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