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Build gl separately for OFFSCREEN_FRAMEBUFFER #8530
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Fixes a regression from #8059 |
Perfect! Yeah reading through the changes I see that I had been working from the mindset that in multithreaded builds one would always be using either OffscreenCanvas or OffscreenFramebuffer, but naturally one can do without either, as long as one restricts GL to the main thread. However I think before this PR things had worked well with GL-just-on-main-thread-with-use-pthreads case, due to the cases that had been tested had been using |
Yes, the code was creating the proxy in JS (using |
This lets a program use pthreads, but not OFFSCREEN_FRAMEBUFFER, and still work. Otherwise, the proxying code would have been reached anyhow, in the case that the context was created from JS. With this PR, it's not even linked in.
This lets a program use pthreads, but not OFFSCREEN_FRAMEBUFFER, and still work. Otherwise, the proxying code would have been reached anyhow, in the case that the context was created from JS. With this PR, it's not even linked in.
This lets a program use pthreads, but not
OFFSCREEN_FRAMEBUFFER
, and still work. Otherwise, the proxying code would have been reached anyhow, in the case that the context was created from JS. With this PR, it's not even linked in.Note that I had to change some tests for this - do those look right?