Merge pull request #1296 from clark-stevenson/dev

Split pixi.d.ts out of phaser.d.ts
This commit is contained in:
Richard Davey 2014-11-05 22:41:13 +00:00
commit 8396d991b1
4 changed files with 2093 additions and 1364 deletions

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# TypeScript Definitions #
If you are a phaser dev then reference the `phaser.d.ts` in your project.
- `phaser.d.ts` contains a reference to `pixi.d.ts` and so both these files must remain siblings in the same directory.
- `pixi.d.ts` has no dependencies and can be used by pixi devs standalone*
*Versions of TypeScript lower than version 1.0 may experience errors in `pixi.d.ts` due to missing WebGL definitions. If you fall into this category and cannot upgrade your version, then a `webgl.d.ts` has been provided but is disabled by default. Add this line to the top of the `pixi.d.ts` file `/// <reference path="webgl.d.ts" />`
## Contributing ##
If you find any mistakes in these definitions or you feel they can be improved in any way, please make a pull request against the dev branch.

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//
// Copr. (c) 2012 Piers Haken
//
// see: http://www.khronos.org/registry/webgl/specs/latest/
//
interface WebGLObject
{
}
interface WebGLBuffer extends WebGLObject
{
}
interface WebGLFramebuffer extends WebGLObject
{
}
interface WebGLProgram extends WebGLObject
{
}
interface WebGLRenderbuffer extends WebGLObject
{
}
interface WebGLShader extends WebGLObject
{
}
interface WebGLTexture extends WebGLObject
{
}
interface WebGLUniformLocation
{
}
interface WebGLActiveInfo
{
size: number;
type: number;
name: string;
}
interface WebGLShaderPrecisionFormat
{
rangeMin: number;
rangeMax: number;
precision: number;
}
interface WebGLContextAttributes
{
alpha: boolean;
depth: boolean;
stencil: boolean;
antialias: boolean;
premultipliedAlpha: boolean;
preserveDrawingBuffer: boolean;
}
interface WebGLRenderingContext
{
/* ClearBufferMask */
DEPTH_BUFFER_BIT: number;
STENCIL_BUFFER_BIT: number;
COLOR_BUFFER_BIT: number;
/* BeginMode */
POINTS: number;
LINES: number;
LINE_LOOP: number;
LINE_STRIP: number;
TRIANGLES: number;
TRIANGLE_STRIP: number;
TRIANGLE_FAN: number;
/* AlphaFunction (not supported in ES20) */
/* NEVER */
/* LESS */
/* EQUAL */
/* LEQUAL */
/* GREATER */
/* NOTEQUAL */
/* GEQUAL */
/* ALWAYS */
/* BlendingFactorDest */
ZERO: number;
ONE: number;
SRC_COLOR: number;
ONE_MINUS_SRC_COLOR: number;
SRC_ALPHA: number;
ONE_MINUS_SRC_ALPHA: number;
DST_ALPHA: number;
ONE_MINUS_DST_ALPHA: number;
/* BlendingFactorSrc */
/* ZERO */
/* ONE */
DST_COLOR: number;
ONE_MINUS_DST_COLOR: number;
SRC_ALPHA_SATURATE: number;
/* SRC_ALPHA */
/* ONE_MINUS_SRC_ALPHA */
/* DST_ALPHA */
/* ONE_MINUS_DST_ALPHA */
/* BlendEquationSeparate */
FUNC_ADD: number;
BLEND_EQUATION: number;
BLEND_EQUATION_RGB: number;
BLEND_EQUATION_ALPHA: number;
/* BlendSubtract */
FUNC_SUBTRACT: number;
FUNC_REVERSE_SUBTRACT: number;
/* Separate Blend Functions */
BLEND_DST_RGB: number;
BLEND_SRC_RGB: number;
BLEND_DST_ALPHA: number;
BLEND_SRC_ALPHA: number;
CONSTANT_COLOR: number;
ONE_MINUS_CONSTANT_COLOR: number;
CONSTANT_ALPHA: number;
ONE_MINUS_CONSTANT_ALPHA: number;
BLEND_COLOR: number;
/* Buffer Objects */
ARRAY_BUFFER: number;
ELEMENT_ARRAY_BUFFER: number;
ARRAY_BUFFER_BINDING: number;
ELEMENT_ARRAY_BUFFER_BINDING: number;
STREAM_DRAW: number;
STATIC_DRAW: number;
DYNAMIC_DRAW: number;
BUFFER_SIZE: number;
BUFFER_USAGE: number;
CURRENT_VERTEX_ATTRIB: number;
/* CullFaceMode */
FRONT: number;
BACK: number;
