Share retained RTT clear dispatch
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@@ -589,6 +589,9 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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`NodePanelGrid` heightmap draw and bake setup also shares it for active
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texture, depth/blend capability query/apply, viewport query/execution, depth
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clears, and color-write-mask adapter endpoints.
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Retained RTT clear and masked-clear endpoints also share it for color-mask
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query/apply, clear-color, and buffer-clear callbacks instead of owning a
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local raw clear callback cluster.
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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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File diff suppressed because one or more lines are too long
@@ -944,7 +944,8 @@ moving render-target pass entry/exit state management behind the backend.
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Legacy `RTT::clear`, `RTT::clear_mask`, `RTT::bindTexture`, and
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`RTT::unbindTexture` now dispatch through `pp_renderer_gl` clear,
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color-write-mask restore, and texture-bind contracts, keeping render-target
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utility operations behind the backend boundary.
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utility operations behind the backend boundary. The retained RTT clear and
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masked-clear callback endpoints now share `legacy_ui_gl_dispatch`.
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Windows RenderDoc frame capture hooks now also dispatch through
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`PlatformServices`, keeping capture integration in the platform service while
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leaving non-Windows adapters as no-ops.
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@@ -2605,6 +2606,11 @@ Results:
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local raw callback clusters from `src/app.cpp`, `src/app_commands.cpp`, and
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`src/app_vr.cpp` while app/VR renderer execution remains retained under
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DEBT-0036.
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- Retained RTT clear and masked-clear endpoints now share
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`legacy_ui_gl_dispatch` for boolean color-mask query, color-mask apply,
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clear-color, and buffer-clear callbacks, removing the local raw clear
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callback cluster from `src/rtt.cpp` while RTT render-target execution remains
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retained under DEBT-0036.
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- Canvas draw-merge shader-blend selection now consumes the extracted
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`pp_paint_renderer` stroke composite planner for current layer and primary
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brush blend modes, while preserving legacy OpenGL compositing execution under
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