--- a/dom/webidl/WebGL2RenderingContext.webidl
+++ b/dom/webidl/WebGL2RenderingContext.webidl
@@ -501,37 +501,38 @@ interface WebGL2RenderingContext : WebGL
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 srcOffset = 0, optional GLuint srcLength = 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 srcOffset = 0, optional GLuint srcLength = 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);
+ ArrayBufferView srcData, optional GLuint srcOffset = 0,
+ optional GLuint srcLength = 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 srcOffset = 0, optional GLuint srcLength = 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);