#include #include #include #include #include #include #include #include #if defined(__EMSCRIPTEN_PTHREADS__) && defined(__EMSCRIPTEN_OFFSCREEN_FRAMEBUFFER__) extern EMSCRIPTEN_WEBGL_CONTEXT_HANDLE emscripten_webgl_do_create_context(const char *target, const EmscriptenWebGLContextAttributes *attributes); extern EMSCRIPTEN_RESULT emscripten_webgl_make_context_current_calling_thread(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE context); extern EMSCRIPTEN_RESULT emscripten_webgl_do_commit_frame(void); extern EM_BOOL emscripten_supports_offscreencanvas(void); extern EMSCRIPTEN_WEBGL_CONTEXT_HANDLE emscripten_webgl_do_get_current_context(void); extern void _emscripten_proxied_gl_context_activated_from_main_browser_thread(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE context); pthread_key_t currentActiveWebGLContext; pthread_key_t currentThreadOwnsItsWebGLContext; static pthread_once_t tlsInit = PTHREAD_ONCE_INIT; static void InitWebGLTls() { pthread_key_create(¤tActiveWebGLContext, NULL); pthread_key_create(¤tThreadOwnsItsWebGLContext, NULL); } EMSCRIPTEN_WEBGL_CONTEXT_HANDLE emscripten_webgl_create_context(const char *target, const EmscriptenWebGLContextAttributes *attributes) { GL_FUNCTION_TRACE(__func__); if (!attributes) { EM_ASM(console.error('emscripten_webgl_create_context: attributes pointer is null!')); return 0; } pthread_once(&tlsInit, InitWebGLTls); if (attributes->proxyContextToMainThread == EMSCRIPTEN_WEBGL_CONTEXT_PROXY_ALWAYS || (attributes->proxyContextToMainThread == EMSCRIPTEN_WEBGL_CONTEXT_PROXY_FALLBACK && !emscripten_supports_offscreencanvas())) { EmscriptenWebGLContextAttributes attrs = *attributes; attrs.renderViaOffscreenBackBuffer = EM_TRUE; return (EMSCRIPTEN_WEBGL_CONTEXT_HANDLE)emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_III, &emscripten_webgl_do_create_context, target, &attrs); } else { return emscripten_webgl_do_create_context(target, attributes); } } EMSCRIPTEN_RESULT emscripten_webgl_make_context_current(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE context) { GL_FUNCTION_TRACE(__func__); if (emscripten_webgl_get_current_context() == context) return EMSCRIPTEN_RESULT_SUCCESS; void *owningThread = *(void**)(context + 4); if (owningThread == pthread_self()) { EMSCRIPTEN_RESULT r = emscripten_webgl_make_context_current_calling_thread(context); if (r == EMSCRIPTEN_RESULT_SUCCESS) { pthread_setspecific(currentActiveWebGLContext, (void*)context); pthread_setspecific(currentThreadOwnsItsWebGLContext, (void*)1); } return r; } else { EMSCRIPTEN_RESULT r = emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_II, &emscripten_webgl_make_context_current_calling_thread, context); if (r == EMSCRIPTEN_RESULT_SUCCESS) { pthread_setspecific(currentActiveWebGLContext, (void*)context); pthread_setspecific(currentThreadOwnsItsWebGLContext, (void*)0); _emscripten_proxied_gl_context_activated_from_main_browser_thread(context); } return r; } } EMSCRIPTEN_WEBGL_CONTEXT_HANDLE emscripten_webgl_get_current_context(void) { return (EMSCRIPTEN_WEBGL_CONTEXT_HANDLE)pthread_getspecific(currentActiveWebGLContext); } EMSCRIPTEN_RESULT EMSCRIPTEN_KEEPALIVE emscripten_webgl_commit_frame(void) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) return emscripten_webgl_do_commit_frame(); else return (EMSCRIPTEN_RESULT)emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_I, &emscripten_webgl_do_commit_frame); } static void *memdup(const void *ptr, size_t sz) { if (!ptr) return 0; void *dup = malloc(sz); if (dup) memcpy(dup, ptr, sz); return dup; } ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glActiveTexture, GLenum); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glAttachShader, GLuint, GLuint); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glBindAttribLocation, GLuint, GLuint, const