Validate OpenGL texture binding slots

This commit is contained in:
2026-06-02 21:14:07 +02:00
parent d664e9fc39
commit 55b725e876
7 changed files with 99 additions and 17 deletions

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@@ -275,13 +275,16 @@ Known local toolchain state:
blit filters into GL-facing planned command data while rejecting unsupported
enum tokens before a real GL context is needed. It also plans whole recorded
command streams, preserving per-command planned data while counting render
passes, draws, shader binds, shader uniforms, texture uploads, mipmap
generation, texture transitions, texture copies, texture readbacks, frame
captures, passthrough commands, trace commands, unsupported commands, and
render-pass ordering errors such as state changes outside a pass, nested
passes, and unclosed passes. It also validates executable command
dependencies, including shader-before-uniform and shader-plus-mesh before
draw within each render pass.
passes, draws, shader binds, shader uniforms, texture/sampler binds, texture
uploads, mipmap generation, texture transitions, texture copies, texture
readbacks, frame captures, passthrough commands, trace commands, unsupported
commands, and render-pass ordering errors such as state changes outside a
pass, nested passes, and unclosed passes. It also validates executable
command dependencies, including shader-before-uniform and shader-plus-mesh
before draw within each render pass, and rejects invalid texture/sampler bind
slots in malformed recorded streams. `pano_cli record-render` emits the
OpenGL plan texture/sampler bind counts so automation can assert backend
interpretation without an OpenGL context.
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.