aboutsummaryrefslogtreecommitdiff
path: root/src/library_gl.js
diff options
context:
space:
mode:
Diffstat (limited to 'src/library_gl.js')
-rw-r--r--src/library_gl.js198
1 files changed, 84 insertions, 114 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 0a30292a..e3442a8a 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -210,6 +210,7 @@ var LibraryGL = {
}
},
+#if LEGACY_GL_EMULATION
// Find a token in a shader source string
findToken: function(source, token) {
function isIdentChar(ch) {
@@ -238,6 +239,7 @@ var LibraryGL = {
} while (true);
return false;
},
+#endif
getSource: function(shader, count, string, length) {
var source = '';
@@ -255,6 +257,7 @@ var LibraryGL = {
}
source += frag;
}
+#if LEGACY_GL_EMULATION
// Let's see if we need to enable the standard derivatives extension
type = GLctx.getShaderParameter(GL.shaders[shader], 0x8B4F /* GL_SHADER_TYPE */);
if (type == 0x8B30 /* GL_FRAGMENT_SHADER */) {
@@ -270,6 +273,7 @@ var LibraryGL = {
#endif
}
}
+#endif
return source;
},
@@ -879,12 +883,12 @@ var LibraryGL = {
glGetTexParameterfv__sig: 'viii',
glGetTexParameterfv: function(target, pname, params) {
- {{{ makeSetValue('params', '0', 'Module.getTexParameter(target, pname)', 'float') }}};
+ {{{ makeSetValue('params', '0', 'GLctx.getTexParameter(target, pname)', 'float') }}};
},
glGetTexParameteriv__sig: 'viii',
glGetTexParameteriv: function(target, pname, params) {
- {{{ makeSetValue('params', '0', 'Module.getTexParameter(target, pname)', 'i32') }}};
+ {{{ makeSetValue('params', '0', 'GLctx.getTexParameter(target, pname)', 'i32') }}};
},
glTexParameterfv__sig: 'viii',
@@ -1544,9 +1548,7 @@ var LibraryGL = {
#endif
var log = GLctx.getShaderInfoLog(GL.shaders[shader]);
// Work around a bug in Chromium which causes getShaderInfoLog to return null
- if (!log) {
- log = "";
- }
+ if (!log) log = '(unknown error)';
log = log.substr(0, maxLength - 1);
writeStringToMemory(log, infoLog);
if (length) {
@@ -1560,7 +1562,10 @@ var LibraryGL = {
GL.validateGLObjectID(GL.shaders, shader, 'glGetShaderiv', 'shader');
#endif
if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH
- {{{ makeSetValue('p', '0', 'GLctx.getShaderInfoLog(GL.shaders[shader]).length + 1', 'i32') }}};
+ var log = GLctx.getShaderInfoLog(GL.shaders[shader]);
+ // Work around a bug in Chromium which causes getShaderInfoLog to return null
+ if (!log) log = '(unknown error)';
+ {{{ makeSetValue('p', '0', 'log.length + 1', 'i32') }}};
} else {
{{{ makeSetValue('p', '0', 'GLctx.getShaderParameter(GL.shaders[shader], pname)', 'i32') }}};
}
@@ -1849,7 +1854,7 @@ var LibraryGL = {
};
var glEnable = _glEnable;
- _glEnable = function _glEnable(cap) {
+ _glEnable = _emscripten_glEnable = function _glEnable(cap) {
// Clean up the renderer on any change to the rendering state. The optimization of
// skipping renderer setup is aimed at the case of multiple glDraw* right after each other
if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup();
@@ -1874,7 +1879,7 @@ var LibraryGL = {
};
var glDisable = _glDisable;
- _glDisable = function _glDisable(cap) {
+ _glDisable = _emscripten_glDisable = function _glDisable(cap) {
if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup();
if (cap == 0x0B60 /* GL_FOG */) {
if (GLEmulation.fogEnabled != false) {
@@ -1895,7 +1900,7 @@ var LibraryGL = {
}
glDisable(cap);
};
- _glIsEnabled = function _glIsEnabled(cap) {
+ _glIsEnabled = _emscripten_glIsEnabled = function _glIsEnabled(cap) {
if (cap == 0x0B60 /* GL_FOG */) {
return GLEmulation.fogEnabled ? 1 : 0;
} else if (!(cap in validCapabilities)) {
