mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-13 06:38:31 +09:00
glGetVertexArrayiv, glGetVertexArrayIndexediv and glGetVertexArrayIndexed64iv were stubs, so nothing could read a vertex array's state without binding it first -- the exact thing direct state access exists to avoid. They read the state the vertex array already holds. Two accessors were needed for that: the relative offset and the binding points, which are the binding-point view the flat per-attribute state was resolved from and cannot be reconstructed from the resolved form. Note the index means different things by entry point: for the 32-bit indexed query it is an attribute, but GL_VERTEX_BINDING_OFFSET names a vertex buffer binding point directly (GL 4.6 core 10.3.1). GL_VERTEX_ATTRIB_ARRAY_LONG is answered GL_FALSE throughout, which is honest while 64-bit vertex attributes are unsupported. Takes direct_state_access.vertex_arrays_* from 8 to 12 of 19 on Espryt. GL_VERTEX_BINDING_OFFSET still reads back 0: the query is right but the offset is not reaching the binding point, which is a separate defect further up.