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gl-validation-layer's Issues

Query and store device capabilities on initialization

A number of features have device-specific caps that can only be known through querying the GL.

These capabilities should be queried and stored in a struct in the context at initialization time for us to use later for validation.

Modern GL best practices layer

A way to "soft deprecate" old-but-not-ancient GL functionality. I'm open to suggestions as well.

  • Warn if non-DSA functions are used
  • Warn if non-storage (TextureStorage, BufferStorage) functions are used
  • Warn if VertexAttribPointer is used (prefer VertexAttribFormat, VertexArrayVertexBuffer, etc.)
  • Warn if ActiveTexture is used (prefer BindTextureUnit)

Debatably:

  • Warn if resource binding indices are set via uniform rather than setting it in the shader with binding = #
  • Warn if uniforms are used at all (prefer uniform buffers)
  • When drawing, warn if a texture object is bound to a texture binding, but no sampler object is (avoid using the built-in texture sampler state)

This is somewhat related to #1.

validate use of legacy APIs

We should probably add a toggle (or by default) to discourage the use of legacy api functions (think fixed-function or deprecated functionality that has better alternatives in the gl version the context was created with).

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