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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_State, MG_Impl/GLImpl): per-target default texture objects (name 0) - binding 0 binds a real per-context default object (the initial binding of every unit/target slot, rebound on delete of a bound texture), so glTexImage*/glTexParameter*/glGetTex* on it work like any texture while glIsTexture(0)/Gen/Delete keep excluding it and TexStorage* rejects it per spec; backends skip image-less defaults as cheaply as the old null slots (DirectGLES per-draw sync/bind loops, DirectVulkan sampler-fallback resolve); also accept the full advertised GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS range in glActiveTexture, allow zero-layer TexImage3DMultisample, and let glTexBuffer(buffer=0) detach - the texture section of GL CTS per-case state reset (gluStateReset) now runs clean
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@@ -360,6 +360,19 @@ namespace MobileGL::MG_Impl::GLImpl::TextureImpl {
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return true;
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}
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Bool ValidateTextureNotDefault(const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
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const char* caller) {
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if (textureObject && textureObject->GetExternalIndex() == 0) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", caller,
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"This operation is not allowed on the default texture (zero is "
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"bound to the target)."));
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return false;
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}
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return true;
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}
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Bool ValidateTextureTargetUniformity(SharedPtr<MG_State::GLState::ITextureObject> textureObject,
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TextureTarget target) {
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if (!textureObject) return true; // should be created later
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