Validate OpenGL command pass barriers

This commit is contained in:
2026-06-02 21:16:58 +02:00
parent 55b725e876
commit 6a3cd867f0
4 changed files with 115 additions and 10 deletions

View File

@@ -279,12 +279,13 @@ Known local toolchain state:
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.
pass, nested passes, texture I/O or blits inside a pass, 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.

View File

@@ -538,10 +538,10 @@ 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.
nested passes, texture I/O or blits inside a pass, 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.
The existing renderer classes are not yet fully
behind the renderer interfaces.