Map renderer depth state to OpenGL

This commit is contained in:
2026-06-02 20:23:49 +02:00
parent 9b6c5b0849
commit 36f9e73dd4
5 changed files with 61 additions and 2 deletions

View File

@@ -217,7 +217,8 @@ Known local toolchain state:
by legacy `Shader` creation also live here. Renderer API blend factor/op to
OpenGL token mapping is tested here with explicit support flags so `GL_ZERO`
stays distinguishable from unsupported enum values. Renderer API blend-state
color-write masks and depth compare-op to OpenGL depth-function mapping are
color-write masks, depth compare-op to OpenGL depth-function mapping, and
aggregate renderer API depth-state to OpenGL enable/write/compare mapping are
tested here too. `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

View File

@@ -474,7 +474,8 @@ count query, and matrix-uniform transpose token also live in `pp_renderer_gl`
and are consumed by legacy `Shader` creation. Renderer API blend factor/op to
OpenGL token mapping also lives in `pp_renderer_gl`, with explicit support flags
so `GL_ZERO` remains distinguishable from unsupported enum values. Renderer API
blend-state color-write masks and depth compare-op to OpenGL depth-function
blend-state color-write masks, depth compare-op to OpenGL depth-function
mapping, and aggregate renderer API depth-state to OpenGL enable/write/compare
mapping also live in `pp_renderer_gl`. 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