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