bool GrGLVertexBuffer::isLocked() const {
    GrAssert(!this->isValid() || fBufferID);
#if GR_DEBUG
    if (this->isValid() && GPUGL->supportsBufferLocking()) {
        GrGLint mapped;
        this->bind();
        GR_GL(GetBufferParameteriv(GR_GL_ARRAY_BUFFER, GR_GL_BUFFER_MAPPED, &mapped));
        GrAssert(!!mapped == !!fLockPtr);
    }
#endif
    return NULL != fLockPtr;
}
bool GrGLIndexBuffer::isLocked() const {
#if GR_DEBUG
    if (this->isValid() && this->getGpu()->getCaps().fBufferLockSupport) {
        this->bind();
        GrGLint mapped;
        GL_CALL(GetBufferParameteriv(GR_GL_ELEMENT_ARRAY_BUFFER,
                                     GR_GL_BUFFER_MAPPED, &mapped));
        GrAssert(!!mapped == !!fLockPtr);
    }
#endif
    return NULL != fLockPtr;
}
bool GrGLVertexBuffer::isLocked() const {
    GrAssert(!this->isValid() || fBufferID);
    // this check causes a lot of noise in the gl log
#if 0
    if (this->isValid() && this->getGpu()->getCaps().fBufferLockSupport) {
        GrGLint mapped;
        this->bind();
        GL_CALL(GetBufferParameteriv(GR_GL_ARRAY_BUFFER,
                                     GR_GL_BUFFER_MAPPED, &mapped));
        GrAssert(!!mapped == !!fLockPtr);
    }
#endif
    return NULL != fLockPtr;
}