[Fix] (MG_Impl/GLImpl): stop recording GL errors on the delete/query paths of every object family - glDeleteBuffers/VertexArrays/Renderbuffers/Framebuffers must silently ignore unknown names and glIsTexture must never raise, while glBindSampler now reports INVALID_OPERATION like the other bind entry points

This commit is contained in:
2026-07-16 22:11:43 -04:00
parent b8db509581
commit a08669df72
5 changed files with 26 additions and 6 deletions
+4 -1
View File
@@ -441,7 +441,10 @@ namespace MobileGL::MG_Impl::GLImpl {
for (SizeT i = 0; i < static_cast<SizeT>(n); ++i) {
Uint bufferName = buffers[i];
if (bufferName == 0) continue;
if (!BufferImpl::ValidateBufferName(bufferName, true)) continue;
// GL 3.3 core 2.9: names that do not correspond to an existing buffer are silently
// ignored here, so probe with the non-recording query - the shared validator would
// record INVALID_OPERATION, which is only correct on the bind path.
if (!MG_State::pGLContext->ValidateBufferName(bufferName)) continue;
MG_State::pGLContext->MarkBufferObjectForDeletion(bufferName);
}
}
@@ -1201,7 +1201,9 @@ namespace MobileGL::MG_Impl::GLImpl {
for (SizeT i = 0; i < static_cast<SizeT>(n); ++i) {
Uint bufferName = renderbuffers[i];
if (bufferName == 0) continue;
if (!FramebufferImpl::ValidateRenderbufferName(bufferName)) continue;
// GL 3.3 core 4.4.2: unknown names are silently ignored on delete; the shared bind-path
// validator would record INVALID_OPERATION instead.
if (!MG_State::pGLContext->ValidateRenderbufferName(bufferName)) continue;
MG_State::pGLContext->MarkRenderbufferObjectForDeletion(bufferName);
}
}
@@ -1224,7 +1226,9 @@ namespace MobileGL::MG_Impl::GLImpl {
for (SizeT i = 0; i < static_cast<SizeT>(n); ++i) {
Uint bufferName = framebuffers[i];
if (bufferName == 0) continue;
if (!FramebufferImpl::ValidateFramebufferName(bufferName)) continue;
// GL 3.3 core 4.4.1: unknown names are silently ignored on delete; the shared bind-path
// validator would record INVALID_OPERATION instead.
if (!MG_State::pGLContext->ValidateFramebufferName(bufferName)) continue;
MG_State::pGLContext->MarkFramebufferObjectForDeletion(bufferName);
}
}
+10 -1
View File
@@ -233,7 +233,16 @@ namespace MobileGL::MG_Impl::GLImpl {
if (sampler == 0) {
textureUnit.SetSamplerObject(nullptr);
} else {
if (!SamplerImpl::ValidateSamplerName(sampler)) return;
// GL 3.3 core 3.8.2: BindSampler on a name GenSamplers never returned - or one already
// deleted - is INVALID_OPERATION. SamplerParameter* raises INVALID_VALUE for the same
// name, which is why this cannot go through the shared SamplerImpl validator.
if (!MG_State::pGLContext->ValidateSamplerName(sampler)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", "BindSampler_State",
std::format("Invalid sampler name {}", sampler)));
return;
}
Bool doesSamplerObjectCreated = MG_State::pGLContext->ValidateSamplerObject(sampler);
if (!doesSamplerObjectCreated) {
MG_State::pGLContext->CreateSamplerObject(sampler);
@@ -1753,7 +1753,9 @@ namespace MobileGL::MG_Impl::GLImpl {
GLboolean IsTexture_State(GLuint texture) {
// ======================= Processing ================================
if (!TextureImpl::ValidateTextureName(texture, true)) return GL_FALSE;
// GL 3.3 core 6.1.4: IsTexture generates no error - an unknown, deleted or merely reserved
// name is just GL_FALSE. Probing with the recording validator (as every other Is* entry
// point already avoids doing) would leave a spurious INVALID_VALUE behind.
return MG_State::pGLContext->ValidateTextureObject(texture) ? GL_TRUE : GL_FALSE;
}
@@ -288,7 +288,9 @@ namespace MobileGL::MG_Impl::GLImpl {
GLuint vao = arrays[i];
if (vao == 0) continue;
if (!VertexArrayImpl::ValidateVertexArrayName(vao)) continue;
// GL 3.3 core 2.10: unknown names are silently ignored on delete; the shared bind-path
// validator would record INVALID_OPERATION instead.
if (!MG_State::pGLContext->ValidateVertexArrayName(vao)) continue;
if (MG_State::pGLContext->GetBoundVertexArray() &&
MG_State::pGLContext->GetBoundVertexArray() == MG_State::pGLContext->GetVertexArrayObject(vao)) {