Move VR render state mapping to renderer gl
This commit is contained in:
@@ -199,6 +199,9 @@ Known local toolchain state:
|
||||
The Windows entrypoint also consumes backend-owned generic OpenGL error-code
|
||||
and info-string tokens; WGL context/pixel-format constants remain in the
|
||||
platform shell for a later platform-boundary slice.
|
||||
Desktop VR drawing also consumes backend-owned scissor/depth/blend state,
|
||||
depth clear masks, active texture units, and fallback 2D texture unbind
|
||||
targets while retaining the existing VR SDK/platform bridge shape.
|
||||
- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
|
||||
for the current headless component matrix; see DEBT-0007 for remaining app
|
||||
and platform triplet migration.
|
||||
|
||||
@@ -742,6 +742,10 @@ Results:
|
||||
and runtime `data/` copy.
|
||||
- Android arm64 configured with NDK 29.0.14206865 through the platform-build
|
||||
wrapper and compiled headless foundation/tool/test targets.
|
||||
- Desktop VR drawing now routes generic OpenGL scissor/depth/blend state,
|
||||
depth clears, active texture units, and fallback 2D texture unbinds through
|
||||
the renderer GL backend mapping; platform VR SDK bridges remain isolated for
|
||||
later platform-shell extraction.
|
||||
- Known remaining warnings: legacy project/vendor diagnostics, Visual Studio
|
||||
vcpkg-manifest warning, `LNK4099` missing libyuv PDBs, and `LNK4098` runtime
|
||||
library conflict from retained vendor binaries.
|
||||
|
||||
Reference in New Issue
Block a user