Route RTT blit readback through renderer GL

This commit is contained in:
2026-06-03 06:31:41 +02:00
parent ae69f7437f
commit 3128a0d309
6 changed files with 487 additions and 73 deletions

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@@ -467,8 +467,10 @@ Known local toolchain state:
tested generic capability/buffer-clear dispatch consumed by VR draw state
setup, tested saved-state snapshot/restore dispatch consumed by the retained
`gl_state` utility, tested texture lifecycle/readback dispatch consumed by
the retained `Texture2D` utility, plus renderer API to OpenGL token mapping
and command-planning contracts used by the OpenGL parity work.
the retained `Texture2D` utility, tested framebuffer blit/readback dispatch
consumed by retained `RTT` resize/copy/readback paths, plus renderer API to
OpenGL token mapping and command-planning contracts used by the OpenGL parity
work.
- `pano_cli plan-cloud-upload` exposes `pp_app_core` cloud upload availability,
new-document warning, publish prompt, and save-before-upload planning as JSON;
the live cloud upload command consumes the same start contract before

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@@ -544,6 +544,9 @@ Legacy `Texture2D` allocation, binding, deletion, mipmap generation, region
update, and framebuffer readback now execute through tested `pp_renderer_gl`
texture dispatch contracts. This keeps the app API stable while moving another
resource lifecycle path behind the renderer backend boundary.
Legacy `RTT` resize/copy blits and byte/float framebuffer readbacks now execute
through tested `pp_renderer_gl` framebuffer dispatch contracts with draw/read
framebuffer binding restore handled by the backend helper.
Windows RenderDoc frame capture hooks now also dispatch through
`PlatformServices`, keeping capture integration in the platform service while
leaving non-Windows adapters as no-ops.