FRONT_AND_BACK: number;
/* DepthFunction */
/* NEVER */
/* LESS */
/* EQUAL */
/* LEQUAL */
/* GREATER */
/* NOTEQUAL */
/* GEQUAL */
/* ALWAYS */
/* EnableCap */
/* TEXTURE_2D */
CULL_FACE: number;
BLEND: number;
DITHER: number;
STENCIL_TEST: number;
DEPTH_TEST: number;
SCISSOR_TEST: number;
POLYGON_OFFSET_FILL: number;
SAMPLE_ALPHA_TO_COVERAGE: number;
SAMPLE_COVERAGE: number;
/* ErrorCode */
NO_ERROR: number;
INVALID_ENUM: number;
INVALID_VALUE: number;
INVALID_OPERATION: number;
OUT_OF_MEMORY: number;
/* FrontFaceDirection */
CW: number;
CCW: number;
/* GetPName */
LINE_WIDTH: number;
ALIASED_POINT_SIZE_RANGE: number;
ALIASED_LINE_WIDTH_RANGE: number;
CULL_FACE_MODE: number;
FRONT_FACE: number;
DEPTH_RANGE: number;
DEPTH_WRITEMASK: number;
DEPTH_CLEAR_VALUE: number;
DEPTH_FUNC: number;
STENCIL_CLEAR_VALUE: number;
STENCIL_FUNC: number;
STENCIL_FAIL: number;
STENCIL_PASS_DEPTH_FAIL: number;
STENCIL_PASS_DEPTH_PASS: number;
STENCIL_REF: number;
STENCIL_VALUE_MASK: number;
STENCIL_WRITEMASK: number;
STENCIL_BACK_FUNC: number;
STENCIL_BACK_FAIL: number;
STENCIL_BACK_PASS_DEPTH_FAIL: number;
STENCIL_BACK_PASS_DEPTH_PASS: number;
STENCIL_BACK_REF: number;
STENCIL_BACK_VALUE_MASK: number;
STENCIL_BACK_WRITEMASK: number;
VIEWPORT: number;
SCISSOR_BOX: number;
/* SCISSOR_TEST */
COLOR_CLEAR_VALUE: number;
COLOR_WRITEMASK: number;
UNPACK_ALIGNMENT: number;
PACK_ALIGNMENT: number;
MAX_TEXTURE_SIZE: number;
MAX_VIEWPORT_DIMS: number;
SUBPIXEL_BITS: number;
RED_BITS: number;
GREEN_BITS: number;
BLUE_BITS: number;
ALPHA_BITS: number;
DEPTH_BITS: number;
STENCIL_BITS: number;
POLYGON_OFFSET_UNITS: number;
/* POLYGON_OFFSET_FILL */
POLYGON_OFFSET_FACTOR: number;
TEXTURE_BINDING_2D: number;
SAMPLE_BUFFERS: number;
SAMPLES: number;
SAMPLE_COVERAGE_VALUE: number;
SAMPLE_COVERAGE_INVERT: number;
/* GetTextureParameter */
/* TEXTURE_MAG_FILTER */
/* TEXTURE_MIN_FILTER */
/* TEXTURE_WRAP_S */
/* TEXTURE_WRAP_T */
COMPRESSED_TEXTURE_FORMATS: number;
/* HintMode */
DONT_CARE: number;
FASTEST: number;
NICEST: number;
/* HintTarget */
GENERATE_MIPMAP_HINT: number;
/* DataType */
BYTE: number;
UNSIGNED_BYTE: number;
SHORT: number;
UNSIGNED_SHORT: number;
INT: number;
UNSIGNED_INT: number;
FLOAT: number;
/* PixelFormat */
DEPTH_COMPONENT: number;
ALPHA: number;
RGB: number;
RGBA: number;
LUMINANCE: number;
LUMINANCE_ALPHA: number;
/* PixelType */
/* UNSIGNED_BYTE */
UNSIGNED_SHORT_4_4_4_4: number;
UNSIGNED_SHORT_5_5_5_1: number;
UNSIGNED_SHORT_5_6_5: number;
/* Shaders */
FRAGMENT_SHADER: number;
VERTEX_SHADER: number;
MAX_VERTEX_ATTRIBS: number;
MAX_VERTEX_UNIFORM_VECTORS: number;
MAX_VARYING_VECTORS: number;
MAX_COMBINED_TEXTURE_IMAGE_UNITS: number;
MAX_VERTEX_TEXTURE_IMAGE_UNITS: number;
MAX_TEXTURE_IMAGE_UNITS: number;
MAX_FRAGMENT_UNIFORM_VECTORS: number;
SHADER_TYPE: number;
DELETE_STATUS: number;
LINK_STATUS: number;
VALIDATE_STATUS: number;
ATTACHED_SHADERS: number;
ACTIVE_UNIFORMS: number;
ACTIVE_ATTRIBUTES: number;
SHADING_LANGUAGE_VERSION: number;
CURRENT_PROGRAM: number;
/* StencilFunction */
NEVER: number;
LESS: number;
EQUAL: number;
LEQUAL: number;
GREATER: number;
NOTEQUAL: number;
GEQUAL: number;
ALWAYS: number;
/* StencilOp */
/* ZERO */
KEEP: number;
REPLACE: number;
INCR: number;
DECR: number;
INVERT: number;
INCR_WRAP: number;
DECR_WRAP: number;
/* StringName */
VENDOR: number;
RENDERER: number;
VERSION: number;
/* TextureMagFilter */
NEAREST: number;
LINEAR: number;
/* TextureMinFilter */
/* NEAREST */
/* LINEAR */
NEAREST_MIPMAP_NEAREST: number;
LINEAR_MIPMAP_NEAREST: number;
