Share grid GL dispatch adapters

This commit is contained in:
2026-06-05 13:53:51 +02:00
parent 03b999e60f
commit 745a5898da
5 changed files with 64 additions and 108 deletions

View File

@@ -1271,6 +1271,9 @@ Retained `CanvasMode` overlay, mask, transform, and canvas-tip pick paths now
also use the same bridge for active-texture, capability query/apply, viewport,
read-framebuffer query, and RGBA8 pixel readback adapter endpoints while their
mode logic remains in the legacy UI implementation.
`NodePanelGrid` heightmap draw and bake setup now also share that bridge for
active-texture selection, depth/blend capability query/apply, viewport
query/execution, depth clears, and color-write-mask adapter endpoints.
Desktop HMD eye rendering now routes eye framebuffer viewport changes through
the tested `pp_renderer_gl` viewport dispatch while platform VR SDK bridges
remain isolated for later platform-shell extraction.
@@ -2557,7 +2560,10 @@ Results:
paths now also consume the shared retained UI GL dispatch for active-texture,
capability query/apply, viewport, read-framebuffer query, and RGBA8 pixel
readback adapter endpoints, removing another local raw-GL adapter cluster
from `src/canvas_modes.cpp`.
from `src/canvas_modes.cpp`. `NodePanelGrid` heightmap draw and bake setup
now uses the same bridge for active-texture, depth/blend capability
query/apply, viewport query/execution, depth clears, and color-write-mask
adapter endpoints instead of owning another local dispatch cluster.
- Windows desktop OpenGL context creation now consumes a tested
`windows_wgl_core_context_3_3_config()` catalog from `pp_renderer_gl`, moving
the active WGL context/pixel-format attribute literals out of the platform