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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Impl/Texture): validate the bound texture before dereferencing it in TexSubImage2D, and stop recording an error when glDeleteTextures is handed unknown names
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@@ -887,11 +887,11 @@ namespace MobileGL::MG_Impl::GLImpl {
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auto& activeUnit = MG_State::pGLContext->GetTextureUnitObject(MG_State::pGLContext->GetActiveTextureUnit());
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auto& bindingSlot = activeUnit.GetBindingSlot(textureTarget);
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auto& textureObject = bindingSlot.GetBoundObject();
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if (!TextureImpl::ValidateTextureObject(textureObject)) return;
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TextureInternalFormat textureInternalFormat = textureObject->GetFormat();
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MGLOG_D("%s: working on texture %d", __func__, textureObject->GetExternalIndex());
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// ===================== Error Checking ==============================
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if (!TextureImpl::ValidateTextureObject(textureObject)) return;
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if (!TextureImpl::ValidateTextureSubImageOffsets(textureObject, xoffset, width, yoffset, height)) return;
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if (!TextureImpl::ValidateTextureInternalFormatCompatibleWithInput(textureInputFormat, textureInternalFormat,
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texturePixelDataType))
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@@ -2329,7 +2329,7 @@ namespace MobileGL::MG_Impl::GLImpl {
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for (SizeT i = 0; i < static_cast<SizeT>(n); ++i) {
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Uint textureName = textures[i];
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if (textureName == 0) continue;
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if (!TextureImpl::ValidateTextureName(textureName, true)) continue;
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if (!MG_State::pGLContext->ValidateTextureName(textureName)) continue;
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MG_State::pGLContext->MarkTextureObjectForDeletion(textureName);
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}
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}
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@@ -2552,6 +2552,9 @@ namespace MobileGL::MG_Impl::GLImpl {
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return;
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}
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// GL 3.3 core 3.8.1: a name that GenTextures never returned - or that has since been deleted -
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// is not a legal bind target in the core profile (no application-generated names), and the error
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// is INVALID_OPERATION, not INVALID_VALUE.
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if (!MG_State::pGLContext->ValidateTextureName(texture)) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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@@ -2559,8 +2562,6 @@ namespace MobileGL::MG_Impl::GLImpl {
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return;
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}
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if (!TextureImpl::ValidateTextureName(texture, true)) return;
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// ======================= Processing ================================
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Bool doesTextureExist = MG_State::pGLContext->ValidateTextureObject(texture);
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if (!doesTextureExist) {
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