/////////////////////////////
/// Worker Iterable APIs
/////////////////////////////

interface Cache {
    addAll(requests: Iterable<RequestInfo>): Promise<void>;
}

interface CanvasPathDrawingStyles {
    setLineDash(segments: Iterable<number>): void;
}

interface DOMStringList {
    [Symbol.iterator](): IterableIterator<string>;
}

interface FileList {
    [Symbol.iterator](): IterableIterator<File>;
}

interface FormData {
    [Symbol.iterator](): IterableIterator<[string, FormDataEntryValue]>;
    /**
     * Returns an array of key, value pairs for every entry in the list.
     */
    entries(): IterableIterator<[string, FormDataEntryValue]>;
    /**
     * Returns a list of keys in the list.
     */
    keys(): IterableIterator<string>;
    /**
     * Returns a list of values in the list.
     */
    values(): IterableIterator<FormDataEntryValue>;
}

interface Headers {
    [Symbol.iterator](): IterableIterator<[string, string]>;
    /**
     * Returns an iterator allowing to go through all key/value pairs contained in this object.
     */
    entries(): IterableIterator<[string, string]>;
    /**
     * Returns an iterator allowing to go through all keys of the key/value pairs contained in this object.
     */
    keys(): IterableIterator<string>;
    /**
     * Returns an iterator allowing to go through all values of the key/value pairs contained in this object.
     */
    values(): IterableIterator<string>;
}

interface IDBDatabase {
    /**
     * Returns a new transaction with the given mode ("readonly" or "readwrite") and scope which can be a single object store name or an array of names.
     */
    transaction(storeNames: string | Iterable<string>, mode?: IDBTransactionMode): IDBTransaction;
}

interface IDBObjectStore {
    /**
     * Creates a new index in store with the given name, keyPath and options and returns a new IDBIndex. If the keyPath and options define constraints that cannot be satisfied with the data already in store the upgrade transaction will abort with a "ConstraintError" DOMException.
     * 
     * Throws an "InvalidStateError" DOMException if not called within an upgrade transaction.
     */
    createIndex(name: string, keyPath: string | Iterable<string>, options?: IDBIndexParameters): IDBIndex;
}

interface URLSearchParams {
    [Symbol.iterator](): IterableIterator<[string, string]>;
    /**
     * Returns an array of key, value pairs for every entry in the search params.
     */
    entries(): IterableIterator<[string, string]>;
    /**
     * Returns a list of keys in the search params.
     */
    keys(): IterableIterator<string>;
    /**
     * Returns a list of values in the search params.
     */
    values(): IterableIterator<string>;
}

interface WEBGL_draw_buffers {
    drawBuffersWEBGL(buffers: Iterable<GLenum>): void;
}

interface WebGL2RenderingContextBase {
    clearBufferfv(buffer: GLenum, drawbuffer: GLint, values: Iterable<GLfloat>, srcOffset?: GLuint): void;
    clearBufferiv(buffer: GLenum, drawbuffer: GLint, values: Iterable<GLint>, srcOffset?: GLuint): void;
    clearBufferuiv(buffer: GLenum, drawbuffer: GLint, values: Iterable<GLuint>, srcOffset?: GLuint): void;
    drawBuffers(buffers: Iterable<GLenum>): void;
    getActiveUniforms(program: WebGLProgram, uniformIndices: Iterable<GLuint>, pname: GLenum): any;
    getUniformIndices(program: WebGLProgram, uniformNames: Iterable<string>): Iterable<GLuint> | null;
    invalidateFramebuffer(target: GLenum, attachments: Iterable<GLenum>): void;
    invalidateSubFramebuffer(target: GLenum, attachments: Iterable<GLenum>, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void;
    transformFeedbackVaryings(program: WebGLProgram, varyings: Iterable<string>, bufferMode: GLenum): void;
    uniform1uiv(location: WebGLUniformLocation | null, data: Iterable<GLuint>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform2uiv(location: WebGLUniformLocation | null, data: Iterable<GLuint>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform3uiv(location: WebGLUniformLocation | null, data: Iterable<GLuint>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform4uiv(location: WebGLUniformLocation | null, data: Iterable<GLuint>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix2x3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix2x4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix3x2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix3x4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix4x2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix4x3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    vertexAttribI4iv(index: GLuint, values: Iterable<GLint>): void;
    vertexAttribI4uiv(index: GLuint, values: Iterable<GLuint>): void;
}

interface WebGL2RenderingContextOverloads {
    uniform1fv(location: WebGLUniformLocation | null, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform1iv(location: WebGLUniformLocation | null, data: Iterable<GLint>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform2fv(location: WebGLUniformLocation | null, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform2iv(location: WebGLUniformLocation | null, data: Iterable<GLint>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform3fv(location: WebGLUniformLocation | null, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform3iv(location: WebGLUniformLocation | null, data: Iterable<GLint>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform4fv(location: WebGLUniformLocation | null, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniform4iv(location: WebGLUniformLocation | null, data: Iterable<GLint>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix2fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix3fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
    uniformMatrix4fv(location: WebGLUniformLocation | null, transpose: GLboolean, data: Iterable<GLfloat>, srcOffset?: GLuint, srcLength?: GLuint): void;
}

interface WebGLRenderingContextBase {
    vertexAttrib1fv(index: GLuint, values: Iterable<GLfloat>): void;
    vertexAttrib2fv(index: GLuint, values: Iterable<GLfloat>): void;
    vertexAttrib3fv(index: GLuint, values: Iterable<GLfloat>): void;
    vertexAttrib4fv(index: GLuint, values: Iterable<GLfloat>): void;
}

interface WebGLRenderingContextOverloads {
    uniform1fv(location: WebGLUniformLocation | null, v: Iterable<GLfloat>): void;
    uniform1iv(location: WebGLUniformLocation | null, v: Iterable<GLint>): void;
    uniform2fv(location: WebGLUniformLocation | null, v: Iterable<GLfloat>): void;
    uniform2iv(location: WebGLUniformLocation | null, v: Iterable<GLint>): void;
    uniform3fv(location: WebGLUniformLocation | null, v: Iterable<GLfloat>): void;
    uniform3iv(location: WebGLUniformLocation | null, v: Iterable<GLint>): void;
    uniform4fv(location: WebGLUniformLocation | null, v: Iterable<GLfloat>): void;
    uniform4iv(location: WebGLUniformLocation | null, v: Iterable<GLint>): void;
    uniformMatrix2fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Iterable<GLfloat>): void;
    uniformMatrix3fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Iterable<GLfloat>): void;
    uniformMatrix4fv(location: WebGLUniformLocation | null, transpose: GLboolean, value: Iterable<GLfloat>): void;
}