NEAREST_MIPMAP_LINEAR: number;
LINEAR_MIPMAP_LINEAR: number;
/* TextureParameterName */
TEXTURE_MAG_FILTER: number;
TEXTURE_MIN_FILTER: number;
TEXTURE_WRAP_S: number;
TEXTURE_WRAP_T: number;
/* TextureTarget */
TEXTURE_2D: number;
TEXTURE: number;
TEXTURE_CUBE_MAP: number;
TEXTURE_BINDING_CUBE_MAP: number;
TEXTURE_CUBE_MAP_POSITIVE_X: number;
TEXTURE_CUBE_MAP_NEGATIVE_X: number;
TEXTURE_CUBE_MAP_POSITIVE_Y: number;
TEXTURE_CUBE_MAP_NEGATIVE_Y: number;
TEXTURE_CUBE_MAP_POSITIVE_Z: number;
TEXTURE_CUBE_MAP_NEGATIVE_Z: number;
MAX_CUBE_MAP_TEXTURE_SIZE: number;
/* TextureUnit */
TEXTURE0: number;
TEXTURE1: number;
TEXTURE2: number;
TEXTURE3: number;
TEXTURE4: number;
TEXTURE5: number;
TEXTURE6: number;
TEXTURE7: number;
TEXTURE8: number;
TEXTURE9: number;
TEXTURE10: number;
TEXTURE11: number;
TEXTURE12: number;
TEXTURE13: number;
TEXTURE14: number;
TEXTURE15: number;
TEXTURE16: number;
TEXTURE17: number;
TEXTURE18: number;
TEXTURE19: number;
TEXTURE20: number;
TEXTURE21: number;
TEXTURE22: number;
TEXTURE23: number;
TEXTURE24: number;
TEXTURE25: number;
TEXTURE26: number;
TEXTURE27: number;
TEXTURE28: number;
TEXTURE29: number;
TEXTURE30: number;
TEXTURE31: number;
ACTIVE_TEXTURE: number;
/* TextureWrapMode */
REPEAT: number;
CLAMP_TO_EDGE: number;
MIRRORED_REPEAT: number;
/* Uniform Types */
FLOAT_VEC2: number;
FLOAT_VEC3: number;
FLOAT_VEC4: number;
INT_VEC2: number;
INT_VEC3: number;
INT_VEC4: number;
BOOL: number;
BOOL_VEC2: number;
BOOL_VEC3: number;
BOOL_VEC4: number;
FLOAT_MAT2: number;
FLOAT_MAT3: number;
FLOAT_MAT4: number;
SAMPLER_2D: number;
SAMPLER_CUBE: number;
/* Vertex Arrays */
VERTEX_ATTRIB_ARRAY_ENABLED: number;
VERTEX_ATTRIB_ARRAY_SIZE: number;
VERTEX_ATTRIB_ARRAY_STRIDE: number;
VERTEX_ATTRIB_ARRAY_TYPE: number;
VERTEX_ATTRIB_ARRAY_NORMALIZED: number;
VERTEX_ATTRIB_ARRAY_POINTER: number;
VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: number;
/* Shader Source */
COMPILE_STATUS: number;
/* Shader Precision-Specified Types */
LOW_FLOAT: number;
MEDIUM_FLOAT: number;
HIGH_FLOAT: number;
LOW_INT: number;
MEDIUM_INT: number;
HIGH_INT: number;
/* Framebuffer Object. */
FRAMEBUFFER: number;
RENDERBUFFER: number;
RGBA4: number;
RGB5_A1: number;
RGB565: number;
DEPTH_COMPONENT16: number;
STENCIL_INDEX: number;
STENCIL_INDEX8: number;
DEPTH_STENCIL: number;
RENDERBUFFER_WIDTH: number;
RENDERBUFFER_HEIGHT: number;
RENDERBUFFER_INTERNAL_FORMAT: number;
RENDERBUFFER_RED_SIZE: number;
RENDERBUFFER_GREEN_SIZE: number;
RENDERBUFFER_BLUE_SIZE: number;
RENDERBUFFER_ALPHA_SIZE: number;
RENDERBUFFER_DEPTH_SIZE: number;
RENDERBUFFER_STENCIL_SIZE: number;
FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: number;
FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: number;
FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: number;
FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: number;
COLOR_ATTACHMENT0: number;
DEPTH_ATTACHMENT: number;
STENCIL_ATTACHMENT: number;
DEPTH_STENCIL_ATTACHMENT: number;
NONE: number;
FRAMEBUFFER_COMPLETE: number;
FRAMEBUFFER_INCOMPLETE_ATTACHMENT: number;
FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: number;
FRAMEBUFFER_INCOMPLETE_DIMENSIONS: number;
FRAMEBUFFER_UNSUPPORTED: number;
FRAMEBUFFER_BINDING: number;
RENDERBUFFER_BINDING: number;
MAX_RENDERBUFFER_SIZE: number;
INVALID_FRAMEBUFFER_OPERATION: number;
/* WebGL-specific enums */
UNPACK_FLIP_Y_WEBGL: number;
UNPACK_PREMULTIPLY_ALPHA_WEBGL: number;
CONTEXT_LOST_WEBGL: number;
UNPACK_COLORSPACE_CONVERSION_WEBGL: number;
BROWSER_DEFAULT_WEBGL: number;
