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Re: [Public WebGL] Re: WEBGL_get_buffer_sub_data_async
From the "web as a compilation target" side of the world, there's a couple of requests to WebGL and extensions like this:
- have the entry points generate no garbage (like mentioned above already)
- don't require yielding back from the GL render loop to use the feature (native apps like to spin their own render loops, which would be cool to get going in Web Workers one day, but needing to yield to event loop to receive a message from WebGL would hinder this)
- have 1:1 mapping counterpart to native so code porting is easy (does native side have the same problem? if so, what did native do to solve this problem? if not, why does only the web have such a problem?)
I wonder about the original rationale and the underlying problem, which motivated crafting this extension? Would incorporating a mirror of an existing GLES3 extension to WebGL 2 solve the same problem?