@@ -1905,7 +1910,7 @@ var LibraryGL = {
};
var glGetBooleanv = _glGetBooleanv;
- _glGetBooleanv = function _glGetBooleanv(pname, p) {
+ _glGetBooleanv = _emscripten_glGetBooleanv = function _glGetBooleanv(pname, p) {
var attrib = GLEmulation.getAttributeFromCapability(pname);
if (attrib !== null) {
var result = GLImmediate.enabledClientAttributes[attrib];
@@ -1916,7 +1921,7 @@ var LibraryGL = {
};
var glGetIntegerv = _glGetIntegerv;
- _glGetIntegerv = function _glGetIntegerv(pname, params) {
+ _glGetIntegerv = _emscripten_glGetIntegerv = function _glGetIntegerv(pname, params) {
switch (pname) {
case 0x84E2: pname = GLctx.MAX_TEXTURE_IMAGE_UNITS /* fake it */; break; // GL_MAX_TEXTURE_UNITS
case 0x8B4A: { // GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB
@@ -1985,7 +1990,7 @@ var LibraryGL = {
};
var glGetString = _glGetString;
- _glGetString = function _glGetString(name_) {
+ _glGetString = _emscripten_glGetString = function _glGetString(name_) {
if (GL.stringCache[name_]) return GL.stringCache[name_];
switch(name_) {
case 0x1F03 /* GL_EXTENSIONS */: // Add various extensions that we can support
@@ -2009,7 +2014,7 @@ var LibraryGL = {
GL.shaderOriginalSources = {};
#endif
var glCreateShader = _glCreateShader;
- _glCreateShader = function _glCreateShader(shaderType) {
+ _glCreateShader = _emscripten_glCreateShader = function _glCreateShader(shaderType) {
var id = glCreateShader(shaderType);
GL.shaderInfos[id] = {
type: shaderType,
@@ -2026,7 +2031,7 @@ var LibraryGL = {
}
var glShaderSource = _glShaderSource;
- _glShaderSource = function _glShaderSource(shader, count, string, length) {
+ _glShaderSource = _emscripten_glShaderSource = function _glShaderSource(shader, count, string, length) {
var source = GL.getSource(shader, count, string, length);
#if GL_DEBUG
console.log("glShaderSource: Input: \n" + source);
@@ -2140,7 +2145,7 @@ var LibraryGL = {
};
var glCompileShader = _glCompileShader;
- _glCompileShader = function _glCompileShader(shader) {
+ _glCompileShader = _emscripten_glCompileShader = function _glCompileShader(shader) {
GLctx.compileShader(GL.shaders[shader]);
#if GL_DEBUG
if (!GLctx.getShaderParameter(GL.shaders[shader], GLctx.COMPILE_STATUS)) {
@@ -2155,14 +2160,14 @@ var LibraryGL = {
GL.programShaders = {};
var glAttachShader = _glAttachShader;
- _glAttachShader = function _glAttachShader(program, shader) {
+ _glAttachShader = _emscripten_glAttachShader = function _glAttachShader(program, shader) {
if (!GL.programShaders[program]) GL.programShaders[program] = [];
GL.programShaders[program].push(shader);
glAttachShader(program, shader);
};
var glDetachShader = _glDetachShader;
- _glDetachShader = function _glDetachShader(program, shader) {
+ _glDetachShader = _emscripten_glDetachShader = function _glDetachShader(program, shader) {
var programShader = GL.programShaders[program];
if (!programShader) {
Module.printErr('WARNING: _glDetachShader received invalid program: ' + program);
@@ -2174,7 +2179,7 @@ var LibraryGL = {
};
var glUseProgram = _glUseProgram;
- _glUseProgram = function _glUseProgram(program) {
+ _glUseProgram = _emscripten_glUseProgram = function _glUseProgram(program) {
#if GL_DEBUG
if (GL.debug) {
Module.printErr('[using program with shaders]');
@@ -2195,7 +2200,7 @@ var LibraryGL = {
}
var glDeleteProgram = _glDeleteProgram;
- _glDeleteProgram = function _glDeleteProgram(program) {
+ _glDeleteProgram = _emscripten_glDeleteProgram = function _glDeleteProgram(program) {
glDeleteProgram(program);
if (program == GL.currProgram) {
GLImmediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that.
