Validate OpenGL command pass barriers
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@@ -279,12 +279,13 @@ Known local toolchain state:
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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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pass, nested passes, texture I/O or blits inside a pass, and unclosed passes.
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It also validates executable command dependencies, including
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shader-before-uniform and shader-plus-mesh before draw within each render
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pass, and rejects invalid texture/sampler bind slots in malformed recorded
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streams. `pano_cli record-render` emits the OpenGL plan texture/sampler bind
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counts so automation can assert backend interpretation without an OpenGL
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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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@@ -538,10 +538,10 @@ 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 pass,
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nested passes, and unclosed passes. It also validates executable command
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dependencies, including shader-before-uniform and shader-plus-mesh before draw
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within each render pass, and rejects invalid texture/sampler bind slots in
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malformed recorded streams.
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nested passes, texture I/O or blits inside a pass, and unclosed passes. It
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also validates executable command dependencies, including shader-before-uniform
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and shader-plus-mesh before draw within each render pass, and rejects invalid
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texture/sampler bind slots in malformed recorded streams.
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The existing renderer classes are not yet fully
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behind the renderer interfaces.
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