[HTML5] Call glGetBufferSubData directly from C++.
Remove leftover EM_ASM causing problems with gdnative builds.
(cherry picked from commit 340ecb93be
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0b66d80b61
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2 changed files with 2 additions and 14 deletions
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@ -107,18 +107,6 @@
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#define glClearDepth glClearDepthf
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#endif
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#ifdef __EMSCRIPTEN__
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#include <emscripten/emscripten.h>
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void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) {
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/* clang-format off */
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EM_ASM({
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GLctx.getBufferSubData($0, $1, HEAPU8, $2, $3);
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}, target, offset, data, size);
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/* clang-format on */
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}
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#endif
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void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) {
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#ifdef GLES_OVER_GL
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@ -44,9 +44,9 @@
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#include "shaders/cubemap_filter.glsl.gen.h"
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#include "shaders/particles.glsl.gen.h"
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// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API instead.
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// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API via glGetBufferSubData instead.
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#ifdef __EMSCRIPTEN__
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void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
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#include <webgl/webgl2.h>
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#endif
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class RasterizerCanvasGLES3;
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