@@ -2206,12 +2211,12 @@ var LibraryGL = {
// If attribute 0 was not bound, bind it to 0 for WebGL performance reasons. Track if 0 is free for that.
var zeroUsedPrograms = {};
var glBindAttribLocation = _glBindAttribLocation;
- _glBindAttribLocation = function _glBindAttribLocation(program, index, name) {
+ _glBindAttribLocation = _emscripten_glBindAttribLocation = function _glBindAttribLocation(program, index, name) {
if (index == 0) zeroUsedPrograms[program] = true;
glBindAttribLocation(program, index, name);
};
var glLinkProgram = _glLinkProgram;
- _glLinkProgram = function _glLinkProgram(program) {
+ _glLinkProgram = _emscripten_glLinkProgram = function _glLinkProgram(program) {
if (!(program in zeroUsedPrograms)) {
GLctx.bindAttribLocation(GL.programs[program], 0, 'a_position');
}
@@ -2219,7 +2224,7 @@ var LibraryGL = {
};
var glBindBuffer = _glBindBuffer;
- _glBindBuffer = function _glBindBuffer(target, buffer) {
+ _glBindBuffer = _emscripten_glBindBuffer = function _glBindBuffer(target, buffer) {
glBindBuffer(target, buffer);
if (target == GLctx.ARRAY_BUFFER) {
if (GLEmulation.currentVao) {
@@ -2234,7 +2239,7 @@ var LibraryGL = {
};
var glGetFloatv = _glGetFloatv;
- _glGetFloatv = function _glGetFloatv(pname, params) {
+ _glGetFloatv = _emscripten_glGetFloatv = function _glGetFloatv(pname, params) {
if (pname == 0x0BA6) { // GL_MODELVIEW_MATRIX
HEAPF32.set(GLImmediate.matrix[0/*m*/], params >> 2);
} else if (pname == 0x0BA7) { // GL_PROJECTION_MATRIX
@@ -2257,7 +2262,7 @@ var LibraryGL = {
};
var glHint = _glHint;
- _glHint = function _glHint(target, mode) {
+ _glHint = _emscripten_glHint = function _glHint(target, mode) {
if (target == 0x84EF) { // GL_TEXTURE_COMPRESSION_HINT
return;
}
@@ -2265,21 +2270,21 @@ var LibraryGL = {
};
var glEnableVertexAttribArray = _glEnableVertexAttribArray;
- _glEnableVertexAttribArray = function _glEnableVertexAttribArray(index) {
+ _glEnableVertexAttribArray = _emscripten_glEnableVertexAttribArray = function _glEnableVertexAttribArray(index) {
glEnableVertexAttribArray(index);
GLEmulation.enabledVertexAttribArrays[index] = 1;
if (GLEmulation.currentVao) GLEmulation.currentVao.enabledVertexAttribArrays[index] = 1;
};
var glDisableVertexAttribArray = _glDisableVertexAttribArray;
- _glDisableVertexAttribArray = function _glDisableVertexAttribArray(index) {
+ _glDisableVertexAttribArray = _emscripten_glDisableVertexAttribArray = function _glDisableVertexAttribArray(index) {
glDisableVertexAttribArray(index);
delete GLEmulation.enabledVertexAttribArrays[index];
if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledVertexAttribArrays[index];
};
var glVertexAttribPointer = _glVertexAttribPointer;
- _glVertexAttribPointer = function _glVertexAttribPointer(index, size, type, normalized, stride, pointer) {
+ _glVertexAttribPointer = _emscripten_glVertexAttribPointer = function _glVertexAttribPointer(index, size, type, normalized, stride, pointer) {
glVertexAttribPointer(index, size, type, normalized, stride, pointer);
if (GLEmulation.currentVao) { // TODO: avoid object creation here? likely not hot though
GLEmulation.currentVao.vertexAttribPointers[index] = [index, size, type, normalized, stride, pointer];
@@ -2311,6 +2316,7 @@ var LibraryGL = {
glGetShaderPrecisionFormat__sig: 'v',
glGetShaderPrecisionFormat: function() { throw 'glGetShaderPrecisionFormat: TODO' },
+ glDeleteObject__deps: ['glDeleteProgram', 'glDeleteShader'],
glDeleteObject__sig: 'vi',
glDeleteObject: function(id) {
if (GL.programs[id]) {
