diff options
| author | Matthew Kosarek <mattkae@protonmail.com> | 2021-03-17 23:10:55 -0400 |
|---|---|---|
| committer | Matthew Kosarek <mattkae@protonmail.com> | 2021-03-17 23:10:55 -0400 |
| commit | c29a911cd1a3f23f66478f205cace14487aadc56 (patch) | |
| tree | 43308a2b186314c74e04441f5470a652cf607540 /frontend/_wasm/output.js | |
| parent | 1a08dd2bd6839f0be4b12dc5317ab0b00ca23ae1 (diff) | |
Beginning to build out the orthographic renderer, and updated styles
Diffstat (limited to 'frontend/_wasm/output.js')
| -rw-r--r-- | frontend/_wasm/output.js | 30 |
1 files changed, 30 insertions, 0 deletions
diff --git a/frontend/_wasm/output.js b/frontend/_wasm/output.js index ee8462a..6043271 100644 --- a/frontend/_wasm/output.js +++ b/frontend/_wasm/output.js @@ -2509,6 +2509,26 @@ var ASM_CONSTS = { return id; } + function _glDeleteBuffers(n, buffers) { + for (var i = 0; i < n; i++) { + var id = HEAP32[(((buffers)+(i*4))>>2)]; + var buffer = GL.buffers[id]; + + // From spec: "glDeleteBuffers silently ignores 0's and names that do not + // correspond to existing buffer objects." + if (!buffer) continue; + + GLctx.deleteBuffer(buffer); + buffer.name = 0; + GL.buffers[id] = null; + + if (id == GLctx.currentArrayBufferBinding) GLctx.currentArrayBufferBinding = 0; + if (id == GLctx.currentElementArrayBufferBinding) GLctx.currentElementArrayBufferBinding = 0; + if (id == GLctx.currentPixelPackBufferBinding) GLctx.currentPixelPackBufferBinding = 0; + if (id == GLctx.currentPixelUnpackBufferBinding) GLctx.currentPixelUnpackBufferBinding = 0; + } + } + function _glDeleteProgram(id) { if (!id) return; var program = GL.programs[id]; @@ -2533,6 +2553,14 @@ var ASM_CONSTS = { GL.shaders[id] = null; } + function _glDeleteVertexArrays(n, vaos) { + for (var i = 0; i < n; i++) { + var id = HEAP32[(((vaos)+(i*4))>>2)]; + GLctx['deleteVertexArray'](GL.vaos[id]); + GL.vaos[id] = null; + } + } + function _glDepthFunc(x0) { GLctx['depthFunc'](x0) } function _glDepthMask(flag) { @@ -2832,8 +2860,10 @@ var asmLibraryArg = { "glCompileShader": _glCompileShader, "glCreateProgram": _glCreateProgram, "glCreateShader": _glCreateShader, + "glDeleteBuffers": _glDeleteBuffers, "glDeleteProgram": _glDeleteProgram, "glDeleteShader": _glDeleteShader, + "glDeleteVertexArrays": _glDeleteVertexArrays, "glDepthFunc": _glDepthFunc, "glDepthMask": _glDepthMask, "glDrawArrays": _glDrawArrays, |
