Share CanvasLayer GL dispatch adapters
This commit is contained in:
@@ -518,8 +518,12 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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paths also consume backend-owned blend-state tokens.
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Canvas layer cube/equirect generation, clear, restore, and snapshot paths
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also consume backend-owned cube/2D texture targets, active texture units,
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cube texture binding, blend/clear state, viewport execution, target-aware
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framebuffer-to-texture copies, and RGBA8 read/write pixel mapping.
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cube texture binding, blend/clear state, viewport execution, color-buffer
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clear, clear-color query/restore, and RGBA8 read/write pixel mapping. Their
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active-texture, cube-texture binding, viewport, blend capability,
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clear-color, and color-buffer clear adapter endpoints now share
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`legacy_ui_gl_dispatch`; the retained cube-face framebuffer-to-texture copy
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remains tracked by DEBT-0036.
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`NodePanelGrid` heightmap preview and lightmap baking also consume
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backend-owned texture readback formats, sampler filters, depth/blend state,
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depth clears, viewport queries, color-mask booleans, active texture units,
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@@ -558,6 +562,11 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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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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`CanvasLayer` cube/equirect generation and frame clears also share the bridge
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for active texture, cube texture binding, viewport execution, blend
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capability execution, clear-color query/restore, and color-buffer clear
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adapter endpoints, while its cube-face framebuffer-to-texture copy remains a
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retained local copy bridge.
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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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File diff suppressed because one or more lines are too long
@@ -1228,8 +1228,12 @@ Simple UI text, text-input, border, scroll, and animation timeline draw paths
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now also execute blend-state changes through the shared UI GL adapter.
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Canvas layer cube/equirect generation, clear, restore, and snapshot paths now
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also delegate cube/2D texture targets, active texture units, blend/clear state,
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viewport execution, target-aware framebuffer-to-texture copies, cube texture
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binding, and RGBA8 read/write pixel mapping to `pp_renderer_gl`.
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viewport execution, cube texture binding, color-buffer clears, clear-color
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query/restore, and RGBA8 read/write pixel mapping to `pp_renderer_gl`. Its
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active-texture, cube-texture binding, viewport, blend capability, clear-color,
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and color-buffer clear adapter endpoints now share `legacy_ui_gl_dispatch`;
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the retained cube-face framebuffer-to-texture copy remains tracked under
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DEBT-0036 until a renderer-owned cube copy command replaces it.
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`NodePanelGrid` heightmap preview and lightmap baking now delegate texture
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readback formats, sampler filters, depth/blend state, depth clears, viewport
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queries, color-mask booleans, active texture units, and float render-target
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@@ -2493,10 +2497,12 @@ Results:
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- Canvas layer merge rendering and explicit layer-merge compositing now route
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depth/blend state, active texture units, fallback 2D texture unbinds, and
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merge framebuffer copy targets through the renderer GL backend mapping.
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- Canvas layer cube/equirect generation and frame clears now route blend state,
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active texture units, viewport execution, color clears, and cube-face
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framebuffer-to-texture copies through tested renderer GL backend dispatch
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contracts.
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- Canvas layer cube/equirect generation and frame clears now share
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`legacy_ui_gl_dispatch` for active-texture selection, cube texture binding,
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viewport execution, blend capability execution, clear-color query/restore,
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and color-buffer clear adapter endpoints backed by tested renderer GL
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backend dispatch contracts. The cube-face framebuffer-to-texture copy remains
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the retained local copy bridge tracked by DEBT-0036.
