[Fix] (MG_State, MG_Impl): defer deletion of the program in use

glDeleteProgram on the current program now only flags it: the name (and
every glGetProgram* query) stays valid until the program stops being
current, at which point UseProgram frees the slot and releases orphaned
attached shaders. Previously the name died immediately, so a second
glDeleteProgram - as issued by common CTS utility teardown - recorded
GL_INVALID_VALUE that poisoned the next test iteration's build
(KHR-GL33.clip_distance.functional now passes its build phase).

glIsProgram/glIsShader piggyback on the same rule: a flagged name is
still a program/shader while it stays GL-visible, which resolves the
long-standing FIXMEs there.
This commit is contained in:
BZLZHH
2026-07-31 18:21:14 -04:00
parent a03817b4ee
commit 07fa84fb8d
3 changed files with 37 additions and 20 deletions
@@ -844,19 +844,13 @@ namespace MobileGL::MG_Impl::GLImpl {
}
GLboolean IsProgram_State(GLuint program) {
/* FIXME: Handle situations that:
* A program object marked for deletion with glDeleteProgram but still in use as part of current
* rendering state is still considered a program object and glIsProgram will return GL_TRUE.
*/
// Deletion-flagged names stay valid while the object is still GL-visible (program in
// use, shader attached), so name validity is exactly the Is* answer.
if (program == 0) return GL_FALSE;
return MG_State::pGLContext->ValidateProgramName(program) ? GL_TRUE : GL_FALSE;
}
GLboolean IsShader_State(GLuint shader) {
/* FIXME: Handle situations that:
* A shader object marked for deletion with glDeleteShader but still attached to a program object is still
* considered a shader object and glIsShader will return GL_TRUE.
*/
if (shader == 0) return GL_FALSE;
return MG_State::pGLContext->ValidateShaderName(shader) ? GL_TRUE : GL_FALSE;
}