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								/*  library_godot_webgl2.js                                               */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2023-01-05 13:25:55 +01:00
										 
									 
								 
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								const GodotWebGL2 = {
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									$GodotWebGL2__deps: ['$GL', '$GodotRuntime'],
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									$GodotWebGL2: {},
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											2023-07-20 09:42:03 -04:00
										 
									 
								 
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									// This is implemented as "glGetBufferSubData" in new emscripten versions.
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									// Since we have to support older (pre 2.0.17) emscripten versions, we add this wrapper function instead.
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									godot_webgl2_glGetBufferSubData__proxy: 'sync',
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									godot_webgl2_glGetBufferSubData__sig: 'vippp',
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									godot_webgl2_glGetBufferSubData__deps: ['$GL', 'emscripten_webgl_get_current_context'],
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									godot_webgl2_glGetBufferSubData: function (target, offset, size, data) {
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										const gl_context_handle = _emscripten_webgl_get_current_context();
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										const gl = GL.getContext(gl_context_handle);
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										if (gl) {
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											gl.GLctx['getBufferSubData'](target, offset, HEAPU8, data, size);
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										}
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									},
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									godot_webgl2_glFramebufferTextureMultiviewOVR__deps: ['emscripten_webgl_get_current_context'],
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									godot_webgl2_glFramebufferTextureMultiviewOVR__proxy: 'sync',
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									godot_webgl2_glFramebufferTextureMultiviewOVR__sig: 'viiiiii',
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									godot_webgl2_glFramebufferTextureMultiviewOVR: function (target, attachment, texture, level, base_view_index, num_views) {
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										const context = GL.currentContext;
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										if (typeof context.multiviewExt === 'undefined') {
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											const /** OVR_multiview2 */ ext = context.GLctx.getExtension('OVR_multiview2');
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											if (!ext) {
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											2023-07-31 21:35:23 +02:00
										 
									 
								 
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												GodotRuntime.error('Trying to call glFramebufferTextureMultiviewOVR() without the OVR_multiview2 extension');
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												return;
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											}
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											context.multiviewExt = ext;
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										}
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										const /** OVR_multiview2 */ ext = context.multiviewExt;
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										ext.framebufferTextureMultiviewOVR(target, attachment, GL.textures[texture], level, base_view_index, num_views);
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									},
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											2023-11-08 14:54:29 -06:00
										 
									 
								 
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									godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__deps: ['emscripten_webgl_get_current_context'],
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									godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__proxy: 'sync',
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									godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR__sig: 'viiiiiii',
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									godot_webgl2_glFramebufferTextureMultisampleMultiviewOVR: function (target, attachment, texture, level, samples, base_view_index, num_views) {
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										const context = GL.currentContext;
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										if (typeof context.oculusMultiviewExt === 'undefined') {
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											const /** OCULUS_multiview */ ext = context.GLctx.getExtension('OCULUS_multiview');
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											if (!ext) {
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												GodotRuntime.error('Trying to call glFramebufferTextureMultisampleMultiviewOVR() without the OCULUS_multiview extension');
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												return;
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											}
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											context.oculusMultiviewExt = ext;
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										}
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										const /** OCULUS_multiview */ ext = context.oculusMultiviewExt;
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										ext.framebufferTextureMultisampleMultiviewOVR(target, attachment, GL.textures[texture], level, samples, base_view_index, num_views);
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									},
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								};
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								autoAddDeps(GodotWebGL2, '$GodotWebGL2');
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								mergeInto(LibraryManager.library, GodotWebGL2);
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