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- `NodePanelGrid` live heightmap drawing and bake setup now route depth/blend
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state, depth clears, color-write-mask toggles, active texture selection, and
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bake viewport execution through tested renderer GL backend dispatch
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@@ -1,6 +1,7 @@
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#include "pch.h"
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#include "canvas_layer.h"
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#include "app.h"
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#include "legacy_ui_gl_dispatch.h"
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#include "log.h"
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#include "renderer_gl/opengl_capabilities.h"
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#include "rtt.h"
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@@ -12,46 +13,6 @@ uint32_t Layer::s_count = 0;
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namespace {
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void enable_opengl_state(std::uint32_t state) noexcept
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{
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glEnable(static_cast<GLenum>(state));
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}
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void disable_opengl_state(std::uint32_t state) noexcept
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{
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glDisable(static_cast<GLenum>(state));
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}
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void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
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{
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glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
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}
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void set_opengl_active_texture(std::uint32_t texture_unit) noexcept
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{
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glActiveTexture(static_cast<GLenum>(texture_unit));
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}
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void bind_opengl_texture(std::uint32_t target, std::uint32_t texture) noexcept
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{
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glBindTexture(static_cast<GLenum>(target), static_cast<GLuint>(texture));
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}
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void set_opengl_clear_color(float r, float g, float b, float a) noexcept
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{
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glClearColor(r, g, b, a);
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}
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void clear_opengl_buffer(std::uint32_t mask) noexcept
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{
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glClear(static_cast<GLbitfield>(mask));
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}
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void get_opengl_float(std::uint32_t name, float* values) noexcept
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{
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glGetFloatv(static_cast<GLenum>(name), values);
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}
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void copy_opengl_tex_sub_image_2d(
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std::uint32_t target,
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std::int32_t level,
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@@ -75,53 +36,22 @@ void copy_opengl_tex_sub_image_2d(
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void apply_layer_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height)
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{
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const auto status = pp::renderer::gl::apply_opengl_viewport(
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pp::renderer::gl::OpenGlViewportRect {
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.x = x,
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.y = y,
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.width = width,
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.height = height,
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},
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pp::renderer::gl::OpenGlViewportDispatch {
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.viewport = set_opengl_viewport,
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});
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if (!status.ok())
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LOG("Layer viewport dispatch failed because: %s", status.message);
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pp::legacy::ui_gl::apply_viewport(x, y, width, height, "Layer");
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}
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void apply_layer_capability(std::uint32_t state, bool enabled)
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{
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const auto status = pp::renderer::gl::apply_opengl_capability(
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state,
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enabled,
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pp::renderer::gl::OpenGlCapabilityDispatch {
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.enable = enable_opengl_state,
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.disable = disable_opengl_state,
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});
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if (!status.ok())
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LOG("Layer capability dispatch failed because: %s", status.message);
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pp::legacy::ui_gl::set_capability(state, enabled, "Layer");
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}
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void set_layer_active_texture_unit(std::uint32_t unit_index)
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{
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const auto status = pp::renderer::gl::activate_opengl_texture_unit(
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unit_index,
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pp::renderer::gl::OpenGlActiveTextureDispatch {
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.active_texture = set_opengl_active_texture,
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});
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if (!status.ok())
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LOG("Layer active texture dispatch failed because: %s", status.message);
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pp::legacy::ui_gl::activate_texture_unit(unit_index, "Layer");
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}
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void bind_layer_texture_cube(std::uint32_t texture_id)
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{
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const auto status = pp::renderer::gl::bind_opengl_texture_cube(
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texture_id,
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pp::renderer::gl::OpenGlTexture2DBindDispatch {
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.bind_texture = bind_opengl_texture,
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});
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if (!status.ok())
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LOG("Layer cube texture bind dispatch failed because: %s", status.message);
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pp::legacy::ui_gl::bind_texture_cube(texture_id, "Layer");
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}
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void copy_layer_framebuffer_to_texture(
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@@ -152,40 +82,17 @@ void copy_layer_framebuffer_to_texture(
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void clear_layer_color_buffer(const glm::vec4& color)
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{
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const auto status = pp::renderer::gl::clear_opengl_render_target(
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pp::renderer::gl::OpenGlDefaultClear {
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.color = { color.r, color.g, color.b, color.a },
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.mask = pp::renderer::gl::framebuffer_color_buffer_mask(),
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},
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pp::renderer::gl::OpenGlClearDispatch {
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.clear_color = set_opengl_clear_color,
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.clear = clear_opengl_buffer,
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});
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if (!status.ok())
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LOG("Layer clear dispatch failed because: %s", status.message);
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pp::legacy::ui_gl::clear_color_buffer({ color.r, color.g, color.b, color.a }, "Layer");
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}
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std::array<float, 4> query_layer_clear_color()
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{
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const auto result = pp::renderer::gl::query_opengl_clear_color(
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pp::renderer::gl::OpenGlClearColorQueryDispatch {
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.get_float = get_opengl_float,
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});
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if (!result.ok()) {
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LOG("Layer clear-color query dispatch failed because: %s", result.status().message);
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}
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return result.value();
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return pp::legacy::ui_gl::query_clear_color("Layer");
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}
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void restore_layer_clear_color(std::array<float, 4> color)
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{
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const auto status = pp::renderer::gl::apply_opengl_clear_color(
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color,
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pp::renderer::gl::OpenGlClearColorDispatch {
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.clear_color = set_opengl_clear_color,
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});
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if (!status.ok())
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LOG("Layer clear-color dispatch failed because: %s", status.message);
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pp::legacy::ui_gl::set_clear_color(color, "Layer");
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}
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}
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@@ -326,4 +326,15 @@ inline void unbind_texture_2d(const char* context)
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LOG("%s texture bind dispatch failed because: %s", context, status.message);
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}
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inline void bind_texture_cube(std::uint32_t texture_id, const char* context)
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{
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const auto status = pp::renderer::gl::bind_opengl_texture_cube(
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texture_id,
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pp::renderer::gl::OpenGlTexture2DBindDispatch {
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.bind_texture = bind_opengl_texture,
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});
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if (!status.ok())
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LOG("%s cube texture bind dispatch failed because: %s", context, status.message);
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}
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} // namespace pp::legacy::ui_gl
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