Route retained draw state through GL dispatch
This commit is contained in:
@@ -355,10 +355,13 @@ Known local toolchain state:
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atlas texture formats, text mesh buffer targets, attribute component and
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normalization tokens, draw primitive/index type, upload usage, and active
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texture unit selection also consume the backend mapping. Text mesh
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buffer/VAO creation, deferred index/vertex uploads, and indexed draw calls
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now consume tested `pp_renderer_gl` mesh dispatch contracts too. 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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buffer/VAO creation, deferred index/vertex uploads, indexed draw calls, and
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draw-time texture-unit activation now consume tested `pp_renderer_gl`
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dispatch contracts too. Canvas undo/redo dirty-region texture updates and
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readbacks also consume the backend-owned 2D texture target, RGBA pixel
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format, and unsigned-byte component mapping; canvas stroke commit, thumbnail,
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and object-draw history paths now consume tested capability-state query
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dispatch for saved blend state.
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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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`NodeImageTexture` preview drawing also consumes backend-owned fallback 2D
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@@ -373,8 +376,8 @@ Known local toolchain state:
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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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blend/clear state, viewport execution, target-aware framebuffer-to-texture
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copies, and RGBA8 read/write pixel mapping.
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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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`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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@@ -666,12 +669,12 @@ Known local toolchain state:
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color/depth attachment, status-check, and binding-restore dispatch consumed
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by retained `RTT::create`/`RTT::destroy`, tested RTT render-target clear,
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masked color clear with color-write-mask restore, and texture-bind dispatch,
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tested active-texture dispatch consumed by retained Canvas, NodeCanvas, and
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NodeStrokePreview texture-unit switches,
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tested active-texture dispatch consumed by retained Canvas, Font, NodeCanvas,
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and NodeStrokePreview texture-unit switches,
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tested viewport/scissor/capability dispatch consumed by retained Canvas,
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NodeCanvas, NodeStrokePreview, and HMD render-state paths,
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tested capability-state query dispatch consumed by retained `NodeCanvas`,
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`CanvasMode`, and `NodePanelGrid` draw-state restore paths,
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tested capability-state query dispatch consumed by retained `Canvas`,
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`NodeCanvas`, `CanvasMode`, and `NodePanelGrid` draw-state restore paths,
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tested viewport query, clear-color query, and clear-color restore dispatch
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consumed by retained `Canvas`, `CanvasLayer`, `NodeCanvas`, and
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`NodeStrokePreview` draw-state paths,
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@@ -681,7 +684,8 @@ Known local toolchain state:
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tested pixel-buffer allocation/readback/map/unmap/delete dispatch
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consumed by retained `PBO` recording readbacks, tested framebuffer-to-texture
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copy dispatch consumed by retained canvas/UI paint paths and CanvasLayer
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cube-face generation, tested framebuffer bind/restore dispatch consumed by
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cube-face generation, tested cube texture bind dispatch consumed by
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CanvasLayer equirect export, tested framebuffer bind/restore dispatch consumed by
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retained `RTT` render-target pass entry
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and exit paths, tested depth renderbuffer allocation/delete and framebuffer
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depth attach/detach dispatch consumed by retained RTT and canvas object-drawing helpers,
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@@ -16,6 +16,18 @@ agent or engineer to remove them without reconstructing context from chat.
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- Do not close an entry until the removal condition is met and validated.
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- Prefer deleting shortcuts over expanding this log.
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## Recent Reductions
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- 2026-06-04: DEBT-0036 was narrowed again. Canvas stroke commit,
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thumbnail, and object-draw history paths now query saved blend state through
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tested `pp_renderer_gl` capability-state dispatch; CanvasLayer equirect
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export now binds cube textures through tested `pp_renderer_gl` dispatch; and
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`Font` text drawing now activates texture units through tested
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`pp_renderer_gl` dispatch. The debt remains open for live stroke
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rasterization, dual-brush compositing, pattern feedback math, thumbnail layer
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compositing, brush-preview compositing, and retained `ShaderManager::ext_*`
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compatibility fields.
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## Open Debt
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| ID | Status | Owner | Item | Reason | Validation | Removal Condition |
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@@ -1078,13 +1078,15 @@ capability detection also live in `pp_renderer_gl`. Legacy font atlas texture
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formats, text mesh buffer targets, attribute component/normalization, draw
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primitive/index type, upload usage, and active texture unit selection also
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delegate to `pp_renderer_gl`; text mesh buffer/VAO creation, deferred index
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and vertex uploads, and indexed draw calls now execute through the same tested
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mesh dispatch contracts used by `Shape`, leaving the retained `Font` utility
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with thin GL adapter functions for mesh operations.
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and vertex uploads, indexed draw calls, and text draw texture-unit activation
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now execute through the same tested dispatch contracts used by `Shape`, leaving
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the retained `Font` utility with thin GL adapter functions for mesh operations.
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Canvas undo/redo dirty-region texture updates and readbacks now also execute
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through retained `RTT` helpers backed by `pp_renderer_gl`, including 2D texture
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target, dirty-region offsets, RGBA pixel format, and unsigned-byte component
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type mapping.
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type mapping. Canvas stroke commit, thumbnail generation, and object-draw
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history paths now query saved blend state through the same tested capability
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state dispatch before restoring it.
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`NodeViewport` preview rendering now also delegates viewport query,
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clear-color query, color-buffer clear mask, viewport execution, color clear,
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clear-color restore, and blend-state execution through the shared
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@@ -1101,8 +1103,8 @@ 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, and RGBA8
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read/write pixel mapping to `pp_renderer_gl`.
