Share CanvasMode GL dispatch adapters

This commit is contained in:
2026-06-05 13:44:57 +02:00
parent 92fa5b224a
commit 03b999e60f
5 changed files with 98 additions and 115 deletions

View File

@@ -1267,6 +1267,10 @@ clear, and clear-color restore paths use the same helpers. `NodeCanvas` and
`NodeStrokePreview` now share that retained UI GL dispatch bridge for
active-texture, fallback texture unbind, viewport/scissor, clear-color,
color-buffer clear, and capability query/apply adapter endpoints.
Retained `CanvasMode` overlay, mask, transform, and canvas-tip pick paths now
also use the same bridge for active-texture, capability query/apply, viewport,
read-framebuffer query, and RGBA8 pixel readback adapter endpoints while their
mode logic remains in the legacy UI implementation.
Desktop HMD eye rendering now routes eye framebuffer viewport changes through
the tested `pp_renderer_gl` viewport dispatch while platform VR SDK bridges
remain isolated for later platform-shell extraction.
@@ -2549,7 +2553,11 @@ Results:
- Retained Canvas, NodeCanvas, NodeStrokePreview, and HMD viewport/scissor/
capability execution now compiles through the renderer GL backend dispatch
adapters with `pp_legacy_paint_document`, `pp_panopainter_ui`, and
`panopainter_app`.
`panopainter_app`. CanvasMode overlay, mask, transform, and canvas-tip pick
paths now also consume the shared retained UI GL dispatch for active-texture,
capability query/apply, viewport, read-framebuffer query, and RGBA8 pixel
readback adapter endpoints, removing another local raw-GL adapter cluster
from `src/canvas_modes.cpp`.
- Windows desktop OpenGL context creation now consumes a tested
`windows_wgl_core_context_3_3_config()` catalog from `pp_renderer_gl`, moving
the active WGL context/pixel-format attribute literals out of the platform