Merge pull request #55354 from Faless/js/3.x_no_asm_old_emcc

[HTML5] Use compatibility function for glGetBufferSubData.
This commit is contained in:
Fabio Alessandrelli 2021-11-27 03:58:47 +01:00 committed by GitHub
commit eb19618fd1
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6 changed files with 91 additions and 5 deletions

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@ -45,11 +45,6 @@
#include "shaders/cubemap_filter.glsl.gen.h" #include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/particles.glsl.gen.h" #include "shaders/particles.glsl.gen.h"
// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API via glGetBufferSubData instead.
#ifdef __EMSCRIPTEN__
#include <webgl/webgl2.h>
#endif
template <class K> template <class K>
class ThreadedCallableQueue; class ThreadedCallableQueue;
class RasterizerCanvasGLES3; class RasterizerCanvasGLES3;

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@ -4,6 +4,7 @@ Import("env")
javascript_files = [ javascript_files = [
"audio_driver_javascript.cpp", "audio_driver_javascript.cpp",
"godot_webgl2.cpp",
"http_client_javascript.cpp", "http_client_javascript.cpp",
"javascript_singleton.cpp", "javascript_singleton.cpp",
"javascript_main.cpp", "javascript_main.cpp",

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@ -0,0 +1,39 @@
/*************************************************************************/
/* godot_webgl2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "godot_webgl2.h"
extern "C" {
extern void godot_js_display_glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
}
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) {
godot_js_display_glGetBufferSubData(target, offset, size, data);
}

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@ -0,0 +1,37 @@
/*************************************************************************/
/* godot_webgl2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef GODOT_WEBGL2_H
#include "GLES3/gl3.h"
// We could include "webgl/webgl2.h", but old (< 2.0.17) emscripten versions do not have it, so use our own wrapper instead.
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
#endif

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@ -320,6 +320,18 @@ const GodotDisplay = {
}, },
}, },
// 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_js_display_glGetBufferSubData__sig: 'viiii',
godot_js_display_glGetBufferSubData__deps: ['$GL', 'emscripten_webgl_get_current_context'],
godot_js_display_glGetBufferSubData: function (target, offset, size, data) {
const gl_context_handle = _emscripten_webgl_get_current_context(); // eslint-disable-line no-undef
const gl = GL.getContext(gl_context_handle);
if (gl) {
gl.GLctx['getBufferSubData'](target, offset, HEAPU8, data, size);
}
},
godot_js_display_is_swap_ok_cancel__sig: 'i', godot_js_display_is_swap_ok_cancel__sig: 'i',
godot_js_display_is_swap_ok_cancel: function () { godot_js_display_is_swap_ok_cancel: function () {
const win = (['Windows', 'Win64', 'Win32', 'WinCE']); const win = (['Windows', 'Win64', 'Win32', 'WinCE']);

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@ -29,3 +29,5 @@
/*************************************************************************/ /*************************************************************************/
#include <alloca.h> #include <alloca.h>
#define GLES3_INCLUDE_H "platform/javascript/godot_webgl2.h"