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https://github.com/MobileGL-Dev/MobileGL
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[Feat, Test] (MG_Impl): glBindTextures and glBindImageTextures were no-op stubs while GL_ARB_multi_bind was advertised
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@@ -1003,9 +1003,9 @@ DECLARE_GL_FUNCTION_HEAD(void, ClearTexImage, GLuint texture, GLint level, GLenu
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DECLARE_GL_FUNCTION_HEAD(void, ClearTexSubImage, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data) DECLARE_GL_FUNCTION_END_NO_RETURN(void, ClearTexSubImage, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data)
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DECLARE_GL_FUNCTION_HEAD(void, BindBuffersBase, GLenum target, GLuint first, GLsizei count, const GLuint* buffers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindBuffersBase, target, first, count, buffers)
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DECLARE_GL_FUNCTION_HEAD(void, BindBuffersRange, GLenum target, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, const GLsizeiptr* sizes) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindBuffersRange, target, first, count, buffers, offsets, sizes)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, BindTextures, GLuint first, GLsizei count, const GLuint* textures) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindTextures, first, count, textures)
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DECLARE_GL_FUNCTION_HEAD(void, BindTextures, GLuint first, GLsizei count, const GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindTextures, first, count, textures)
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DECLARE_GL_FUNCTION_HEAD(void, BindSamplers, GLuint first, GLsizei count, const GLuint* samplers) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindSamplers, first, count, samplers)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, BindImageTextures, GLuint first, GLsizei count, const GLuint* textures) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, BindImageTextures, first, count, textures)
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DECLARE_GL_FUNCTION_HEAD(void, BindImageTextures, GLuint first, GLsizei count, const GLuint* textures) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindImageTextures, first, count, textures)
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DECLARE_GL_FUNCTION_HEAD(void, BindVertexBuffers, GLuint first, GLsizei count, const GLuint* buffers, const GLintptr* offsets, const GLsizei* strides) DECLARE_GL_FUNCTION_END_NO_RETURN(void, BindVertexBuffers, first, count, buffers, offsets, strides)
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DECLARE_GL_FUNCTION_STUB_HEAD(void, ClipControl, GLenum origin, GLenum depth) DECLARE_GL_FUNCTION_STUB_END_NO_RETURN(void, ClipControl, origin, depth)
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DECLARE_GL_FUNCTION_HEAD(void, CreateTransformFeedbacks, GLsizei n, GLuint* ids) DECLARE_GL_FUNCTION_END_NO_RETURN(void, CreateTransformFeedbacks, n, ids)
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@@ -9,6 +9,7 @@
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#include "GL_Sampler.h"
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#include "Validators.h"
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#include "../Getter/GL_Getter.h"
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#include "../Texture/GL_Texture.h"
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#include <MG_State/GLState/Core.h>
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#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
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#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
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@@ -269,15 +270,13 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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}
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// The number of texture units a sampler may be bound to. GL 3.3 core 3.8.2 names
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// GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, which is what the backend advertises; the frontend's
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// MAX_TEXTURE_IMAGE_UNITS is only the capacity of the unit array, so it is a clamp on the
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// answer and never the answer itself - gating on it alone accepts every unit up to 192 no
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// matter what the driver reports.
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// The number of texture units a sampler may be bound to is the same count a TEXTURE may be
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// bound to - GL 3.3 core 3.8.2 names GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS for both - so it is
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// computed once, in GetCombinedTextureImageUnitCount, and named here for the sampler-side
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// readers below. Two copies of that arithmetic is how glBindSamplers and glBindTextures would
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// come to disagree about which units exist.
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static GLint GetSamplerBindableTextureUnitCount() {
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GLint maxTextureUnits = 0;
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GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
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return std::min<GLint>(std::max(maxTextureUnits, 0), MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
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return GetCombinedTextureImageUnitCount();
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}
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void BindSampler_State(GLuint unit, GLuint sampler) {
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@@ -4549,6 +4549,132 @@ namespace MobileGL::MG_Impl::GLImpl {
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MG_State::pGLContext->NoteTextureUnitTouched(static_cast<Int>(unit), changed);
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}
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GLint GetCombinedTextureImageUnitCount() {
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GLint maxTextureUnits = 0;
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GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
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return std::min<GLint>(std::max(maxTextureUnits, 0), MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
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}
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namespace {
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// ARB_multi_bind checks the whole [first, first + count) range before binding anything and
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// reports an overrun as INVALID_OPERATION - not the INVALID_VALUE the single-bind entry
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// points report for an out-of-range unit, and not after binding the in-range prefix.
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Bool ValidateMultiBindUnitRange(GLuint first, GLsizei count, GLint unitCount, const char* funcName) {
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if (count < 0) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidValue,
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MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName, "count must be non-negative."));
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return false;
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}
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if (static_cast<Uint64>(first) + static_cast<Uint64>(count) > static_cast<Uint64>(unitCount)) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
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std::format("first + count ({} + {}) exceeds the {} available units.",
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first, count, unitCount)));
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return false;
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}
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return true;
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}
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// ARB_multi_bind states the equivalence to a loop of single binds "except that <textures>
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// will not be created if they do not exist": glBindTexture instantiates a name GenTextures
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// merely reserved, the multi-bind entry points must refuse it. The error class is
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// INVALID_OPERATION for both of them, where the scalar glBindImageTexture reports
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// INVALID_VALUE - hence the check here rather than inside BindImageTexture.
