godot/platform/web/js/libs/library_godot_webgl2.js

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/**************************************************************************/
/* library_godot_webgl2.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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const GodotWebGL2 = {
$GodotWebGL2__deps: ['$GL', '$GodotRuntime'],
$GodotWebGL2: {},
// This is implemented as "glGetBufferSubData" in new emscripten versions.
// Since we have to support older (pre 2.0.17) emscripten versions, we add this wrapper function instead.
godot_webgl2_glGetBufferSubData__proxy: 'sync',
godot_webgl2_glGetBufferSubData__sig: 'vippp',
godot_webgl2_glGetBufferSubData__deps: ['$GL', 'emscripten_webgl_get_current_context'],
godot_webgl2_glGetBufferSubData: function (target, offset, size, data) {
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const gl_context_handle = _emscripten_webgl_get_current_context();
const gl = GL.getContext(gl_context_handle);
if (gl) {
gl.GLctx['getBufferSubData'](target, offset, HEAPU8, data, size);
}
},
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godot_webgl2_glFramebufferTextureMultiviewOVR__deps: ['emscripten_webgl_get_current_context'],
godot_webgl2_glFramebufferTextureMultiviewOVR__proxy: 'sync',
godot_webgl2_glFramebufferTextureMultiviewOVR__sig: 'viiiiii',
godot_webgl2_glFramebufferTextureMultiviewOVR: function (target, attachment, texture, level, base_view_index, num_views) {
const context = GL.currentContext;
if (typeof context.multiviewExt === 'undefined') {
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const /** OVR_multiview2 */ ext = context.GLctx.getExtension('OVR_multiview2');
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if (!ext) {
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GodotRuntime.error('Trying to call glFramebufferTextureMultiviewOVR() without the OVR_multiview2 extension');
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return;
}
context.multiviewExt = ext;
}
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const /** OVR_multiview2 */ ext = context.multiviewExt;
ext.framebufferTextureMultiviewOVR(target, attachment, GL.textures[texture], level, base_view_index, num_views);
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},
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godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__deps: ['emscripten_webgl_get_current_context'],
godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__proxy: 'sync',
godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__sig: 'viiiiiii',
godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR: function (target, attachment, texture, level, samples, base_view_index, num_views) {
const context = GL.currentContext;
if (typeof context.oculusMultiviewExt === 'undefined') {
const /** OCULUS_multiview */ ext = context.GLctx.getExtension('OCULUS_multiview');
if (!ext) {
GodotRuntime.error('Trying to call glFramebufferTextureMultisampleMultiviewOVR() without the OCULUS_multiview extension');
return;
}
context.oculusMultiviewExt = ext;
}
const /** OCULUS_multiview */ ext = context.oculusMultiviewExt;
ext.framebufferTextureMultisampleMultiviewOVR(target, attachment, GL.textures[texture], level, samples, base_view_index, num_views);
},
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};
autoAddDeps(GodotWebGL2, '$GodotWebGL2');
mergeInto(LibraryManager.library, GodotWebGL2);