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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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`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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@@ -184,6 +184,11 @@ void disable_opengl_state(std::uint32_t state) noexcept
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glDisable(static_cast<GLenum>(state));
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}
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std::uint8_t query_opengl_capability(std::uint32_t state) noexcept
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{
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return static_cast<std::uint8_t>(glIsEnabled(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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@@ -297,6 +302,19 @@ void apply_canvas_capability(std::uint32_t state, bool enabled)
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LOG("Canvas capability dispatch failed because: %s", status.message);
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}
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bool query_canvas_capability(std::uint32_t state)
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{
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const auto result = pp::renderer::gl::query_opengl_capability_state(
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state,
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pp::renderer::gl::OpenGlCapabilityStateQueryDispatch {
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.is_enabled = query_opengl_capability,
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});
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if (!result.ok()) {
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LOG("Canvas capability query dispatch failed because: %s", result.status().message);
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}
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return result.value();
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}
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void gen_opengl_renderbuffers(std::uint32_t count, std::uint32_t* ids) noexcept
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{
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glGenRenderbuffers(static_cast<GLsizei>(count), reinterpret_cast<GLuint*>(ids));
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@@ -1121,7 +1139,7 @@ void Canvas::stroke_commit()
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// save viewport and clear color states
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const auto vp = query_canvas_viewport();
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const auto cc = query_canvas_clear_color();
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auto blend = glIsEnabled(blend_state());
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auto blend = query_canvas_capability(blend_state());
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// allocate action to add to history
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auto action = new ActionStroke;
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@@ -2992,7 +3010,7 @@ Image Canvas::thumbnail_generate(int w, int h)
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// save viewport and clear color states
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const auto vp = query_canvas_viewport();
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const auto cc = query_canvas_clear_color();
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auto blend = glIsEnabled(blend_state());
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auto blend = query_canvas_capability(blend_state());
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// prepare common states
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apply_canvas_viewport(0, 0, w, h);
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@@ -3125,7 +3143,7 @@ void Canvas::draw_objects_direct(std::function<void(const glm::mat4& camera, con
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// save viewport and clear color states
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const auto vp = query_canvas_viewport();
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const auto cc = query_canvas_clear_color();
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auto blend = glIsEnabled(blend_state());
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auto blend = query_canvas_capability(blend_state());
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// prepare common states
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apply_canvas_viewport(0, 0, layer.w, layer.h);
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@@ -3166,7 +3184,7 @@ void Canvas::draw_objects(std::function<void(const glm::mat4& camera, const glm:
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// save viewport and clear color states
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const auto vp = query_canvas_viewport();
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const auto cc = query_canvas_clear_color();
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auto blend = glIsEnabled(blend_state());
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auto blend = query_canvas_capability(blend_state());
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// prepare common states
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apply_canvas_viewport(0, 0, layer.w, layer.h);
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@@ -32,6 +32,11 @@ void set_opengl_active_texture(std::uint32_t texture_unit) noexcept
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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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@@ -108,6 +113,17 @@ void set_layer_active_texture_unit(std::uint32_t unit_index)
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LOG("Layer active texture dispatch failed because: %s", status.message);
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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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}
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void copy_layer_framebuffer_to_texture(
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std::uint32_t texture_target,
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std::int32_t destination_x,
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@@ -248,7 +264,7 @@ Texture2D Layer::gen_equirect(glm::ivec2 size /*= { 0, 0 }*/)
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apply_layer_viewport(0, 0, latlong.getWidth(), latlong.getHeight());
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set_layer_active_texture_unit(0U);
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glBindTexture(pp::renderer::gl::texture_cube_map_target(), cube.m_cubetex_id);
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bind_layer_texture_cube(cube.m_cubetex_id);
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ShaderManager::use(kShader::Equirect);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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@@ -290,7 +306,7 @@ PBO Layer::gen_equirect_pbo(glm::ivec2 size /*= { 0, 0 }*/)
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apply_layer_viewport(0, 0, latlong.getWidth(), latlong.getHeight());
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set_layer_active_texture_unit(0U);
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glBindTexture(pp::renderer::gl::texture_cube_map_target(), cube.m_cubetex_id);
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bind_layer_texture_cube(cube.m_cubetex_id);
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ShaderManager::use(kShader::Equirect);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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23
src/font.cpp
23
src/font.cpp
@@ -23,11 +23,6 @@ namespace {
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return static_cast<GLint>(pp::renderer::gl::texture_format_for_channel_count(1U).pixel_format);
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}
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[[nodiscard]] GLenum texture_unit(std::uint32_t unit_index) noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::active_texture_unit(unit_index));
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}
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void gen_buffers_adapter(std::uint32_t count, std::uint32_t* ids) noexcept
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{
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glGenBuffers(static_cast<GLsizei>(count), ids);
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@@ -97,6 +92,22 @@ void draw_arrays_adapter(std::uint32_t mode, std::int32_t first, std::int32_t co
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glDrawArrays(static_cast<GLenum>(mode), static_cast<GLint>(first), static_cast<GLsizei>(count));
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}
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void activate_texture_adapter(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 activate_text_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 = activate_texture_adapter,
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});
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if (!status.ok())
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LOG("Text active texture dispatch failed because: %s", status.message);
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}
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[[nodiscard]] std::span<const pp::renderer::gl::OpenGlVertexAttribute> text_mesh_vertex_attributes() noexcept
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{
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static const std::array<pp::renderer::gl::OpenGlVertexAttribute, 2> attributes {
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@@ -431,7 +442,7 @@ void TextMesh::draw()
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auto& f = FontManager::get(font, size, weight, italic);
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if (f.font_tex.ready())
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{
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glActiveTexture(texture_unit(0U));
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activate_text_texture_unit(0U);
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f.font_tex.bind();
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FontManager::m_sampler.bind(0);
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