Add renderer boundary automation guard

This commit is contained in:
2026-06-02 09:37:57 +02:00
parent acd8ef6658
commit 61f86f5aae
6 changed files with 132 additions and 8 deletions

View File

@@ -196,9 +196,9 @@ Known local toolchain state:
longer expose raw OpenGL enum defaults; default texture formats, sampler
filters/wraps, and render-target formats resolve through backend-owned
overloads.
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.
The Windows entrypoint also consumes backend-owned generic OpenGL
error-code/info-string tokens and WGL core-context/pixel-format attribute
catalogs.
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.
@@ -237,6 +237,10 @@ Known local toolchain state:
- `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.
- `scripts/automation/analyze.*` runs shader validation plus a
renderer-boundary guard that reports JSON and fails if active non-backend
source code reintroduces raw `GL_*`/`WGL_*` constants outside the allowed
legacy OpenGL implementation files.
- `pp_ui_core` consumes vcpkg tinyxml2 only when `PP_USE_VCPKG_TINYXML2=ON`
through the vcpkg preset; default and Android validation still use the
retained vendored fallback tracked by DEBT-0012.