Needed a change in flextGL to allow merging in 3rd party gl.xml
additions because Chrome is apparently a center of the universe and thus
doesn't need to bother upstreaming its extensions, ffs.
Those are now also available under WebGL 1/2 and OpenGL ES 3.O (strangely
not OpenGL ES 2.0) under EXT_texture_compression_{rgtc,bptc}. The GL names
are extra weird-ass now that all other APIs use the BC names.
It is superseded by core functionality. The only annoyance is that you
need to use TextureFormat::SRGB in ES2 and TextureFormat::SRGB8 in ES3,
but that's with many other formats anyway. Also apparently the unsized
format is still allowed in core desktop GL, which is a shame.
This was the actual problem. Most of ES extensions are not available in
WebGL, thus the GL headers and the code was far more bloated than it
needed to be. The GL header is now reduced and the previous 13 commits
were disabling features that aren't actually available in WebGL.
The final executable size is reduced by ~50 kB, which actually isn't
much, but still something.
Some ES extensions (ANGLE_depth_texture and ANGLE_instanced_arrays) have
now WEBGL_* prefix. I'm still using the original prefix in the
implementation because there are headers for these, but in public docs
and elsewhere they are exposed with WEBGL_*.