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[Fix] (Getter): answer the GL 4.6 limit surface honestly - tess/cull/subroutine pnames, TBuiltInResource drift, 84 UBO binding points, 64-bit GL_MAX_ELEMENT_INDEX, per-category sample truth
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@@ -25,9 +25,17 @@ namespace MobileGL::MG_Impl::GLImpl {
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GLenum GetError();
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GLenum GetGraphicsResetStatus();
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// The GL_MAX_SAMPLES value MobileGL advertises, i.e. the driver's value floored to the GL
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// core minimum. Frontend multisample validators have to honour this ceiling for every
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// format, otherwise MobileGL rejects a sample count it advertised itself.
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// core minimum of 4. This is the RENDERBUFFER ceiling; the three per-category texture
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// ceilings below have a minimum of one and are reported as probed.
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GLint GetAdvertisedMaxSamples();
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// Exactly what GL_MAX_COLOR_TEXTURE_SAMPLES / GL_MAX_DEPTH_TEXTURE_SAMPLES /
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// GL_MAX_INTEGER_SAMPLES report: the probed backend limit floored at the GL 4.6 core minimum
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// of ONE (table 23.53). Exported so the frontend's storage validation enforces exactly what
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// the query promised - it used to floor both at 4 and then let the backend quietly
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// under-allocate whatever the driver could not actually provide.
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GLint GetAdvertisedColorTextureMaxSamples();
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GLint GetAdvertisedDepthTextureMaxSamples();
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GLint GetAdvertisedIntegerMaxSamples();
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// What glGetIntegerv(GL_SAMPLES) answers for the CURRENT draw framebuffer: the largest sample
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// count over its attachments, and 0 for a single-sample or default framebuffer (GL 4.6 core
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// 9.2.3 / 22.2 - GL_SAMPLE_BUFFERS is 1 exactly when this is non-zero).
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