[HTML5] Implement WebGL fallback.
According to project settings and when WebGL2 is not available. This does nothing in current master, as we have no rendering yet!
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@ -71,6 +71,7 @@ extern int godot_js_display_fullscreen_exit();
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extern void godot_js_display_compute_position(int p_x, int p_y, int32_t *r_x, int32_t *r_y);
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extern void godot_js_display_compute_position(int p_x, int p_y, int32_t *r_x, int32_t *r_y);
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extern void godot_js_display_window_title_set(const char *p_text);
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extern void godot_js_display_window_title_set(const char *p_text);
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extern void godot_js_display_window_icon_set(const uint8_t *p_ptr, int p_len);
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extern void godot_js_display_window_icon_set(const uint8_t *p_ptr, int p_len);
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extern int godot_js_display_has_webgl(int p_version);
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// Display clipboard
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// Display clipboard
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extern int godot_js_display_clipboard_set(const char *p_text);
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extern int godot_js_display_clipboard_set(const char *p_text);
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@ -719,6 +719,17 @@ const GodotDisplay = {
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GodotRuntime.setHeapValue(r_y, (y - rect.y) * rh, 'i32');
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GodotRuntime.setHeapValue(r_y, (y - rect.y) * rh, 'i32');
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},
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},
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godot_js_display_has_webgl__sig: 'ii',
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godot_js_display_has_webgl: function (p_version) {
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if (p_version !== 1 && p_version !== 2) {
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return false;
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}
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try {
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return !!document.createElement('canvas').getContext(p_version === 2 ? 'webgl2' : 'webgl');
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} catch (e) { /* Not available */ }
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return false;
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},
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/*
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/*
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* Canvas
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* Canvas
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*/
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*/
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