GLchar*); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glBindBuffer, GLenum, GLuint); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glBindFramebuffer, GLenum, GLuint); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glBindRenderbuffer, GLenum, GLuint); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glBindTexture, GLenum, GLuint); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VFFFF, void, glBlendColor, GLfloat, GLfloat, GLfloat, GLfloat); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glBlendEquation, GLenum); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glBlendEquationSeparate, GLenum, GLenum); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glBlendFunc, GLenum, GLenum); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glBlendFuncSeparate, GLenum, GLenum, GLenum, GLenum); void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glBufferData(target, size, data, usage); else { if (size < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(data, size); if (ptr || !data) // glBufferData(data=0) can always be handled asynchronously { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIIII, &emscripten_glBufferData, ptr, target, size, ptr, usage); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIIII, &emscripten_glBufferData, target, size, data, usage); } } void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glBufferSubData(target, offset, size, data); else { if (size < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(data, size); if (ptr || !data) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIIII, &emscripten_glBufferSubData, ptr, target, offset, size, ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIIII, &emscripten_glBufferSubData, target, offset, size, data); } } RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLenum, glCheckFramebufferStatus, GLenum); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glClear, GLbitfield); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VFFFF, void, glClearColor, GLfloat, GLfloat, GLfloat, GLfloat); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VF, void, glClearDepthf, GLfloat); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glClearStencil, GLint); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glColorMask, GLboolean, GLboolean, GLboolean, GLboolean); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glCompileShader, GLuint); VOID_SYNC_GL_FUNCTION_8(EM_FUNC_SIG_VIIIIIIII, void, glCompressedTexImage2D, GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void *); VOID_SYNC_GL_FUNCTION_9(EM_FUNC_SIG_VIIIIIIIII, void, glCompressedTexSubImage2D, GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void *); ASYNC_GL_FUNCTION_8(EM_FUNC_SIG_VIIIIIIII, void, glCopyTexImage2D, GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint); ASYNC_GL_FUNCTION_8(EM_FUNC_SIG_VIIIIIIII, void, glCopyTexSubImage2D, GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); RET_SYNC_GL_FUNCTION_0(EM_FUNC_SIG_I, GLuint, glCreateProgram); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLuint, glCreateShader, GLenum); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glCullFace, GLenum); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glDeleteBuffers, GLsizei, const GLuint *); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glDeleteFramebuffers, GLsizei, const GLuint *); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glDeleteProgram, GLuint); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glDeleteRenderbuffers, GLsizei, const GLuint *); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glDeleteShader, GLuint); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glDeleteTextures, GLsizei, const GLuint *); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glDepthFunc, GLenum); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glDepthMask, GLboolean); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VFF, void, glDepthRangef, GLfloat, GLfloat); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glDetachShader, GLuint, GLuint); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glDisable, GLenum); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glDisableVertexAttribArray, GLuint); ASYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glDrawArrays, GLenum, GLint, GLsizei); // TODO: