Move app init state mapping to renderer gl

This commit is contained in:
2026-06-02 06:54:43 +02:00
parent 9e0a88726c
commit 19f815e3d2
6 changed files with 272 additions and 20 deletions

View File

@@ -155,7 +155,9 @@ Known local toolchain state:
by legacy `Shader` creation also live here. `Shader` no longer spells GL enum
names directly. It also owns the PanoPainter shader uniform catalog and legacy hash
mapping used by `Shader` active-uniform discovery and the uniform uniqueness
check.
check. App OpenGL initialization debug severity, debug output, GL info string,
default depth/program-point/line-smooth state, blend factor/equation, and UI
render-target RGBA8 format tokens are cataloged and tested here too.
- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
for the current headless component matrix; see DEBT-0007 for remaining app
and platform triplet migration.

View File

@@ -419,7 +419,10 @@ count query, and matrix-uniform transpose token also live in `pp_renderer_gl`
and are consumed by legacy `Shader` creation. Shader uniform hashing, catalog
validation, active-uniform mapping, and the legacy uniform uniqueness check now
delegate to `pp_renderer_gl` as well. `Shader` no longer spells GL enum names
directly. The existing renderer classes are not yet fully
directly. App OpenGL initialization debug severity, debug output, GL info
string, default depth/program-point/line-smooth state, blend factor/equation,
and UI render-target RGBA8 format tokens are now also cataloged and tested in
`pp_renderer_gl`. The existing renderer classes are not yet fully
behind the renderer interfaces.
Implementation tasks: