3). In WebGL, these commands will always generate an INVALID_OPERATION error on a program that failed to link, and no information is returned.
Color values written by a fragment shader may be floating-point, signed integer, or unsigned
integer. If the values written by the fragment shader do not match the format(s) of the
corresponding color buffer(s), the result is undefined in OpenGL ES 3.0 (OpenGL ES 3.0.4 §3.9.2). In WebGL, generates
an INVALID_OPERATION
error in the corresponding draw call, including
drawArrays
, drawElements
, drawArraysInstanced
, drawElementsInstanced
, and drawRangeElements
.
If the color buffer has a normalized fixed-point format, floating-point color values are converted to match the format; generates no error in such situation.
Texture lookup functions return values as floating point, unsigned integer or signed integer,
depending on the sampler type passed to the lookup function. If the wrong sampler type is
used for texture access, i.e., the sampler type does not match the texture internal format,
the returned values are undefined in OpenGL ES Shading Language 3.00.6
(OpenGL ES Shading Language 3.00.6 §8.8).
In WebGL, generates an INVALID_OPERATION
error in the corresponding draw call,
including drawArrays
, drawElements
, drawArraysInstanced
,
drawElementsInstanced
, and drawRangeElements
.
If the sampler type is floating point and the internal texture format is normalized integer, it is considered as a match and the returned values are converted to floating point in the range [0, 1].
In OpenGL ES 3.0, if the appropriate primitives (e.g. glFinish()
or another
synchronous API) are called, a query's result may be made available in the same frame it was
issued. In WebGL, in order to improve application portability, a query's result must never
be made available to the application in the same frame the query was issued. See the
specification of getQueryParameter for discussion and
rationale.
The WebGL 1.0 specification section
GLSL ES #extension directive location only applies to OpenGL ES Shading Language 1.00
shaders. It does not apply to shaders that are written in OpenGL ES Shading Language 3.00.
In shaders written in OpenGL ES Shading Language 3.00, #extension
directives
must occur before non-preprocessor tokens regardless of what is written in the extension
specification.
std140
layout supported in uniform blocks
The GLSL ES 3.00 specification supports the shared
, packed
,
and std140
layout qualifiers for uniform blocks, defining how variables are
laid out in uniform buffers' storage. Of these, the WebGL 2.0 specification supports only
the std140
layout, which is defined
in OpenGL
ES 3.0.4 §2.12 "Vertex Shaders", subsection "Standard Uniform Block
Layout". Shaders attempting to use the shared
or packed
layout
qualifiers will fail either the compilation or linking stages.
The initial state of compilation is as if the following were declared:
layout(std140) uniform;
In the WebGL 2.0 API, the following shading language constructs are not allowed and attempting to use them must result in a compile error:
All attached images much have the same width and height; otherwise, checkFramebufferStatus
returns FRAMEBUFFER_INCOMPLETE_DIMENSIONS
.
FRAMEBUFFER_INCOMPLETE_DIMENSIONS
is not one of the valid return values for checkFramebufferStatus
. However, in Direct3D 11, on top of which OpenGL ES 3 behavior is emulated in Windows, all render targets must have the same size in all dimensions (see msdn manual page). Emulation of the ES3 semantic on top of DirectX 11 will be inefficient. In order to have consistent WebGL 2 behaviors across platforms, it is reasonable to keep the OpenGL ES 2 / WebGL 1 restriction for WebGL 2 that all attached images must have the same width and height.
In the WebGL 2.0 API, layout qualifiers row_major
and column_major
are required to match in matched uniform blocks even when they are applied exclusively on
non-matrix variables.
In OpenGL ES 3.0, after calling invalidateFramebuffer
or invalidateSubFramebuffer
,
the affected region's contents become effectively undefined. In WebGL 2.0, it is required for the contents
to either stay unchanged or become all 0.
invalidateFramebuffer
or
invalidateSubFramebuffer
a no-op.
In texImage2D
and texImage3D
with ArrayBufferView, if
type is FLOAT_32_UNSIGNED_INT_24_8_REV
and srcData is not
null
, generates an INVALID_OPERATION
.
In texSubImage2D
and texSubImage3D
with ArrayBufferView, if type is
FLOAT_32_UNSIGNED_INT_24_8_REV
, generates an INVALID_ENUM
.
If any of the following situations are true, attempting to draw with drawArrays
,
drawElements
, drawRangeElements
or their instanced variants generates an
INVALID_OPERATION
error:
vertexAttribPointer
, vertexAttrib{1234}f
, or vertexAttrib{1234}fv
is used and the base type of the shader attribute at slot index
is not
floating-point (e.g. is signed or unsigned integer);
vertexAttribIPointer
is used with type
UNSIGNED_BYTE
,
UNSIGNED_SHORT
or UNSIGNED_INT
, or vertexAttribI4ui
or
vertexAttribI4uiv
is used, and the base type of the shader attribute at slot
index
is not unsigned integer (e.g. is floating-point or signed integer);
vertexAttribIPointer
is used with type
BYTE
,
SHORT
or INT
, or vertexAttribI4i
or
vertexAttribI4iv
is used, and the base type of the shader attribute at slot
index
is not signed integer (e.g. is floating-point or unsigned integer).
If any output variable is specified to be streamed to a buffer object but not actually written by a vertex shader, the value is set to 0.
If a fragment shader statically assigns a value to gl_FragDepth
, for any fragment
where statements assigning a value to gl_FragDepth are not executed, the value 0 is used.
