Move viewport render state mapping to renderer gl
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@@ -167,6 +167,8 @@ Known local toolchain state:
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texture unit selection also consume the backend mapping. Canvas undo/redo
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dirty-region texture updates and readbacks also consume the backend-owned 2D
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texture target, RGBA pixel format, and unsigned-byte component mapping.
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`NodeViewport` preview rendering also consumes backend-owned viewport query,
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clear-color query, color-buffer clear mask, and blend-state tokens.
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- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
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for the current headless component matrix; see DEBT-0007 for remaining app
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and platform triplet migration.
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@@ -433,6 +433,9 @@ delegate to `pp_renderer_gl`; `Font` no longer spells GL enum names directly.
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Canvas undo/redo dirty-region texture updates and readbacks now also delegate
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their 2D texture target, RGBA pixel format, and unsigned-byte component type
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mapping to `pp_renderer_gl`.
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`NodeViewport` preview rendering now also delegates viewport query,
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clear-color query, color-buffer clear mask, and blend-state tokens to
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`pp_renderer_gl`.
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The existing renderer classes are not yet fully
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behind the renderer interfaces.
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@@ -1,6 +1,7 @@
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#include "pch.h"
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#include "log.h"
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#include "node_viewport.h"
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#include "renderer_gl/opengl_capabilities.h"
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#include "shader.h"
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#include "app.h"
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@@ -11,24 +12,24 @@ void NodeViewport::draw()
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glGetIntegerv(pp::renderer::gl::viewport_query(), vp);
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glGetFloatv(pp::renderer::gl::color_clear_value_query(), cc);
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glClearColor(1, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
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auto box = m_clip * root()->m_zoom;
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glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
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glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
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TextureManager::get(m_tex_id).bind();
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m_sampler->bind(0);
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glEnable(GL_BLEND);
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glEnable(pp::renderer::gl::blend_state());
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * cam);
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m_faces->draw_fill();
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m_sampler->unbind();
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TextureManager::get(m_tex_id).unbind();
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glDisable(GL_BLEND);
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glDisable(pp::renderer::gl::blend_state());
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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@@ -35,6 +35,9 @@ constexpr std::uint32_t gl_debug_severity_notification = 0x826BU;
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constexpr std::uint32_t gl_src_alpha = 0x0302U;
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constexpr std::uint32_t gl_one_minus_src_alpha = 0x0303U;
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constexpr std::uint32_t gl_line_smooth = 0x0B20U;
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constexpr std::uint32_t gl_viewport = 0x0BA2U;
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constexpr std::uint32_t gl_blend = 0x0BE2U;
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constexpr std::uint32_t gl_color_clear_value = 0x0C22U;
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constexpr std::uint32_t gl_scissor_test = 0x0C11U;
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constexpr std::uint32_t gl_depth_test = 0x0B71U;
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constexpr std::uint32_t gl_func_add = 0x8006U;
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@@ -480,6 +483,21 @@ std::uint32_t shading_language_version_string_name() noexcept
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return gl_shading_language_version;
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}
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std::uint32_t viewport_query() noexcept
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{
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return gl_viewport;
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}
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std::uint32_t color_clear_value_query() noexcept
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{
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return gl_color_clear_value;
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}
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std::uint32_t blend_state() noexcept
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{
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return gl_blend;
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}
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std::uint32_t depth_test_state() noexcept
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{
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return gl_depth_test;
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@@ -99,6 +99,9 @@ struct OpenGlReadbackFormat {
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[[nodiscard]] std::uint32_t vendor_string_name() noexcept;
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[[nodiscard]] std::uint32_t renderer_string_name() noexcept;
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[[nodiscard]] std::uint32_t shading_language_version_string_name() noexcept;
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[[nodiscard]] std::uint32_t viewport_query() noexcept;
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[[nodiscard]] std::uint32_t color_clear_value_query() noexcept;
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[[nodiscard]] std::uint32_t blend_state() noexcept;
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[[nodiscard]] std::uint32_t depth_test_state() noexcept;
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[[nodiscard]] std::uint32_t scissor_test_state() noexcept;
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[[nodiscard]] std::uint32_t program_point_size_state() noexcept;
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@@ -324,6 +324,9 @@ void maps_app_initialization_parameters(pp::tests::Harness& h)
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PP_EXPECT(h, pp::renderer::gl::renderer_string_name() == 0x1F01U);
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PP_EXPECT(h, pp::renderer::gl::shading_language_version_string_name() == 0x8B8CU);
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PP_EXPECT(h, pp::renderer::gl::viewport_query() == 0x0BA2U);
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PP_EXPECT(h, pp::renderer::gl::color_clear_value_query() == 0x0C22U);
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PP_EXPECT(h, pp::renderer::gl::blend_state() == 0x0BE2U);
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PP_EXPECT(h, pp::renderer::gl::depth_test_state() == 0x0B71U);
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PP_EXPECT(h, pp::renderer::gl::scissor_test_state() == 0x0C11U);
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PP_EXPECT(h, pp::renderer::gl::program_point_size_state() == 0x8642U);
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