Looking in src/*, it seems like that function is not implemented yet - it
needs to be added there. A PR would be very welcome if someone is
interested! It should be in src/library_webgl2.js.

Linking with -s MAX_WEBGL_VERSION=2 should have been enough for this to
work, if the function were there (that says "the max version that will be
used is 2, so anything between the min version - default 1 - and the max is
supported; the default max is 1, so raising the max is necessary).

On Mon, Feb 10, 2020 at 4:07 PM Tim Luther Lewis <[email protected]>
wrote:

> I tried that, although I hadn't thought of linking libraries directly like
> that (emscripten seems to do it's own thing with '-s USE_WEBGL2=1', which
> probably resolves to some library using internal magic that I haven't deep
> dived on yet)
>
> In my generated WASM.js file, I still see this:
>
>  function _glBlitFramebuffer(
>   ) {
>   err('missing function: glBlitFramebuffer'); abort(-1);
>   }
>
> Which is clearly why it's not working: it's not there! Why it's not there
> though, is still a mystery to me :/
>
>
> On Monday, 10 February 2020 20:23:17 UTC, Charles Vaughn wrote:
>>
>> Looks like you're missing a linker input, do you have -lGLESv2 on your
>> link command?
>>
>> On Monday, February 10, 2020 at 1:01:11 AM UTC-8, Tim Luther Lewis wrote:
>>>
>>> Thanks for the responses guys but unfortunately, I'm still getting
>>> 'anthraciteWASM.js:8995 missing function: glBlitFramebuffer'
>>>
>>> I've added both '-s MIN_WEBGL_VERSION=2' and '-s MAX_WEBGL_VERSION=2'
>>> and I'm creating my context with 'const context =
>>> canvas.getContext("webgl2", {antialias: false, depth: true});'
>>>
>>> I do get a bunch of linker warnings when I build, however:
>>>
>>> ---8<-------------------------------
>>> warning: undefined symbol: emscripten_glBeginQuery
>>> warning: undefined symbol: emscripten_glBeginTransformFeedback
>>> warning: undefined symbol: emscripten_glBindBufferBase
>>> warning: undefined symbol: emscripten_glBindBufferRange
>>> warning: undefined symbol: emscripten_glBindSampler
>>> warning: undefined symbol: emscripten_glBindTransformFeedback
>>> warning: undefined symbol: emscripten_glBlitFramebuffer
>>> warning: undefined symbol: emscripten_glClearBufferfi
>>> warning: undefined symbol: emscripten_glClearBufferfv
>>> warning: undefined symbol: emscripten_glClearBufferiv
>>> warning: undefined symbol: emscripten_glClearBufferuiv
>>> warning: undefined symbol: emscripten_glClientWaitSync
>>> warning: undefined symbol: emscripten_glCompressedTexImage3D
>>> ...
>>> --8<--------------------------------------------
>>> but seeing as everything ran fine, other than the blit, I assumed this
>>> was just some sort of late binding issue for external functions.
>>>
>>> Is it possible that there's a problem with glBlitFramebuffer that hasn't
>>> been picked up?
>>>
>>>
>>>
>>> On Sunday, 9 February 2020 20:31:49 UTC, Tim Luther Lewis wrote:
>>>>
>>>> Hi,
>>>>   I'm porting my engine to WASM and it's all going well so far but I've
>>>> hit a snag with this.  I'm linking with -s FULL_ES2=1  -s FULL_ES3=1 but it
>>>> still gives me 'missing function: glBlitFramebuffer' whenever I call it.
>>>> I noticed there was a discussion about this function on github back in
>>>> February 2019 (https://github.com/emscripten-core/emscripten/pull/7588).
>>>> Does anybody know if it's broken or perhaps I've missed something vital?
>>>>
>>>> Thanks in advance,
>>>> Tim.
>>>>
>>>> --
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