diff --git a/src/compiler.js b/src/compiler.js index b0d0121ae5060..221eb20a32ce3 100644 --- a/src/compiler.js +++ b/src/compiler.js @@ -164,10 +164,6 @@ EXPORTED_FUNCTIONS = set(EXPORTED_FUNCTIONS); EXCEPTION_CATCHING_WHITELIST = set(EXCEPTION_CATCHING_WHITELIST); IMPLEMENTED_FUNCTIONS = set(IMPLEMENTED_FUNCTIONS); -// TODO: Implement support for proper preprocessing, e.g. "#if A || B" and "#if defined(A) || defined(B)" to -// avoid needing this here. -USES_GL_EMULATION = FULL_ES2 || LEGACY_GL_EMULATION; - DEAD_FUNCTIONS.forEach(function(dead) { DEFAULT_LIBRARY_FUNCS_TO_INCLUDE.push(dead.substr(1)); }); diff --git a/src/library_browser.js b/src/library_browser.js index d3dee3c67c452..42f4312969d6d 100644 --- a/src/library_browser.js +++ b/src/library_browser.js @@ -1183,7 +1183,7 @@ var LibraryBrowser = { // Signal GL rendering layer that processing of a new frame is about to start. This helps it optimize // VBO double-buffering and reduce GPU stalls. -#if USES_GL_EMULATION +#if FULL_ES2 || LEGACY_GL_EMULATION GL.newRenderingFrameStarted(); #endif diff --git a/src/library_gl.js b/src/library_gl.js index 5a8b1634e5753..4e3333f914afa 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -32,7 +32,7 @@ var LibraryGL = { syncs: [], #endif -#if USES_GL_EMULATION +#if FULL_ES2 || LEGACY_GL_EMULATION currArrayBuffer: 0, currElementArrayBuffer: 0, #endif @@ -69,7 +69,7 @@ var LibraryGL = { unpackAlignment: 4, // default alignment is 4 bytes init: function() { -#if USES_GL_EMULATION +#if FULL_ES2 || LEGACY_GL_EMULATION GL.createLog2ceilLookup(GL.MAX_TEMP_BUFFER_SIZE); #endif GL.miniTempBuffer = new Float32Array(GL.MINI_TEMP_BUFFER_SIZE); @@ -105,7 +105,7 @@ var LibraryGL = { miniTempBuffer: null, miniTempBufferViews: [0], // index i has the view of size i+1 -#if USES_GL_EMULATION +#if FULL_ES2 || LEGACY_GL_EMULATION // When user GL code wants to render from client-side memory, we need to upload the vertex data to a temp VBO // for rendering. Maintain a set of temp VBOs that are created-on-demand to appropriate sizes, and never destroyed. // Also, for best performance the VBOs are double-buffered, i.e. every second frame we switch the set of VBOs we @@ -3537,7 +3537,7 @@ var LibraryGL = { #endif var bufferObj = buffer ? GL.buffers[buffer] : null; -#if USES_GL_EMULATION +#if FULL_ES2 || LEGACY_GL_EMULATION if (target == GLctx.ARRAY_BUFFER) { GL.currArrayBuffer = buffer; #if LEGACY_GL_EMULATION @@ -4176,7 +4176,7 @@ var LibraryGL = { #endif GLctx['bindVertexArray'](GL.vaos[vao]); #endif -#if USES_GL_EMULATION +#if FULL_ES2 || LEGACY_GL_EMULATION var ibo = GLctx.getParameter(GLctx.ELEMENT_ARRAY_BUFFER_BINDING); GL.currElementArrayBuffer = ibo ? (ibo.name | 0) : 0; #endif diff --git a/src/library_vr.js b/src/library_vr.js index daae014251ac3..c6970c89dc604 100644 --- a/src/library_vr.js +++ b/src/library_vr.js @@ -190,7 +190,7 @@ var LibraryWebVR = { /* Prevent scheduler being called twice when loop is changed */ display.mainLoop.running = true; -#if USES_GL_EMULATION +#if FULL_ES2 || LEGACY_GL_EMULATION GL.newRenderingFrameStarted(); #endif