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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_State/RenderState, MG_Backend/DirectVulkan): make Distant
Horizon work - Implement BlendEquation/CullFaceMode/PointSize/PolygonMode - Implement GetFramebufferAttachmentParameter* - Downgrade some color attachment resolve failure - Downgrade some overly-strict shader stage linkage check (don't check on unused input var)
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@@ -156,21 +156,8 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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GLboolean IsVertexArray_State(GLuint array) {
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if (array == 0) {
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MG_State::pGLContext->RecordError(ErrorCode::InvalidValue,
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MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "IsVertexArray_State",
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"Vertex array name 0 is not supported."));
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return GL_FALSE;
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}
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if (!VertexArrayImpl::ValidateVertexArrayName(array)) return GL_FALSE;
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if (!MG_State::pGLContext->ValidateVertexArrayObject(array)) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "IsVertexArray_State",
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std::format("Vertex array object {} does not exist.", array)));
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return GL_FALSE;
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}
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return GL_TRUE;
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if (array == 0) return GL_FALSE;
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return MG_State::pGLContext->ValidateVertexArrayObject(array) ? GL_TRUE : GL_FALSE;
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}
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void VertexAttribDivisor_State(GLuint index, GLuint divisor) {
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