[HTML5] Call glGetBufferSubData directly from C++.

Remove leftover EM_ASM causing problems with gdnative builds.
This commit is contained in:
Fabio Alessandrelli 2021-06-14 14:26:53 +02:00
parent a79e4d0ae5
commit 340ecb93be
2 changed files with 2 additions and 14 deletions

View file

@ -119,18 +119,6 @@
#define glClearDepth glClearDepthf
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) {
/* clang-format off */
EM_ASM({
GLctx.getBufferSubData($0, $1, HEAPU8, $2, $3);
}, target, offset, data, size);
/* clang-format on */
}
#endif
void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) {
#ifdef GLES_OVER_GL

View file

@ -45,9 +45,9 @@
#include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/particles.glsl.gen.h"
// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API instead.
// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API via glGetBufferSubData instead.
#ifdef __EMSCRIPTEN__
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
#include <webgl/webgl2.h>
#endif
template <class K>