@@ -2321,8 +2327,10 @@ var LibraryGL = {
Module.printErr('WARNING: deleteObject received invalid id: ' + id);
}
},
+ glDeleteObjectARB: 'glDeleteObject',
glGetObjectParameteriv__sig: 'viii',
+ glGetObjectParameteriv__deps: ['glGetProgramiv', 'glGetShaderiv'],
glGetObjectParameteriv: function(id, type, result) {
if (GL.programs[id]) {
if (type == 0x8B84) { // GL_OBJECT_INFO_LOG_LENGTH_ARB
@@ -2343,7 +2351,9 @@ var LibraryGL = {
Module.printErr('WARNING: getObjectParameteriv received invalid id: ' + id);
}
},
+ glGetObjectParameterivARB: 'glGetObjectParameteriv',
+ glGetInfoLog__deps: ['glGetProgramInfoLog', 'glGetShaderInfoLog'],
glGetInfoLog__sig: 'viiii',
glGetInfoLog: function(id, maxLength, length, infoLog) {
if (GL.programs[id]) {
@@ -2354,6 +2364,7 @@ var LibraryGL = {
Module.printErr('WARNING: getObjectParameteriv received invalid id: ' + id);
}
},
+ glGetInfoLogARB: 'glGetInfoLog',
glBindProgram__sig: 'vii',
glBindProgram: function(type, id) {
@@ -2361,6 +2372,7 @@ var LibraryGL = {
assert(id == 0);
#endif
},
+ glBindProgramARB: 'glBindProgram',
glGetPointerv: function(name, p) {
var attribute;
@@ -4108,7 +4120,7 @@ var LibraryGL = {
// Replace some functions with immediate-mode aware versions. If there are no client
// attributes enabled, and we use webgl-friendly modes (no GL_QUADS), then no need
// for emulation
- _glDrawArrays = function _glDrawArrays(mode, first, count) {
+ _glDrawArrays = _emscripten_glDrawArrays = function _glDrawArrays(mode, first, count) {
if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6) {
GLctx.drawArrays(mode, first, count);
return;
@@ -4124,7 +4136,7 @@ var LibraryGL = {
GLImmediate.mode = -1;
};
- _glDrawElements = function _glDrawElements(mode, count, type, indices, start, end) { // start, end are given if we come from glDrawRangeElements
+ _glDrawElements = _emscripten_glDrawElements = function _glDrawElements(mode, count, type, indices, start, end) { // start, end are given if we come from glDrawRangeElements
if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6 && GL.currElementArrayBuffer) {
GLctx.drawElements(mode, count, type, indices);
return;
@@ -4164,36 +4176,36 @@ var LibraryGL = {
}
var glActiveTexture = _glActiveTexture;
- _glActiveTexture = function _glActiveTexture(texture) {
+ _glActiveTexture = _emscripten_glActiveTexture = function _glActiveTexture(texture) {
GLImmediate.TexEnvJIT.hook_activeTexture(texture);
glActiveTexture(texture);
};
var glEnable = _glEnable;
- _glEnable = function _glEnable(cap) {
+ _glEnable = _emscripten_glEnable = function _glEnable(cap) {
GLImmediate.TexEnvJIT.hook_enable(cap);
glEnable(cap);
};
var glDisable = _glDisable;
- _glDisable = function _glDisable(cap) {
+ _glDisable = _emscripten_glDisable = function _glDisable(cap) {
GLImmediate.TexEnvJIT.hook_disable(cap);
glDisable(cap);
};
var glTexEnvf = (typeof(_glTexEnvf) != 'undefined') ? _glTexEnvf : function(){};
- _glTexEnvf = function _glTexEnvf(target, pname, param) {
+ _glTexEnvf = _emscripten_glTexEnvf = function _glTexEnvf(target, pname, param) {
GLImmediate.TexEnvJIT.hook_texEnvf(target, pname, param);
// Don't call old func, since we are the implementor.
//glTexEnvf(target, pname, param);
};
var glTexEnvi = (typeof(_glTexEnvi) != 'undefined') ? _glTexEnvi : function(){};
- _glTexEnvi = function _glTexEnvi(target, pname, param) {
+ _glTexEnvi = _emscripten_glTexEnvi = function _glTexEnvi(target, pname, param) {
GLImmediate.TexEnvJIT.hook_texEnvi(target, pname, param);
// Don't call old func, since we are the implementor.
