Route RTT framebuffer binding through renderer GL

This commit is contained in:
2026-06-03 06:35:47 +02:00
parent 3128a0d309
commit 779d6b0387
6 changed files with 149 additions and 29 deletions

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@@ -468,9 +468,10 @@ Known local toolchain state:
setup, tested saved-state snapshot/restore dispatch consumed by the retained
`gl_state` utility, tested texture lifecycle/readback dispatch consumed by
the retained `Texture2D` utility, tested framebuffer blit/readback dispatch
consumed by retained `RTT` resize/copy/readback paths, plus renderer API to
OpenGL token mapping and command-planning contracts used by the OpenGL parity
work.
consumed by retained `RTT` resize/copy/readback paths, tested framebuffer
bind/restore dispatch consumed by retained `RTT` render-target pass entry
and exit paths, plus renderer API to OpenGL token mapping and command-planning
contracts used by the OpenGL parity work.
- `pano_cli plan-cloud-upload` exposes `pp_app_core` cloud upload availability,
new-document warning, publish prompt, and save-before-upload planning as JSON;
the live cloud upload command consumes the same start contract before

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@@ -547,6 +547,9 @@ resource lifecycle path behind the renderer backend boundary.
Legacy `RTT` resize/copy blits and byte/float framebuffer readbacks now execute
through tested `pp_renderer_gl` framebuffer dispatch contracts with draw/read
framebuffer binding restore handled by the backend helper.
Legacy `RTT::bindFramebuffer` and `RTT::unbindFramebuffer` now use tested
`pp_renderer_gl` draw/read framebuffer binding snapshot and restore contracts,
moving render-target pass entry/exit state management behind the backend.
Windows RenderDoc frame capture hooks now also dispatch through
`PlatformServices`, keeping capture integration in the platform service while
leaving non-Windows adapters as no-ops.