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base repository:mosra/magnum
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  • 10commits
  • 54files changed
  • 1contributor

Commits on Jul 12, 2025

  1. GL: minor.

    @mosra
    mosra committedJul 12, 2025
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  3. GL: add getters for ObjectFlags to all GL object wrappers.

    Mainly just for diagnostic purposes / testing, not really usefulotherwise.
    @mosra
    mosra committedJul 12, 2025
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  5. GL: repro cases for wrap() without ObjectFlag::Created causing asserts.

    This happened to me from time to time and I always treated it as usererror. But when thinking more about it, calling wrap() without actuallyknowing if the object was already created or not, is a completely validuse case, especially in cases of making non-owning references toexisting GL objects that might only get created at some point after.These tests now cause assertions in all cases on GLES, on desktopsome only if ARB_direct_state_access is disabled. In all cases theassertion is triggered by querying object label (which is a no-op if nodebug extension is present, but it calls createIfNotAlready() always),because that's the simplest, the real-world cases are usually sometexture bind() calls.Fix in the next commits.
    @mosra
    mosra committedJul 12, 2025
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  6. GL: ensure the texture is actually created when using ARB_multi_bind.

    With ARB_DSA disabled, the test added in previous commit would assertalready during bind(), and not later in label(). This was due to thestate tracker being updated too early here.
    @mosra
    mosra committedJul 12, 2025
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  7. GL: assume object is created if it's already bound somewhere.

    The assertions triggered by the tests added in previous commit no longerfire.
    @mosra
    mosra committedJul 12, 2025
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  8. GL: put branch contents on a new line.

    So line code coverage reports which branches weren't taken by tests.Other libraries need similar treatment but there's too many cases to fixso I'm doing it just here for now.
    @mosra
    mosra committedJul 12, 2025
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  9. GL: doc++

    @mosra
    mosra committedJul 12, 2025
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  10. Shaders: increase test thresholds for GLES3 on NVidia.

    Not sure why that thing has a bigger difference if texture arrays areused, but only on ES3 and not on desktop.
    @mosra
    mosra committedJul 12, 2025
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