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Remove closure-annotations.js files (#10272)
* Remove closure-annotations.js files. * Annotate WebIDL binder for Closure * Only retain comments if --preserveComments is passed. * Add comment and ChangeLog entry
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ChangeLog.md

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@@ -17,6 +17,10 @@ See docs/process.md for how version tagging works.
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Current Trunk
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-------------
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- Added support for specifying JSDoc minification annotations for Closure in
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JS library, pre and post files. See
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https://github.com/google/closure-compiler/wiki/Annotating-JavaScript-for-the-Closure-Compiler
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(#10272)
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- Add new Fibers API for context switching, that supercedes the old coroutine
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API that only ran on fastcomp. See #9859
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- Added new linker option -s WASM=2 which produces a dual Wasm+JS build, which

src/closure-annotations.js

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src/closure-defined-fs-annotation.js

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src/closure-undefined-fs-annotation.js

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src/library_fs.js

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@@ -27,6 +27,10 @@ mergeInto(LibraryManager.library, {
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addAtMain('FS.ignorePermissions = false;');
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addAtExit('FS.quit();');
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return 'FS.staticInit();' +
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#if USE_CLOSURE_COMPILER
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// Declare variable for Closure, FS.createPreloadedFile() below calls Browser.init()
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'/**@suppress {duplicate, undefinedVars}*/var Browser;' +
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#endif
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// Get module methods from settings
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'{{{ EXPORTED_RUNTIME_METHODS.filter(function(func) { return func.substr(0, 3) === 'FS_' }).map(function(func){return 'Module["' + func + '"] = FS.' + func.substr(3) + ";"}).reduce(function(str, func){return str + func;}, '') }}}';
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},

src/library_glemu.js

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@@ -11,7 +11,43 @@
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var LibraryGLEmulation = {
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// GL emulation: provides misc. functionality not present in OpenGL ES 2.0 or WebGL
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$GLEmulation__deps: ['$GLImmediateSetup', 'glEnable', 'glDisable', 'glIsEnabled', 'glGetBooleanv', 'glGetIntegerv', 'glGetString', 'glCreateShader', 'glShaderSource', 'glCompileShader', 'glAttachShader', 'glDetachShader', 'glUseProgram', 'glDeleteProgram', 'glBindAttribLocation', 'glLinkProgram', 'glBindBuffer', 'glGetFloatv', 'glHint', 'glEnableVertexAttribArray', 'glDisableVertexAttribArray', 'glVertexAttribPointer', 'glActiveTexture', '$stringToNewUTF8'],
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$GLEmulation__postset: 'GLEmulation.init();',
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$GLEmulation__postset:
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#if USE_CLOSURE_COMPILER
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// Forward declare GL functions that are overridden by GLEmulation here to appease Closure compiler.
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDrawArrays;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDrawElements;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glActiveTexture;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glEnable;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDisable;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glTexEnvf;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glTexEnvi;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glTexEnvfv;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glGetIntegerv;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glIsEnabled;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glGetBooleanv;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glGetString;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glCreateShader;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glShaderSource;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glCompileShader;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glAttachShader;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDetachShader;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glUseProgram;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDeleteProgram;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glBindAttribLocation;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glLinkProgram;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glBindBuffer;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glGetFloatv;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glHint;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glEnableVertexAttribArray;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glDisableVertexAttribArray;' +
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'/**@suppress {duplicate, undefinedVars}*/var _emscripten_glVertexAttribPointer;' +
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'/**@suppress {duplicate, undefinedVars}*/var _glTexEnvf;' +
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'/**@suppress {duplicate, undefinedVars}*/var _glTexEnvi;' +
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'/**@suppress {duplicate, undefinedVars}*/var _glTexEnvfv;' +
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'/**@suppress {duplicate, undefinedVars}*/var _glGetTexEnviv;' +
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'/**@suppress {duplicate, undefinedVars}*/var _glGetTexEnvfv;' +
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#endif
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'GLEmulation.init();',
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$GLEmulation: {
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// Fog support. Partial, we assume shaders are used that implement fog. We just pass them uniforms
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fogStart: 0,

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