Share CanvasMode GL dispatch adapters
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@@ -555,6 +555,9 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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same helpers. `NodeCanvas` and `NodeStrokePreview` now share
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`legacy_ui_gl_dispatch` for active texture, texture unbind, viewport/scissor,
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clear-color, color-buffer clear, and capability query/apply adapter endpoints.
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`CanvasMode` overlay, mask, transform, and canvas-tip pick paths now also
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share that bridge for active texture, capability query/apply, viewport,
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read-framebuffer query, and RGBA8 pixel-readback adapter endpoints.
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Retained desktop HMD eye rendering also routes viewport
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execution through tested backend dispatch.
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Legacy `Texture2D`, `TextureManager`, `Sampler`, and `RTT` public headers no
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@@ -861,6 +864,8 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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plus retained `NodeCanvas` and `NodeStrokePreview` active-texture, fallback
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texture unbind, viewport/scissor, clear-color, color-buffer clear, and
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capability query/apply draw-state adapter endpoints,
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plus retained `CanvasMode` active-texture, capability query/apply, viewport,
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read-framebuffer query, and RGBA8 pixel-readback adapter endpoints,
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tested convert-command state dispatch consumed by
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`App::cmd_convert`, tested render platform hint dispatch consumed by
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`WindowsPlatformServices` and the retained macOS legacy fallback, tested
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File diff suppressed because one or more lines are too long
@@ -1267,6 +1267,10 @@ clear, and clear-color restore paths use the same helpers. `NodeCanvas` and
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`NodeStrokePreview` now share that retained UI GL dispatch bridge for
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active-texture, fallback texture unbind, viewport/scissor, clear-color,
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color-buffer clear, and capability query/apply adapter endpoints.
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Retained `CanvasMode` overlay, mask, transform, and canvas-tip pick paths now
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also use the same bridge for active-texture, capability query/apply, viewport,
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read-framebuffer query, and RGBA8 pixel readback adapter endpoints while their
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mode logic remains in the legacy UI implementation.
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Desktop HMD eye rendering now routes eye framebuffer viewport changes through
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the tested `pp_renderer_gl` viewport dispatch while platform VR SDK bridges
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remain isolated for later platform-shell extraction.
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@@ -2549,7 +2553,11 @@ Results:
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- Retained Canvas, NodeCanvas, NodeStrokePreview, and HMD viewport/scissor/
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capability execution now compiles through the renderer GL backend dispatch
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adapters with `pp_legacy_paint_document`, `pp_panopainter_ui`, and
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`panopainter_app`.
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`panopainter_app`. CanvasMode overlay, mask, transform, and canvas-tip pick
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paths now also consume the shared retained UI GL dispatch for active-texture,
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capability query/apply, viewport, read-framebuffer query, and RGBA8 pixel
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readback adapter endpoints, removing another local raw-GL adapter cluster
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from `src/canvas_modes.cpp`.
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- Windows desktop OpenGL context creation now consumes a tested
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`windows_wgl_core_context_3_3_config()` catalog from `pp_renderer_gl`, moving
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the active WGL context/pixel-format attribute literals out of the platform
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