canvas: HTMLCanvasElement;
drawingBufferWidth: number;
drawingBufferHeight: number;
getContextAttributes(): WebGLContextAttributes;
isContextLost(): boolean;
getSupportedExtensions(): string[];
getExtension(name: string): any;
activeTexture(texture: number): void;
attachShader(program: WebGLProgram, shader: WebGLShader): void;
bindAttribLocation(program: WebGLProgram, index: number, name: string): void;
bindBuffer(target: number, buffer: WebGLBuffer): void;
bindFramebuffer(target: number, framebuffer: WebGLFramebuffer): void;
bindRenderbuffer(target: number, renderbuffer: WebGLRenderbuffer): void;
bindTexture(target: number, texture: WebGLTexture): void;
blendColor(red: number, green: number, blue: number, alpha: number): void;
blendEquation(mode: number): void;
blendEquationSeparate(modeRGB: number, modeAlpha: number): void;
blendFunc(sfactor: number, dfactor: number): void;
blendFuncSeparate(srcRGB: number, dstRGB: number, srcAlpha: number, dstAlpha: number): void;
bufferData(target: number, size: number, usage: number): void;
bufferData(target: number, data: ArrayBufferView, usage: number): void;
bufferData(target: number, data: ArrayBuffer, usage: number): void;
bufferSubData(target: number, offset: number, data: ArrayBufferView): void;
bufferSubData(target: number, offset: number, data: ArrayBuffer): void;
checkFramebufferStatus(target: number): number;
clear(mask: number): void;
clearColor(red: number, green: number, blue: number, alpha: number): void;
clearDepth(depth: number): void;
clearStencil(s: number): void;
colorMask(red: boolean, green: boolean, blue: boolean, alpha: boolean): void;
compileShader(shader: WebGLShader): void;
compressedTexImage2D(target: number, level: number, internalformat: number, width: number, height: number, border: number, data: ArrayBufferView): void;
compressedTexSubImage2D(target: number, level: number, xoffset: number, yoffset: number, width: number, height: number, format: number, data: ArrayBufferView): void;
copyTexImage2D(target: number, level: number, internalformat: number, x: number, y: number, width: number, height: number, border: number): void;
copyTexSubImage2D(target: number, level: number, xoffset: number, yoffset: number, x: number, y: number, width: number, height: number): void;
createBuffer(): WebGLBuffer;
createFramebuffer(): WebGLFramebuffer;
createProgram(): WebGLProgram;
createRenderbuffer(): WebGLRenderbuffer;
createShader(type: number): WebGLShader;
createTexture(): WebGLTexture;
cullFace(mode: number): void;
deleteBuffer(buffer: WebGLBuffer): void;
deleteFramebuffer(framebuffer: WebGLFramebuffer): void;
deleteProgram(program: WebGLProgram): void;
deleteRenderbuffer(renderbuffer: WebGLRenderbuffer): void;
deleteShader(shader: WebGLShader): void;
deleteTexture(texture: WebGLTexture): void;
depthFunc(func: number): void;
depthMask(flag: boolean): void;
depthRange(zNear: number, zFar: number): void;
detachShader(program: WebGLProgram, shader: WebGLShader): void;
disable(cap: number): void;
disableVertexAttribArray(index: number): void;
drawArrays(mode: number, first: number, count: number): void;
drawElements(mode: number, count: number, type: number, offset: number): void;
enable(cap: number): void;
enableVertexAttribArray(index: number): void;
finish(): void;
flush(): void;
framebufferRenderbuffer(target: number, attachment: number, renderbuffertarget: number, renderbuffer: WebGLRenderbuffer): void;
framebufferTexture2D(target: number, attachment: number, textarget: number, texture: WebGLTexture, level: number): void;
