Route retained draw state through GL dispatch

This commit is contained in:
2026-06-04 23:50:50 +02:00
parent 111cc8c892
commit 3cd1d46025
6 changed files with 92 additions and 29 deletions

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@@ -1078,13 +1078,15 @@ capability detection also live in `pp_renderer_gl`. Legacy font atlas texture
formats, text mesh buffer targets, attribute component/normalization, draw
primitive/index type, upload usage, and active texture unit selection also
delegate to `pp_renderer_gl`; text mesh buffer/VAO creation, deferred index
and vertex uploads, and indexed draw calls now execute through the same tested
mesh dispatch contracts used by `Shape`, leaving the retained `Font` utility
with thin GL adapter functions for mesh operations.
and vertex uploads, indexed draw calls, and text draw texture-unit activation
now execute through the same tested dispatch contracts used by `Shape`, leaving
the retained `Font` utility with thin GL adapter functions for mesh operations.
Canvas undo/redo dirty-region texture updates and readbacks now also execute
through retained `RTT` helpers backed by `pp_renderer_gl`, including 2D texture
target, dirty-region offsets, RGBA pixel format, and unsigned-byte component
type mapping.
type mapping. Canvas stroke commit, thumbnail generation, and object-draw
history paths now query saved blend state through the same tested capability
state dispatch before restoring it.
`NodeViewport` preview rendering now also delegates viewport query,
clear-color query, color-buffer clear mask, viewport execution, color clear,
clear-color restore, and blend-state execution through the shared
@@ -1101,8 +1103,8 @@ Simple UI text, text-input, border, scroll, and animation timeline draw paths
now also execute blend-state changes through the shared UI GL adapter.
Canvas layer cube/equirect generation, clear, restore, and snapshot paths now
also delegate cube/2D texture targets, active texture units, blend/clear state,
viewport execution, target-aware framebuffer-to-texture copies, and RGBA8
read/write pixel mapping to `pp_renderer_gl`.
viewport execution, target-aware framebuffer-to-texture copies, cube texture
binding, and RGBA8 read/write pixel mapping to `pp_renderer_gl`.
`NodePanelGrid` heightmap preview and lightmap baking now delegate texture
readback formats, sampler filters, depth/blend state, depth clears, viewport
queries, color-mask booleans, active texture units, and float render-target