[HTML5] Call glGetBufferSubData directly from C++.

Remove leftover EM_ASM causing problems with gdnative builds.

(cherry picked from commit 340ecb93be)
This commit is contained in:
Fabio Alessandrelli 2021-06-14 14:26:53 +02:00 committed by Rémi Verschelde
parent 0b66d80b61
commit fd8ae8ce39
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GPG key ID: C3336907360768E1
2 changed files with 2 additions and 14 deletions

View file

@ -107,18 +107,6 @@
#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

@ -44,9 +44,9 @@
#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
class RasterizerCanvasGLES3;