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Initial support for creating WebGL 2 contexts. #310

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@null77 null77 commented Jan 27, 2025

This support is very incomplete and only works for a bare minimum of functionality. It hasn't been tested against the WebGL 2 CTS. To create a WebGL 2 context, use the "createWebGL2Context" attribute in the creation options struct.

Implementation notes:

  • in native code, we use a single native class for both context types
  • we assign enum constants dynamically, so we replace gl.ENUM with this.ENUM in the context helper functions
  • only adds VAOs from the set of new WebGL 2 object types

This contribution is funded by https://higharc.com/

@dhritzkiv we're currently using this branch in our headless testing, and I can verify it works for the subset of functionality we have in our CI. At the moment this is the last of the work I had planned, but we'll probably need to add more support as we extend our testing coverage. One of the major hurdles would be migrating the gl-conformance library to run on top of the most recent CTS, and adding WebGL 2 CTS support.

This support is very incomplete and only works for a bare minimum of
functionality. It hasn't been tested against the WebGL 2 CTS. To create
a WebGL 2 context, use the "createWebGL2Context" attribute in the
creation options struct.

Implementation notes:
 - in native code, we use a single native class for both context types
 - we assign enum constants dynamically, so we replace gl.ENUM with
   this.ENUM in the context helper functions
 - only adds VAOs from the set of new WebGL 2 object types

This contribution is funded by https://higharc.com/
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