Route VR UI viewport scissor through renderer GL

This commit is contained in:
2026-06-03 05:59:36 +02:00
parent 155e67fcec
commit 7dcf76c3aa
3 changed files with 50 additions and 6 deletions

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@@ -463,9 +463,9 @@ Known local toolchain state:
policy and dispatch application consumed by `App::init`, tested runtime
version/vendor/renderer/GLSL string query dispatch, tested default clear
color/buffer dispatch consumed by `App::clear`, tested app UI
viewport/scissor dispatch consumed by `App::draw`, plus renderer API to
OpenGL token mapping and command-planning contracts used by the OpenGL parity
work.
viewport/scissor dispatch consumed by `App::draw` and `App::vr_draw_ui`,
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

View File

@@ -528,6 +528,9 @@ Main app UI viewport and scissor execution now dispatch through tested
`pp_renderer_gl` viewport/scissor contracts, leaving `App::draw` and UI node
clipping to provide rectangles while the backend owns scissor-state tokens and
the live OpenGL call sequence.
VR UI framebuffer viewport and scissor-test setup now also consumes those
`pp_renderer_gl` contracts, keeping desktop and VR UI rendering aligned while
the retained OpenVR app path is split incrementally.
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.