The following #define FULL_ES2 does not yet exist, we'll need to compile this file twice, for FULL_ES2 mode and without #if FULL_ES2 VOID_SYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glDrawElements, GLenum, GLsizei, GLenum, const void *); #else ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glDrawElements, GLenum, GLsizei, GLenum, const void *); #endif ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glEnable, GLenum); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glEnableVertexAttribArray, GLuint); VOID_SYNC_GL_FUNCTION_0(EM_FUNC_SIG_V, void, glFinish); VOID_SYNC_GL_FUNCTION_0(EM_FUNC_SIG_V, void, glFlush); // TODO: THIS COULD POTENTIALLY BE ASYNC ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glFramebufferRenderbuffer, GLenum, GLenum, GLenum, GLuint); ASYNC_GL_FUNCTION_5(EM_FUNC_SIG_VIIIII, void, glFramebufferTexture2D, GLenum, GLenum, GLenum, GLuint, GLint); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glFrontFace, GLenum); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glGenBuffers, GLsizei, GLuint *); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glGenerateMipmap, GLenum); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glGenFramebuffers, GLsizei, GLuint *); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glGenRenderbuffers, GLsizei, GLuint *); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glGenTextures, GLsizei, GLuint *); VOID_SYNC_GL_FUNCTION_7(EM_FUNC_SIG_VIIIIIII, void, glGetActiveAttrib, GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *); VOID_SYNC_GL_FUNCTION_7(EM_FUNC_SIG_VIIIIIII, void, glGetActiveUniform, GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *); VOID_SYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glGetAttachedShaders, GLuint, GLsizei, GLsizei *, GLuint *); RET_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_III, GLint, glGetAttribLocation, GLuint, const GLchar *); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glGetBooleanv, GLenum, GLboolean *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetBufferParameteriv, GLenum, GLenum, GLint *); RET_SYNC_GL_FUNCTION_0(EM_FUNC_SIG_I, GLenum, glGetError); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glGetFloatv, GLenum, GLfloat *); VOID_SYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glGetFramebufferAttachmentParameteriv, GLenum, GLenum, GLenum, GLint *); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glGetIntegerv, GLenum, GLint *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetProgramiv, GLuint, GLenum, GLint *); VOID_SYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glGetProgramInfoLog, GLuint, GLsizei, GLsizei *, GLchar *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetRenderbufferParameteriv, GLenum, GLenum, GLint *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetShaderiv, GLuint, GLenum, GLint *); VOID_SYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glGetShaderInfoLog, GLuint, GLsizei, GLsizei *, GLchar *); VOID_SYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glGetShaderPrecisionFormat, GLenum, GLenum, GLint *, GLint *); VOID_SYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glGetShaderSource, GLuint, GLsizei, GLsizei *, GLchar *); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, const GLubyte *, glGetString, GLenum); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetTexParameterfv, GLenum, GLenum, GLfloat *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetTexParameteriv, GLenum, GLenum, GLint *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetUniformfv, GLuint, GLint, GLfloat *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetUniformiv, GLuint, GLint, GLint *); RET_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_III, GLint, glGetUniformLocation, GLuint, const GLchar *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetVertexAttribfv, GLuint, GLenum, GLfloat *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetVertexAttribiv, GLuint, GLenum, GLint *); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetVertexAttribPointerv, GLuint, GLenum, void **); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glHint, GLenum, GLenum); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLboolean, glIsBuffer, GLuint); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLboolean, glIsEnabled, GLenum); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLboolean, glIsFramebuffer, GLuint); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLboolean, glIsProgram, GLuint); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLboolean, glIsRenderbuffer, GLuint); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLboolean, glIsShader, GLuint); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLboolean, glIsTexture, GLuint); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VF, void, glLineWidth, GLfloat); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glLinkProgram, GLuint); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glPixelStorei, GLenum, GLint); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VFF, void, glPolygonOffset, GLfloat, GLfloat); VOID_SYNC_GL_FUNCTION_7(EM_FUNC_SIG_VIIIIIII, void, glReadPixels, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void *); ASYNC_GL_FUNCTION_0(EM_FUNC_SIG_V, void, glReleaseShaderCompiler); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glRenderbufferStorage, GLenum, GLenum, GLsizei, GLsizei); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glSampleCoverage, GLfloat, GLboolean); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glScissor, GLint, GLint, GLsizei, GLsizei); VOID_SYNC_GL_FUNCTION_5(EM_FUNC_SIG_VIIIII, void, glShaderBinary, GLsizei, const GLuint *, GLenum, const void *, GLsizei); VOID_SYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glShaderSource, GLuint, GLsizei, const GLchar *const*, const GLint *); ASYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glStencilFunc, GLenum, GLint, GLuint); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glStencilFuncSeparate, GLenum, GLenum, GLint, GLuint); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glStencilMask, GLuint); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glStencilMaskSeparate, GLenum, GLuint); ASYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glStencilOp, GLenum, GLenum, GLenum); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glStencilOpSeparate, GLenum, GLenum, GLenum, GLenum); static ssize_t ImageSize(int width, int height, GLenum format, GLenum type) { int numChannels; switch(format) { case GL_ALPHA: case GL_LUMINANCE: case GL_DEPTH_COMPONENT: case GL_RED: case GL_RED_INTEGER: numChannels = 1; break; case GL_RG: case GL_RG_INTEGER: numChannels = 2; break; case GL_RGB: case 0x8C40/*GL_SRGB_EXT*/: case GL_RGB_INTEGER: numChannels = 3; break; case GL_RGBA: case 0x8C42/*GL_SRGB_ALPHA_EXT*/: case GL_RGBA_INTEGER: numChannels = 4; break; default: return -1; } int sizePerPixel; switch(type) { case GL_UNSIGNED_BYTE: case GL_BYTE: sizePerPixel = numChannels; break; case GL_UNSIGNED_SHORT: case 0x8D61/*GL_HALF_FLOAT_OES*/: case GL_HALF_FLOAT: case GL_SHORT: case GL_UNSIGNED_SHORT_5_6_5: case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_5_5_5_1: sizePerPixel = numChannels*2; break; case GL_UNSIGNED_INT: case GL_FLOAT: case GL_INT: case GL_UNSIGNED_INT_5_9_9_9_REV: case GL_UNSIGNED_INT_2_10_10_10_REV: case GL_UNSIGNED_INT_10F_11F_11F_REV: case GL_UNSIGNED_INT_24_8: sizePerPixel = numChannels*4; break; default: return -1; } return width*height*sizePerPixel; } void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); else { ssize_t sz = ImageSize(width, height, format, type); if (!pixels || (sz >= 0 && sz < 256*1024)) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(pixels, sz); if (ptr || !pixels) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIIIIIIIII, &emscripten_glTexImage2D, ptr, target, level, internalformat, width, height, border, format, type, ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIIIIIIIII, &emscripten_glTexImage2D, target, level, internalformat, width, height, border, format, type, pixels); } } ASYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIIF, void, glTexParameterf, GLenum, GLenum, GLfloat); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glTexParameterfv, GLenum, GLenum, const GLfloat *); ASYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glTexParameteri, GLenum, GLenum, GLint); VOID_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glTexParameteriv, GLenum, GLenum, const GLint *); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); else { ssize_t sz = ImageSize(width, height, format, type); if (!pixels || (sz >= 0 && sz < 256*1024)) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(pixels, sz); if (ptr || !pixels) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIIIIIIIII, &emscripten_glTexSubImage2D, ptr, target, level, xoffset, yoffset, width, height, format, type, ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIIIIIIIII, &emscripten_glTexSubImage2D, target, level, xoffset, yoffset, width, height, format, type, pixels); } } ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VIF, void, glUniform1f, GLint, GLfloat); void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniform1fv(location, count, value); else { size_t sz = sizeof(GLfloat)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIII, &emscripten_glUniform1fv, ptr, location, count, (GLfloat*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIII, &emscripten_glUniform1fv, location, count, value); } } ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glUniform1i, GLint, GLint); void glUniform1iv(GLint location, GLsizei count, const GLint *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniform1iv(location, count, value); else { size_t sz = sizeof(GLint)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIII, &emscripten_glUniform1iv, ptr, location, count, (GLint*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIII, &emscripten_glUniform1iv, location, count, value); } } ASYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIFF, void, glUniform2f, GLint, GLfloat, GLfloat); void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniform2fv(location, count, value); else { size_t sz = 2*sizeof(GLfloat)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIII, &emscripten_glUniform2fv, ptr, location, count, (GLfloat*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIII, &emscripten_glUniform2fv, location, count, value); } } ASYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glUniform2i, GLint, GLint, GLint); void glUniform2iv(GLint location, GLsizei count, const GLint *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniform2iv(location, count, value); else { size_t sz = 2*sizeof(GLint)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIII, &emscripten_glUniform2iv, ptr, location, count, (GLint*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIII, &emscripten_glUniform2iv, location, count, value); } } ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIFFF, void, glUniform3f, GLint, GLfloat, GLfloat, GLfloat); void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniform3fv(location, count, value); else { size_t sz = 3*sizeof(GLfloat)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIII, &emscripten_glUniform3fv, ptr, location, count, (GLfloat*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIII, &emscripten_glUniform3fv, location, count, value); } } ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glUniform3i, GLint, GLint, GLint, GLint); void glUniform3iv(GLint location, GLsizei count, const GLint *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniform3iv(location, count, value); else { size_t sz = 3*sizeof(GLint)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIII, &emscripten_glUniform3iv, ptr, location, count, (GLint*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIII, &emscripten_glUniform3iv, location, count, value); } } ASYNC_GL_FUNCTION_5(EM_FUNC_SIG_VIFFFF, void, glUniform4f, GLint, GLfloat, GLfloat, GLfloat, GLfloat); void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniform4fv(location, count, value); else { size_t sz = 4*sizeof(GLfloat)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIII, &emscripten_glUniform4fv, ptr, location, count, (GLfloat*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIII, &emscripten_glUniform4fv, location, count, value); } } ASYNC_GL_FUNCTION_5(EM_FUNC_SIG_VIIIII, void, glUniform4i, GLint, GLint, GLint, GLint, GLint); void glUniform4iv(GLint location, GLsizei count, const GLint *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniform4iv(location, count, value); else { size_t sz = 4*sizeof(GLint)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIII, &emscripten_glUniform4iv, ptr, location, count, (GLint*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIII, &emscripten_glUniform4iv, location, count, value); } } void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniformMatrix2fv(location, count, transpose, value); else { size_t sz = 2*2*sizeof(GLfloat)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIIII, &emscripten_glUniformMatrix2fv, ptr, location, count, transpose, (GLfloat*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIIII, &emscripten_glUniformMatrix2fv, location, count, transpose, value); } } void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniformMatrix3fv(location, count, transpose, value); else { size_t sz = 3*3*sizeof(GLfloat)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIIII, &emscripten_glUniformMatrix3fv, ptr, location, count, transpose, (GLfloat*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIIII, &emscripten_glUniformMatrix3fv, location, count, transpose, value); } } void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GL_FUNCTION_TRACE(__func__); if (pthread_getspecific(currentThreadOwnsItsWebGLContext)) emscripten_glUniformMatrix4fv(location, count, transpose, value); else { size_t sz = 4*4*sizeof(GLfloat)*count; if (sz < 256*1024) // run small buffer sizes asynchronously by copying - large buffers run synchronously { void *ptr = memdup(value, sz); if (ptr) { emscripten_dispatch_to_thread(*(void**)(pthread_getspecific(currentActiveWebGLContext) + 4), EM_FUNC_SIG_VIIII, &emscripten_glUniformMatrix4fv, ptr, location, count, transpose, (GLfloat*)ptr); return; } // Fall through on allocation failure and run synchronously. } emscripten_sync_run_in_main_runtime_thread(EM_FUNC_SIG_VIIII, &emscripten_glUniformMatrix4fv, location, count, transpose, value); } } ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glUseProgram, GLuint); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glValidateProgram, GLuint); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VIF, void, glVertexAttrib1f, GLuint, GLfloat); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glVertexAttrib1fv, GLuint, const GLfloat *); ASYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIFF, void, glVertexAttrib2f, GLuint, GLfloat, GLfloat); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glVertexAttrib2fv, GLuint, const GLfloat *); ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIFFF, void, glVertexAttrib3f, GLuint, GLfloat, GLfloat, GLfloat); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glVertexAttrib3fv, GLuint, const GLfloat *); ASYNC_GL_FUNCTION_5(EM_FUNC_SIG_VIFFFF, void, glVertexAttrib4f, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glVertexAttrib4fv, GLuint, const GLfloat *); // TODO: The following #define FULL_ES2 does not yet exist, we'll need to compile this file twice, for FULL_ES2 mode and without #if FULL_ES2 VOID_SYNC_GL_FUNCTION_6(EM_FUNC_SIG_VIIIIII, void, glVertexAttribPointer, GLuint, GLint, GLenum, GLboolean, GLsizei, const void *); #else ASYNC_GL_FUNCTION_6(EM_FUNC_SIG_VIIIIII, void, glVertexAttribPointer, GLuint, GLint, GLenum, GLboolean, GLsizei, const void *); #endif ASYNC_GL_FUNCTION_4(EM_FUNC_SIG_VIIII, void, glViewport, GLint, GLint, GLsizei, GLsizei); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glGenQueriesEXT, GLsizei, GLuint *); VOID_SYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glDeleteQueriesEXT, GLsizei, const GLuint *); RET_SYNC_GL_FUNCTION_1(EM_FUNC_SIG_II, GLboolean, glIsQueryEXT, GLuint); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glBeginQueryEXT, GLenum, GLuint); ASYNC_GL_FUNCTION_1(EM_FUNC_SIG_VI, void, glEndQueryEXT, GLenum); ASYNC_GL_FUNCTION_2(EM_FUNC_SIG_VII, void, glQueryCounterEXT, GLuint, GLenum); RET_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetQueryivEXT, GLenum, GLenum, GLint *); RET_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetQueryObjectivEXT, GLenum, GLenum, GLint *); RET_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetQueryObjectuivEXT, GLenum, GLenum, GLuint *); RET_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetQueryObjecti64vEXT, GLenum, GLenum, GLint64 *); RET_SYNC_GL_FUNCTION_3(EM_FUNC_SIG_VIII, void, glGetQueryObjectui64vEXT, GLenum, GLenum, GLuint64 *); #endif // ~(__EMSCRIPTEN_PTHREADS__ && __EMSCRIPTEN_OFFSCREEN_FRAMEBUFFER__) // Returns a function pointer to the given WebGL 1 extension function, when queried without // a GL extension suffix such as "EXT", "OES", or "ANGLE". This function is used by // emscripten_GetProcAddress() to implement legacy GL emulation semantics for portability. void *_webgl1_match_ext_proc_address_without_suffix(const char *name) { RETURN_FN_WITH_SUFFIX(glGenQueries, EXT); RETURN_FN_WITH_SUFFIX(glDeleteQueries, EXT); RETURN_FN_WITH_SUFFIX(glIsQuery, EXT); RETURN_FN_WITH_SUFFIX(glBeginQuery, EXT); RETURN_FN_WITH_SUFFIX(glEndQuery, EXT); RETURN_FN_WITH_SUFFIX(glQueryCounter, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryiv, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryObjectiv, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryObjectuiv, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryObjecti64v, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryObjectui64v, EXT); // WebGL 1 , Extensions RETURN_FN_WITH_SUFFIX(glBindVertexArray, OES); RETURN_FN_WITH_SUFFIX(glDeleteVertexArrays, OES); RETURN_FN_WITH_SUFFIX(glGenVertexArrays, OES); RETURN_FN_WITH_SUFFIX(glIsVertexArray, OES); RETURN_FN_WITH_SUFFIX(glDrawBuffers, WEBGL); RETURN_FN_WITH_SUFFIX(glDrawArraysInstanced, ANGLE); RETURN_FN_WITH_SUFFIX(glDrawElementsInstanced, ANGLE); RETURN_FN_WITH_SUFFIX(glVertexAttribDivisor, ANGLE); RETURN_FN_WITH_SUFFIX(glGenQueries, EXT); RETURN_FN_WITH_SUFFIX(glDeleteQueries, EXT); RETURN_FN_WITH_SUFFIX(glIsQuery, EXT); RETURN_FN_WITH_SUFFIX(glBeginQuery, EXT); RETURN_FN_WITH_SUFFIX(glEndQuery, EXT); RETURN_FN_WITH_SUFFIX(glQueryCounter, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryiv, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryObjectiv, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryObjectuiv, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryObjecti64v, EXT); RETURN_FN_WITH_SUFFIX(glGetQueryObjectui64v, EXT); return 0; } void *emscripten_webgl1_get_proc_address(const char *name) { RETURN_FN(glActiveTexture); RETURN_FN(glAttachShader); RETURN_FN(glBindAttribLocation); RETURN_FN(glBindBuffer); RETURN_FN(glBindFramebuffer); RETURN_FN(glBindRenderbuffer); RETURN_FN(glBindTexture); RETURN_FN(glBlendColor); RETURN_FN(glBlendEquation); RETURN_FN(glBlendEquationSeparate); RETURN_FN(glBlendFunc); RETURN_FN(glBlendFuncSeparate); RETURN_FN(glBufferData); RETURN_FN(glBufferSubData); RETURN_FN(glCheckFramebufferStatus); RETURN_FN(glClear); RETURN_FN(glClearColor); RETURN_FN(glClearDepthf); RETURN_FN(glClearStencil); RETURN_FN(glColorMask); RETURN_FN(glCompileShader); RETURN_FN(glCompressedTexImage2D); RETURN_FN(glCompressedTexSubImage2D); RETURN_FN(glCopyTexImage2D); RETURN_FN(glCopyTexSubImage2D); RETURN_FN(glCreateProgram); RETURN_FN(glCreateShader); RETURN_FN(glCullFace); RETURN_FN(glDeleteBuffers); RETURN_FN(glDeleteFramebuffers); RETURN_FN(glDeleteProgram); RETURN_FN(glDeleteRenderbuffers); RETURN_FN(glDeleteShader); RETURN_FN(glDeleteTextures); RETURN_FN(