Move texture cube mapping to renderer gl

This commit is contained in:
2026-06-02 06:43:51 +02:00
parent 85a5d19a3e
commit 0d2a1bd0ae
6 changed files with 53 additions and 9 deletions

View File

@@ -135,7 +135,8 @@ Known local toolchain state:
mapping used by `RTT` and `PBO` readbacks, and framebuffer status naming
used by `RTT` and `Texture2D` diagnostics. It also owns the 2D texture target,
framebuffer setup, readback format, mipmap target, and update component-type
tokens used by `Texture2D`. It also owns and
tokens used by `Texture2D`, plus cube-map binding and allocation face targets
used by `TextureCube`. It also owns and
validates framebuffer blit color mask and linear/nearest filters used by
`RTT::resize` and `RTT::copy`, plus the default linear clamp-to-edge
render-target texture parameters, texture/renderbuffer targets, depth format,

View File

@@ -393,7 +393,9 @@ by legacy `Texture2D` and `RTT` creation, RGBA pixel-format mapping used by
format mapping for `Texture2D` image uploads and framebuffer status naming for
`RTT` and `Texture2D` diagnostics. `Texture2D` 2D texture binding, upload,
mipmap generation, framebuffer readback setup, and update component-type tokens
now delegate to `pp_renderer_gl`. RGBA8/RGBA32F readback formats, byte-count math, and PBO
now delegate to `pp_renderer_gl`. `TextureCube` cube-map binding, allocation
face targets, RGBA allocation format, and unsigned-byte component type also
delegate to `pp_renderer_gl`. RGBA8/RGBA32F readback formats, byte-count math, and PBO
pixel-buffer target/usage/access tokens used by `RTT` and `PBO` readbacks now
live in `pp_renderer_gl`. The framebuffer blit color mask and linear/nearest
filter tokens used by `RTT::resize` and `RTT::copy`, plus the default
@@ -407,8 +409,8 @@ decisions used by legacy `Shape` drawing and the PanoPainter cube-face to
OpenGL texture-target mapping used by `TextureCube` also live in
`pp_renderer_gl`. The legacy app delegates extension, upload-format,
framebuffer diagnostic, framebuffer blit, render-target setup, clear-state,
mesh draw-mode, and cube-face texture-target interpretation to that backend
library. Sampler wrap, min/mag filter, and desktop border-color parameter
2D/cube texture setup, mesh draw-mode, and cube-face texture-target
interpretation to that backend library. Sampler wrap, min/mag filter, and desktop border-color parameter
mapping for legacy `Sampler` also lives in `pp_renderer_gl`. The PanoPainter shader attribute
binding catalog also lives in `pp_renderer_gl` and is consumed by legacy
`Shader` creation. Shader uniform hashing, catalog validation, active-uniform