//glTexEnvi(target, pname, param);
};
var glTexEnvfv = (typeof(_glTexEnvfv) != 'undefined') ? _glTexEnvfv : function(){};
- _glTexEnvfv = function _glTexEnvfv(target, pname, param) {
+ _glTexEnvfv = _emscripten_glTexEnvfv = function _glTexEnvfv(target, pname, param) {
GLImmediate.TexEnvJIT.hook_texEnvfv(target, pname, param);
// Don't call old func, since we are the implementor.
//glTexEnvfv(target, pname, param);
@@ -4208,7 +4220,7 @@ var LibraryGL = {
};
var glGetIntegerv = _glGetIntegerv;
- _glGetIntegerv = function _glGetIntegerv(pname, params) {
+ _glGetIntegerv = _emscripten_glGetIntegerv = function _glGetIntegerv(pname, params) {
switch (pname) {
case 0x8B8D: { // GL_CURRENT_PROGRAM
// Just query directly so we're working with WebGL objects.
@@ -4707,6 +4719,7 @@ var LibraryGL = {
// Additional non-GLES rendering calls
+ glDrawRangeElements__deps: ['glDrawElements'],
glDrawRangeElements__sig: 'viiiiii',
glDrawRangeElements: function(mode, start, end, count, type, indices) {
_glDrawElements(mode, count, type, indices, start, end);
@@ -4820,6 +4833,7 @@ var LibraryGL = {
if (GLEmulation.currentVao && GLEmulation.currentVao.id == id) GLEmulation.currentVao = null;
}
},
+ glBindVertexArray__deps: ['glBindBuffer', 'glEnableVertexAttribArray', 'glVertexAttribPointer', 'glEnableClientState'],
glBindVertexArray__sig: 'vi',
glBindVertexArray: function(vao) {
// undo vao-related things, wipe the slate clean, both for vao of 0 or an actual vao
@@ -5027,39 +5041,11 @@ var LibraryGL = {
#else // LEGACY_GL_EMULATION
- // Warn if code tries to use various emulation stuff, when emulation is disabled
- // (do not warn if INCLUDE_FULL_LIBRARY is one, because then likely the gl code will
- // not be called anyhow, leave only the runtime aborts)
- glVertexPointer__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glVertexPointer) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glVertexPointer: function(){ throw 'Legacy GL function (glVertexPointer) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
- glGenVertexArrays__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glGenVertexArrays) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glGenVertexArrays: function(){ throw 'Legacy GL function (glGenVertexArrays) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
- glMatrixMode__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glMatrixMode) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glMatrixMode: function(){ throw 'Legacy GL function (glMatrixMode) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
- glBegin__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glBegin) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glBegin: function(){ throw 'Legacy GL function (glBegin) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
- glLoadIdentity__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glLoadIdentity) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glLoadIdentity: function(){ throw 'Legacy GL function (glLoadIdentity) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
+ glVertexPointer: function(){ throw 'Legacy GL function (glVertexPointer) called. If you want legacy GL emulation, you need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
+ glGenVertexArrays: function(){ throw 'Legacy GL function (glGenVertexArrays) called. If you want legacy GL emulation, you need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
+ glMatrixMode: function(){ throw 'Legacy GL function (glMatrixMode) called. If you want legacy GL emulation, you need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
+ glBegin: function(){ throw 'Legacy GL function (glBegin) called. If you want legacy GL emulation, you need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
+ glLoadIdentity: function(){ throw 'Legacy GL function (glLoadIdentity) called. If you want legacy GL emulation, you need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
#endif // LEGACY_GL_EMULATION
@@ -5370,53 +5356,37 @@ if (LEGACY_GL_EMULATION) {
