Move canvas mode GL mappings to renderer gl
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@@ -202,6 +202,9 @@ Known local toolchain state:
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Desktop VR drawing also consumes backend-owned scissor/depth/blend state,
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depth clear masks, active texture units, and fallback 2D texture unbind
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targets while retaining the existing VR SDK/platform bridge shape.
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Canvas mode overlay, mask, and transform paths also consume backend-owned
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blend/depth state, active texture units, 2D texture copy targets, and RGBA8
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readback format tokens.
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- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
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for the current headless component matrix; see DEBT-0007 for remaining app
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and platform triplet migration.
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@@ -746,6 +746,9 @@ Results:
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depth clears, active texture units, and fallback 2D texture unbinds through
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the renderer GL backend mapping; platform VR SDK bridges remain isolated for
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later platform-shell extraction.
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- Canvas mode overlay, mask, and transform paths now route generic OpenGL
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blend/depth state, active texture units, 2D copy targets, and RGBA8
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readback formats through the renderer GL backend mapping.
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- Known remaining warnings: legacy project/vendor diagnostics, Visual Studio
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vcpkg-manifest warning, `LNK4099` missing libyuv PDBs, and `LNK4098` runtime
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library conflict from retained vendor binaries.
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