Move VR render state mapping to renderer gl

This commit is contained in:
2026-06-02 08:58:07 +02:00
parent f968488e34
commit 4a7eff24bf
3 changed files with 60 additions and 35 deletions

View File

@@ -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.

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@@ -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.