frontFace(mode: number): void;
generateMipmap(target: number): void;
getActiveAttrib(program: WebGLProgram, index: number): WebGLActiveInfo;
getActiveUniform(program: WebGLProgram, index: number): WebGLActiveInfo;
getAttachedShaders(program: WebGLProgram): WebGLShader[];
getAttribLocation(program: WebGLProgram, name: string): number;
getBufferParameter(target: number, pname: number): any;
getParameter(pname: number): any;
getError(): number;
getFramebufferAttachmentParameter(target: number, attachment: number, pname: number): any;
getProgramParameter(program: WebGLProgram, pname: number): any;
getProgramInfoLog(program: WebGLProgram): string;
getRenderbufferParameter(target: number, pname: number): any;
getShaderParameter(shader: WebGLShader, pname: number): any;
getShaderPrecisionFormat(shadertype: number, precisiontype: number): WebGLShaderPrecisionFormat;
getShaderInfoLog(shader: WebGLShader): string;
getShaderSource(shader: WebGLShader): string;
getTexParameter(target: number, pname: number): any;
getUniform(program: WebGLProgram, location: WebGLUniformLocation): any;
getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation;
getVertexAttrib(index: number, pname: number): any;
getVertexAttribOffset(index: number, pname: number): number;
hint(target: number, mode: number): void;
isBuffer(buffer: WebGLBuffer): boolean;
isEnabled(cap: number): boolean;
isFramebuffer(framebuffer: WebGLFramebuffer): boolean;
isProgram(program: WebGLProgram): boolean;
isRenderbuffer(renderbuffer: WebGLRenderbuffer): boolean;
isShader(shader: WebGLShader): boolean;
isTexture(texture: WebGLTexture): boolean;
lineWidth(width: number): void;
linkProgram(program: WebGLProgram): void;
pixelStorei(pname: number, param: number): void;
polygonOffset(factor: number, units: number): void;
readPixels(x: number, y: number, width: number, height: number, format: number, type: number, pixels: ArrayBufferView): void;
renderbufferStorage(target: number, internalformat: number, width: number, height: number): void;
sampleCoverage(value: number, invert: boolean): void;
scissor(x: number, y: number, width: number, height: number): void;
shaderSource(shader: WebGLShader, source: string): void;
stencilFunc(func: number, ref: number, mask: number): void;
stencilFuncSeparate(face: number, func: number, ref: number, mask: number): void;
stencilMask(mask: number): void;
stencilMaskSeparate(face: number, mask: number): void;
stencilOp(fail: number, zfail: number, zpass: number): void;
stencilOpSeparate(face: number, fail: number, zfail: number, zpass: number): void;
texImage2D(target: number, level: number, internalformat: number, width: number, height: number, border: number, format: number, type: number, pixels: ArrayBufferView): void;
texImage2D(target: number, level: number, internalformat: number, format: number, type: number, pixels: ImageData): void;
texImage2D(target: number, level: number, internalformat: number, format: number, type: number, image: HTMLImageElement): void; // May throw DOMException
texImage2D(target: number, level: number, internalformat: number, format: number, type: number, canvas: HTMLCanvasElement): void; // May throw DOMException
texImage2D(target: number, level: number, internalformat: number, format: number, type: number, video: HTMLVideoElement): void; // May throw DOMException
texParameterf(target: number, pname: number, param: number): void;
texParameteri(target: number, pname: number, param: number): void;