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//
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// Deliberately PER ELEMENT: the extension defines these calls as a loop, so a bad entry
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// costs its own unit and leaves the rest of the range bound.
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SharedPtr<MG_State::GLState::ITextureObject> ResolveMultiBindTexture(GLuint texture, GLsizei index,
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const char* funcName) {
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SharedPtr<MG_State::GLState::ITextureObject> textureObject =
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MG_State::pGLContext->GetTextureObject(texture);
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if (!textureObject) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeUnique<GenericErrorInfo>(
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"MG_Impl/GLImpl", funcName,
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std::format("textures[{}] ({}) is not the name of an existing texture object.", index,
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texture)));
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}
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return textureObject;
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}
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// ARB_multi_bind: an element naming texture zero unbinds EVERY target of its unit, i.e.
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// rebinds each target's default texture object - the unit's initial state. Same rule
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// glBindTextureUnit(unit, 0) follows.
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void UnbindAllTargetsOnUnit(Int unit) {
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auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
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Bool changed = false;
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for (auto& slot : textureUnit.GetAllBindingSlots()) {
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if (slot.Bind(MG_State::pGLContext->GetDefaultTextureObject(slot.GetTarget()))) changed = true;
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}
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MG_State::pGLContext->NoteTextureUnitTouched(unit, changed);
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}
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} // namespace
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// ARB_multi_bind: glBindTextures binds each texture to ITS OWN target on unit <first> + i, so
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// there is no target parameter and no way to express it through glBindTexture - the per-unit,
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// by-object form glBindTextureUnit uses is the one that matches. A NULL <textures> unbinds the
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// whole range.
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void BindTextures(GLuint first, GLsizei count, const GLuint* textures) {
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if (!ValidateMultiBindUnitRange(first, count, GetCombinedTextureImageUnitCount(), __func__)) return;
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for (GLsizei i = 0; i < count; ++i) {
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const GLuint texture = textures ? textures[i] : 0;
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const Int unit = static_cast<Int>(first) + i;
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if (texture == 0) {
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UnbindAllTargetsOnUnit(unit);
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continue;
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}
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const SharedPtr<MG_State::GLState::ITextureObject> textureObject =
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ResolveMultiBindTexture(texture, i, __func__);
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if (!textureObject) continue;
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auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
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const Bool changed = textureUnit.GetBindingSlot(textureObject->GetTarget()).Bind(textureObject);
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MG_State::pGLContext->NoteTextureUnitTouched(unit, changed);
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}
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}
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// ARB_multi_bind: glBindImageTextures is a loop of glBindImageTexture with every parameter but
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// the unit and the texture fixed by the spec - level 0, layered, layer 0, READ_WRITE, and the
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// texture's own internal format. An element that names texture zero resets the unit.
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void BindImageTextures(GLuint first, GLsizei count, const GLuint* textures) {
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if (!ValidateMultiBindUnitRange(first, count, static_cast<GLint>(GetAdvertisedImageUnitCount()), __func__)) {
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return;
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}
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for (GLsizei i = 0; i < count; ++i) {
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const GLuint texture = textures ? textures[i] : 0;
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const GLuint unit = first + static_cast<GLuint>(i);
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if (texture == 0) {
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BindImageTexture(unit, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R8);
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continue;
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}
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const SharedPtr<MG_State::GLState::ITextureObject> textureObject =
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ResolveMultiBindTexture(texture, i, __func__);
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if (!textureObject) continue;
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// "An INVALID_OPERATION error is generated if the internal format of any texture is not
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// supported for image textures" - a texture that has never been given storage has no
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// format at all and lands here too, rather than being reported as a bad enum by the
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// scalar path.
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const GLenum format = MG_Util::ConvertTextureInternalFormatToGLEnum(textureObject->GetFormat());
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if (!IsValidImageTextureFormat(format)) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeUnique<GenericErrorInfo>(
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"MG_Impl/GLImpl", __func__,
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std::format("textures[{}] ({}) has an internal format that is not supported for image "
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"textures.",
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i, texture)));
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continue;
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}
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BindImageTexture(unit, texture, 0, GL_TRUE, 0, GL_READ_WRITE, format);
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}
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}
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void GetTextureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void* pixels) {
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auto textureObject = GetTextureObjectByName(texture, __func__);
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if (!textureObject) return;
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@@ -132,5 +132,11 @@ namespace MobileGL::MG_Impl::GLImpl {
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void CompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border,
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GLsizei imageSize, const void* data);
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void BindTexture(GLenum target, GLuint texture);
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void BindTextures(GLuint first, GLsizei count, const GLuint* textures);
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void BindImageTextures(GLuint first, GLsizei count, const GLuint* textures);
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void ActiveTexture(GLenum texture);
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// The number of texture image units a texture or a sampler may be bound to: what the backend
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// advertises as GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, clamped by the frontend's fixed unit-array
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// capacity. Shared so the texture and sampler multi-bind range checks cannot drift apart.
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GLint GetCombinedTextureImageUnitCount();
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} // namespace MobileGL::MG_Impl::GLImpl
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