Route VR render state through renderer GL
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@@ -464,8 +464,9 @@ Known local toolchain state:
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version/vendor/renderer/GLSL string query dispatch, tested default clear
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color/buffer dispatch consumed by `App::clear`, tested app UI
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viewport/scissor dispatch consumed by `App::draw` and `App::vr_draw_ui`,
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plus renderer API to OpenGL token mapping and command-planning contracts used
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by the OpenGL parity work.
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tested generic capability/buffer-clear dispatch consumed by VR draw state
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setup, plus renderer API to OpenGL token mapping and command-planning
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contracts used by the OpenGL parity work.
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- `pano_cli plan-cloud-upload` exposes `pp_app_core` cloud upload availability,
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new-document warning, publish prompt, and save-before-upload planning as JSON;
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the live cloud upload command consumes the same start contract before
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@@ -531,6 +531,10 @@ the live OpenGL call sequence.
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VR UI framebuffer viewport and scissor-test setup now also consumes those
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`pp_renderer_gl` contracts, keeping desktop and VR UI rendering aligned while
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the retained OpenVR app path is split incrementally.
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VR draw blend/depth state transitions and depth-buffer clears now use generic
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tested `pp_renderer_gl` capability and clear dispatch contracts, reducing
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direct OpenGL execution in the retained VR app path without changing state
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restore behavior.
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Windows RenderDoc frame capture hooks now also dispatch through
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`PlatformServices`, keeping capture integration in the platform service while
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leaving non-Windows adapters as no-ops.
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