If an image is attached to more than one color attachment point in a framebuffer,
checkFramebufferStatus
returns FRAMEBUFFER_UNSUPPORTED
.
An image can be an individual mip level, an array slice (from either 2D array
or cube map textures), or a 3D texture slice.
UNPACK_ALIGNMENT
and UNPACK_ROW_LENGTH
are ignored.
UNPACK_ALIGNMENT
is specified in bytes, and is implicit and
implementation-dependent for TexImageSource objects. UNPACK_ROW_LENGTH
is
currently unused.
Subrect selection is possible using UNPACK_
params.
UNPACK_SKIP_PIXELS
and UNPACK_SKIP_ROWS
determine the origin of the
subrect, with the width
and height
arguments determining the size of the subrect.
For 3D textures, the width
, height
, and depth
arguments specify a rectangular region of a texel array to unpack to.
UNPACK_SKIP_IMAGES
and UNPACK_IMAGE_HEIGHT
allow selection of
multiple slices from the 2D source. UNPACK_IMAGE_HEIGHT
determines the stride,
in rows, between two slices. For example, a TexImageSource
30 pixels tall may
have the top 10 and bottom 10 rows uploaded into two slices of a 3D texture by uploading with
height
equal to 10, UNPACK_IMAGE_HEIGHT
set to 20, and
depth
equal to 2. If UNPACK_IMAGE_HEIGHT
is 0, the stride, in
rows, between two slices defaults to height
.
For an HTMLImageElement
20 pixels wide, passing width = 10
for
texture upload will cause only the left half of the image to be selected, thus uploaded. The
resulting texture will have a width of 10. If, additionally in this example,
UNPACK_SKIP_PIXELS
is set to 10, only the right half of the image is selected
for unpack.
Also, UNPACK_SKIP_IMAGES
applies only to 3D entrypoints, not to 2D entrypoints.
Looking at another example, the above 32x48 image of six colors, each of size 16x16, is uploaded to
a 3D texture of width = 2
, height = 1
, and depth = 3
.
UNPACK_SKIP_PIXELS
is 0, UNPACK_SKIP_ROWS
is 0, and UNPACK_IMAGE_HEIGHT
is 0, the entire texel array is set to red.UNPACK_SKIP_PIXELS
is 16, UNPACK_SKIP_ROWS
is 16, and UNPACK_IMAGE_HEIGHT
is 0, the entire texel array is set to yellow.UNPACK_SKIP_PIXELS
is 0, UNPACK_SKIP_ROWS
is 0, and UNPACK_IMAGE_HEIGHT
is 16, the first slice of the texel array is red, the second slice is blue, and the third slice is purple.UNPACK_SKIP_PIXELS
is 16, UNPACK_SKIP_ROWS
is 0, and UNPACK_IMAGE_HEIGHT
is 16, the first slice of the texel array is green, the second slice is yellow, and the third slice is pink.Define:
ROW_LENGTH
? ROW_LENGTH
: widthIMAGE_HEIGHT
? IMAGE_HEIGHT
: height
If PACK_SKIP_PIXELS
+ width > DataStoreWidth, readPixels
generates an INVALID_OPERATION
error.
If UNPACK_SKIP_PIXELS
+ width > DataStoreWidth,
texImage2D
and texSubImage2D
generate an
INVALID_OPERATION
error. This does not apply to texImage2D
if no
PIXEL_UNPACK_BUFFER
is bound and srcData is null.
If UNPACK_SKIP_PIXELS
+ width > DataStoreWidth or
UNPACK_SKIP_ROWS
+ height > DataStoreHeight, texImage3D
and texSubImage3D
generate an INVALID_OPERATION
error. This does
not apply to texImage3D
if no PIXEL_UNPACK_BUFFER
is bound and
srcData is null.
These constraints normalize the use of these parameters to specify a sub region where
pixels are stored. For example, in readPixels
cases, if we want to store
pixels to a sub area of the entire data store, we can use PACK_ROW_LENGTH
to
specify the data store width, and PACK_SKIP_PIXELS
,
PACK_SKIP_ROWS
, width and height to specify the subarea's
xoffset, yoffset, width, and height.
These contraints also forbid row and image overlap, where the situations are not tested in the OpenGL ES 3.0 DEQP test suites, and many drivers behave incorrectly. They also forbid skipping random pixels or rows, but that can be achieved by adjusting the data store offset accordingly.
Further, for uploads from TexImageSource
, implied
UNPACK_ROW_LENGTH
and UNPACK_ALIGNMENT
are not strictly defined.
These restrictions ensure consistent and efficient behavior regardless of implied
UNPACK_
params.
OpenGL ES 3.0 requires support for the following ETC2 and EAC compressed texture formats: COMPRESSED_R11_EAC, COMPRESSED_SIGNED_R11_EAC, COMPRESSED_RG11_EAC, COMPRESSED_SIGNED_RG11_EAC, COMPRESSED_RGB8_ETC2, COMPRESSED_SRGB8_ETC2, COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, COMPRESSED_RGBA8_ETC2_EAC, and COMPRESSED_SRGB8_ALPHA8_ETC2_EAC.
These texture formats are not supported by default in WebGL 2.0.
These formats are not natively supported by most desktop GPU hardware. As such, supporting these formats requires software decompression in either the WebGL implementation or the underlying driver. This results in a drastic increase in video memory usage, causing performance losses which are invisible to the WebGL application.
On hardware which supports the ETC2 and EAC compressed texture formats natively
(e.g. mobile OpenGL ES 3.0+ hardware), they may be exposed via the extension
WEBGL_compressed_texture_etc
.