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, width: number, height: number, format: number, type: number, pixels: ArrayBufferView): void;
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, pixels: ImageData): void;
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, image: HTMLImageElement): void; // May throw DOMException
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, canvas: HTMLCanvasElement): void; // May throw DOMException
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, video: HTMLVideoElement): void; // May throw DOMException
uniform1f(location: WebGLUniformLocation, x: number): void;
uniform1fv(location: WebGLUniformLocation, v: Float32Array): void;
uniform1fv(location: WebGLUniformLocation, v: number[]): void;
uniform1i(location: WebGLUniformLocation, x: number): void;
uniform1iv(location: WebGLUniformLocation, v: Int32Array): void;
uniform1iv(location: WebGLUniformLocation, v: number[]): void;
uniform2f(location: WebGLUniformLocation, x: number, y: number): void;
uniform2fv(location: WebGLUniformLocation, v: Float32Array): void;
uniform2fv(location: WebGLUniformLocation, v: number[]): void;
uniform2i(location: WebGLUniformLocation, x: number, y: number): void;
uniform2iv(location: WebGLUniformLocation, v: Int32Array): void;
uniform2iv(location: WebGLUniformLocation, v: number[]): void;
uniform3f(location: WebGLUniformLocation, x: number, y: number, z: number): void;
uniform3fv(location: WebGLUniformLocation, v: Float32Array): void;
uniform3fv(location: WebGLUniformLocation, v: number[]): void;
uniform3i(location: WebGLUniformLocation, x: number, y: number, z: number): void;
uniform3iv(location: WebGLUniformLocation, v: Int32Array): void;
uniform3iv(location: WebGLUniformLocation, v: number[]): void;
uniform4f(location: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
uniform4fv(location: WebGLUniformLocation, v: Float32Array): void;
uniform4fv(location: WebGLUniformLocation, v: number[]): void;
uniform4i(location: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
uniform4iv(location: WebGLUniformLocation, v: Int32Array): void;
uniform4iv(location: WebGLUniformLocation, v: number[]): void;
uniformMatrix2fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
uniformMatrix2fv(location: WebGLUniformLocation, transpose: boolean, value: number[]): void;
uniformMatrix3fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
uniformMatrix3fv(location: WebGLUniformLocation, transpose: boolean, value: number[]): void;
uniformMatrix4fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
uniformMatrix4fv(location: WebGLUniformLocation, transpose: boolean, value: number[]): void;
useProgram(program: WebGLProgram): void;
validateProgram(program: WebGLProgram): void;
vertexAttrib1f(indx: number, x: number): void;
vertexAttrib1fv(indx: number, values: Float32Array): void;
vertexAttrib1fv(indx: number, value: number[]): void;
vertexAttrib2f(indx: number, x: number, y: number): void;
vertexAttrib2fv(indx: number, values: Float32Array): void;
vertexAttrib2fv(indx: number, value: number[]): void;
vertexAttrib3f(indx: number, x: number, y: number, z: number): void;
vertexAttrib3fv(indx: number, values: Float32Array): void;
vertexAttrib3fv(indx: number, value: number[]): void;
vertexAttrib4f(indx: number, x: number, y: number, z: number, w: number): void;
vertexAttrib4fv(indx: number, values: Float32Array): void;
vertexAttrib4fv(indx: number, value: number[]): void;
vertexAttribPointer(indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void;
viewport(x: number, y: number, width: number, height: number): void;
}