DEFAULT_LIBRARY_FUNCS_TO_INCLUDE.push('$GLEmulation');
}
-// GL proc address retrieval
-LibraryGL.emscripten_GetProcAddress__deps = [function() {
- // ProcAddress is used, so include everything in GL. This runs before we go to the $ProcAddressTable object,
- // and we fill its deps just in time, and create the lookup table
- var table = {};
- LibraryManager.library.emscripten_procAddressTable__deps = keys(LibraryGL).map(function(x) {
- if (x.substr(-6) == '__deps' || x.substr(-9) == '__postset' || x.substr(-5) == '__sig' || x.substr(-5) == '__asm' || x.substr(0, 2) != 'gl') return null;
- var original = x;
- if (('_' + x) in Functions.implementedFunctions) {
- // a user-implemented function aliases this one, but we still want it to be accessible by name, so rename it
- var y = x + '__procTable';
- LibraryManager.library[y] = LibraryManager.library[x];
- LibraryManager.library[y + '__deps'] = LibraryManager.library[x + '__deps'];
- LibraryManager.library[y + '__postset'] = LibraryManager.library[x + '__postset'];
- LibraryManager.library[y + '__sig'] = LibraryManager.library[x + '__sig'];//|| Functions.implementedFunctions['_' + x];
- LibraryManager.library[y + '__asm'] = LibraryManager.library[x + '__asm'];
- x = y;
- assert(!(y in Functions.implementedFunctions) && !Functions.unimplementedFunctions['_' + y]);
- }
- var longX = '_' + x;
- var sig = LibraryManager.library[x + '__sig'] || functionStubSigs[longX];
- if (sig) {
- table[original] = Functions.getIndex(longX, sig);
- if (!(longX in Functions.implementedFunctions)) Functions.unimplementedFunctions[longX] = sig;
- }
- return x;
- }).filter(function(x) { return x !== null });
- // convert table into function with switch, to not confuse closure compiler
- var tableImpl = 'switch(name) {\n';
- for (var x in table) tableImpl += 'case "' + x + '": return ' + table[x] + '; break;\n';
- tableImpl += '}\nreturn 0;';
- LibraryManager.library.emscripten_procAddressTable = new Function('name', tableImpl);
-}, 'emscripten_procAddressTable'];
-LibraryGL.emscripten_GetProcAddress = function _LibraryGL_emscripten_GetProcAddress(name) {
- name = name.replace('EXT', '').replace('ARB', '');
- switch(name) { // misc renamings
- case 'glCreateProgramObject': name = 'glCreateProgram'; break;
- case 'glUseProgramObject': name = 'glUseProgram'; break;
- case 'glCreateShaderObject': name = 'glCreateShader'; break;
- case 'glAttachObject': name = 'glAttachShader'; break;
- case 'glDetachObject': name = 'glDetachShader'; break;
- }
- var ret = _emscripten_procAddressTable(name);
- if (!ret) Module.printErr('WARNING: getProcAddress failed for ' + name);
- return ret;
+function copyLibEntry(a, b) {
+ LibraryGL[a] = LibraryGL[b];
+ LibraryGL[a + '__postset'] = LibraryGL[b + '__postset'];
+ LibraryGL[a + '__sig'] = LibraryGL[b + '__sig'];
+ LibraryGL[a + '__asm'] = LibraryGL[b + '__asm'];
+ LibraryGL[a + '__deps'] = LibraryGL[b + '__deps'].slice(0);
}
+// GL proc address retrieval - allow access through glX and emscripten_glX, to allow name collisions with user-implemented things having the same name (see gl.c)
+keys(LibraryGL).forEach(function(x) {
+ if (x.substr(-6) == '__deps' || x.substr(-9) == '__postset' || x.substr(-5) == '__sig' || x.substr(-5) == '__asm' || x.substr(0, 2) != 'gl') return;
+ while (typeof LibraryGL[x] === 'string') {
+ // resolve aliases right here, simpler for fastcomp
+ copyLibEntry(x, LibraryGL[x]);
+ }
+ var y = 'emscripten_' + x;
+ LibraryGL[x + '__deps'] = LibraryGL[x + '__deps'].map(function(dep) {
+ // prefix dependencies as well
+ if (typeof dep === 'string' && dep[0] == 'g' && dep[1] == 'l' && LibraryGL[dep]) {
+ var orig = dep;
+ dep = 'emscripten_' + dep;
+ var fixed = LibraryGL[x].toString().replace(new RegExp('_' + orig + '\\(', 'g'), '_' + dep + '(');
+ fixed = fixed.substr(0, 9) + '_' + y + fixed.substr(9);
+ LibraryGL[x] = eval('(function() { return ' + fixed + ' })()');
+ }
+ return dep;
+ });
+ // copy it
+ copyLibEntry(y, x);
+});
+
// Final merge
mergeInto(LibraryManager.library, LibraryGL);