Good find, added PR
https://github.com/emscripten-core/emscripten/pull/13776 to add the
missing function.

pe 5. maalisk. 2021 klo 21.49 'Sam Clegg' via emscripten-discuss
([email protected]) kirjoitti:
>
>
>
> On Fri, Mar 5, 2021 at 9:04 AM 'Phil Endecott' via emscripten-discuss 
> <[email protected]> wrote:
>>
>> Dear Experts,
>>
>> Has anyone tried to use OpenGL transform feedback in Emscripten?
>>
>> In case you are unfamiliar, transform feedback is a way of
>> storing the output of a vertex shader into a buffer. This is
>> useful for a couple of purposes: you can store updated vertex
>> data and feed that back into the vertex shader for the next
>> frame (e.g. particle systems), or you can get something like
>> a compute shader by disabling rasterisation and reading the
>> transform feedback output buffer's data to the CPU. I'm trying
>> to do the latter.
>>
>> I've got something that basically works but I'm unsure how
>> best to read the results from the transform feedback output
>> buffer.
>>
>> I believe OpenGL ES has only glMapBufferRange; WebGL2 has only
>> getBufferSubData. Emscripten provides glMapBufferRange when
>> FULL_ES3 is enabled, but that seems only to be for writing to
>> the buffer, not for reading from it. Currently I have a bit
>> of EM_JS to wrap getBufferSubData - is this the best solution?:
>>
>> EM_JS(void, getBufferSubData, (intptr_t addr, size_t length), {
>>    // must length be scaled, as well as addr?
>>    GLctx.getBufferSubData(GLctx.TRANSFORM_FEEDBACK_BUFFER, 0, HEAPF32,
>> addr >> 2, length);
>> });
>>
>
> I'm not a webgl expert but it looks like something that could/should be added 
> to  library_webgl2.js.
>
> Maybe could even just be added to the list of pass through functions at the 
> end?
>
> cheers,
> sam
>
>>
>> Thanks, Phil.
>>
>>
>>
>>
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