


This adds emulation for mapping memory blocks to client side memory. To enable OpenGL ES 3.0 emulation, specify the emcc option -s FULL_ES3=1 when linking the final executable (.js/.html) of the project. I think that documentation is more or less clear about what FULL_ES3=1 adds: The documentation says that OpenGL ES3 is supported if I specify -s FULL_ES3=1 (which I am doing).

The extra headers are there not because Emscripten implements all of them, but because this is a common way to distribute OpenGL ES 3.x headers that existing applications may rely on to conditionally load / use OpenGL ES 3.x functions at runtime, when they available. I notice that there is an OpenGL ES 3.1 header in the emscripten So that Emscripten SDK may implement only features presented by WebGL 2.0 + extensions, and, unfortunately, Compute Shaders are not presented in any way in WebGL (and there are no more plans to add this functionality in future).īy the way, WebGL 2.0 support has been added to Safari 15 (iOS 15) only this (2021) year, so that even OpenGL ES 2.0 will not work on all devices. First thing to realize, is that decent Browsers currently implement only WebGL 1.0 (based on OpenGL ES 2.0) and WebGL 2.0 (based on OpenGL ES 3.0).