glDepthFunc); RETURN_FN(glDepthMask); RETURN_FN(glDepthRangef); RETURN_FN(glDetachShader); RETURN_FN(glDisable); RETURN_FN(glDisableVertexAttribArray); RETURN_FN(glDrawArrays); RETURN_FN(glDrawElements); RETURN_FN(glEnable); RETURN_FN(glEnableVertexAttribArray); RETURN_FN(glFinish); RETURN_FN(glFlush); RETURN_FN(glFramebufferRenderbuffer); RETURN_FN(glFramebufferTexture2D); RETURN_FN(glFrontFace); RETURN_FN(glGenBuffers); RETURN_FN(glGenerateMipmap); RETURN_FN(glGenFramebuffers); RETURN_FN(glGenRenderbuffers); RETURN_FN(glGenTextures); RETURN_FN(glGetActiveAttrib); RETURN_FN(glGetActiveUniform); RETURN_FN(glGetAttachedShaders); RETURN_FN(glGetAttribLocation); RETURN_FN(glGetBooleanv); RETURN_FN(glGetBufferParameteriv); RETURN_FN(glGetError); RETURN_FN(glGetFloatv); RETURN_FN(glGetFramebufferAttachmentParameteriv); RETURN_FN(glGetIntegerv); RETURN_FN(glGetProgramiv); RETURN_FN(glGetProgramInfoLog); RETURN_FN(glGetRenderbufferParameteriv); RETURN_FN(glGetShaderiv); RETURN_FN(glGetShaderInfoLog); RETURN_FN(glGetShaderPrecisionFormat); RETURN_FN(glGetShaderSource); RETURN_FN(glGetString); RETURN_FN(glGetTexParameterfv); RETURN_FN(glGetTexParameteriv); RETURN_FN(glGetUniformfv); RETURN_FN(glGetUniformiv); RETURN_FN(glGetUniformLocation); RETURN_FN(glGetVertexAttribfv); RETURN_FN(glGetVertexAttribiv); RETURN_FN(glGetVertexAttribPointerv); RETURN_FN(glHint); RETURN_FN(glIsBuffer); RETURN_FN(glIsEnabled); RETURN_FN(glIsFramebuffer); RETURN_FN(glIsProgram); RETURN_FN(glIsRenderbuffer); RETURN_FN(glIsShader); RETURN_FN(glIsTexture); RETURN_FN(glLineWidth); RETURN_FN(glLinkProgram); RETURN_FN(glPixelStorei); RETURN_FN(glPolygonOffset); RETURN_FN(glReadPixels); RETURN_FN(glReleaseShaderCompiler); RETURN_FN(glRenderbufferStorage); RETURN_FN(glSampleCoverage); RETURN_FN(glScissor); RETURN_FN(glShaderBinary); RETURN_FN(glShaderSource); RETURN_FN(glStencilFunc); RETURN_FN(glStencilFuncSeparate); RETURN_FN(glStencilMask); RETURN_FN(glStencilMaskSeparate); RETURN_FN(glStencilOp); RETURN_FN(glStencilOpSeparate); RETURN_FN(glTexImage2D); RETURN_FN(glTexParameterf); RETURN_FN(glTexParameterfv); RETURN_FN(glTexParameteri); RETURN_FN(glTexParameteriv); RETURN_FN(glTexSubImage2D); RETURN_FN(glUniform1f); RETURN_FN(glUniform1fv); RETURN_FN(glUniform1i); RETURN_FN(glUniform1iv); RETURN_FN(glUniform2f); RETURN_FN(glUniform2fv); RETURN_FN(glUniform2i); RETURN_FN(glUniform2iv); RETURN_FN(glUniform3f); RETURN_FN(glUniform3fv); RETURN_FN(glUniform3i); RETURN_FN(glUniform3iv); RETURN_FN(glUniform4f); RETURN_FN(glUniform4fv); RETURN_FN(glUniform4i); RETURN_FN(glUniform4iv); RETURN_FN(glUniformMatrix2fv); RETURN_FN(glUniformMatrix3fv); RETURN_FN(glUniformMatrix4fv); RETURN_FN(glUseProgram); RETURN_FN(glValidateProgram); RETURN_FN(glVertexAttrib1f); RETURN_FN(glVertexAttrib1fv); RETURN_FN(glVertexAttrib2f); RETURN_FN(glVertexAttrib2fv); RETURN_FN(glVertexAttrib3f); RETURN_FN(glVertexAttrib3fv); RETURN_FN(glVertexAttrib4f); RETURN_FN(glVertexAttrib4fv); RETURN_FN(glVertexAttribPointer); RETURN_FN(glViewport); RETURN_FN(glGenQueriesEXT); RETURN_FN(glDeleteQueriesEXT); RETURN_FN(glIsQueryEXT); RETURN_FN(glBeginQueryEXT); RETURN_FN(glEndQueryEXT); RETURN_FN(glQueryCounterEXT); RETURN_FN(glGetQueryivEXT); RETURN_FN(glGetQueryObjectivEXT); RETURN_FN(glGetQueryObjectuivEXT); RETURN_FN(glGetQueryObjecti64vEXT); RETURN_FN(glGetQueryObjectui64vEXT); // WebGL 1 Extensions RETURN_FN(glBindVertexArrayOES); RETURN_FN(glDeleteVertexArraysOES); RETURN_FN(glGenVertexArraysOES); RETURN_FN(glIsVertexArrayOES); RETURN_FN(glDrawBuffersWEBGL); RETURN_FN(glDrawArraysInstancedANGLE); RETURN_FN(glDrawElementsInstancedANGLE); RETURN_FN(glVertexAttribDivisorANGLE); RETURN_FN(glGenQueriesEXT); RETURN_FN(glDeleteQueriesEXT); RETURN_FN(glIsQueryEXT); RETURN_FN(glBeginQueryEXT); RETURN_FN(glEndQueryEXT); RETURN_FN(glQueryCounterEXT); RETURN_FN(glGetQueryivEXT); RETURN_FN(glGetQueryObjectivEXT); RETURN_FN(glGetQueryObjectuivEXT); RETURN_FN(glGetQueryObjecti64vEXT); RETURN_FN(glGetQueryObjectui64vEXT); return 0; }