Map renderer depth state to OpenGL
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@@ -217,7 +217,8 @@ Known local toolchain state:
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by legacy `Shader` creation also live here. Renderer API blend factor/op to
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OpenGL token mapping is tested here with explicit support flags so `GL_ZERO`
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stays distinguishable from unsupported enum values. Renderer API blend-state
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color-write masks and depth compare-op to OpenGL depth-function mapping are
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color-write masks, depth compare-op to OpenGL depth-function mapping, and
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aggregate renderer API depth-state to OpenGL enable/write/compare mapping are
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tested here too. `Shader` no longer spells GL enum
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names directly. It also owns the PanoPainter shader uniform catalog and legacy hash
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mapping used by `Shader` active-uniform discovery and the uniform uniqueness
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@@ -474,7 +474,8 @@ count query, and matrix-uniform transpose token also live in `pp_renderer_gl`
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and are consumed by legacy `Shader` creation. Renderer API blend factor/op to
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OpenGL token mapping also lives in `pp_renderer_gl`, with explicit support flags
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so `GL_ZERO` remains distinguishable from unsupported enum values. Renderer API
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blend-state color-write masks and depth compare-op to OpenGL depth-function
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blend-state color-write masks, depth compare-op to OpenGL depth-function
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mapping, and aggregate renderer API depth-state to OpenGL enable/write/compare
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mapping also live in `pp_renderer_gl`. Shader uniform hashing, catalog
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validation, active-uniform mapping, and the legacy uniform uniqueness check now
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delegate to `pp_renderer_gl` as well. `Shader` no longer spells GL enum names
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