Move canvas layer merge GL mappings to renderer gl

This commit is contained in:
2026-06-02 09:22:35 +02:00
parent f7d32f2835
commit 92338a0911
3 changed files with 12 additions and 12 deletions

View File

@@ -221,9 +221,9 @@ Known local toolchain state:
Canvas stroke commit also consumes backend-owned saved viewport/clear/blend
state, history readback format/type, active texture units, fallback 2D
texture unbind targets, and layer compositing copy targets.
Canvas layer merge rendering also consumes backend-owned depth/blend state,
active texture units, fallback 2D texture unbind targets, and merge
framebuffer copy targets.
Canvas layer merge rendering and explicit layer-merge compositing also consume
backend-owned depth/blend state, active texture units, fallback 2D texture
unbind targets, and merge framebuffer copy targets.
- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
for the current headless component matrix; see DEBT-0007 for remaining app
and platform triplet migration.

View File

@@ -765,9 +765,9 @@ Results:
- Canvas stroke commit now routes saved viewport/clear/blend state, history
readbacks, active texture units, fallback 2D texture unbinds, and layer
compositing copy targets through the renderer GL backend mapping.
- Canvas layer merge rendering now routes depth/blend state, active texture
units, fallback 2D texture unbinds, and merge framebuffer copy targets through
the renderer GL backend mapping.
- Canvas layer merge rendering and explicit layer-merge compositing now route
depth/blend state, active texture units, fallback 2D texture unbinds, and
merge framebuffer copy targets through the renderer GL backend mapping.
- Known remaining warnings: legacy project/vendor diagnostics, Visual Studio
vcpkg-manifest warning, `LNK4099` missing libyuv PDBs, and `LNK4098` runtime
library conflict from retained vendor binaries.

View File

@@ -1433,7 +1433,7 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
{
// prepare common states
glViewport(0, 0, m_width, m_height);
glDisable(GL_BLEND);
glDisable(blend_state());
for (int i = 0; i < 6; i++)
{
@@ -1450,9 +1450,9 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
m_layers[dest_idx]->face(i) = true;
// copy to tmp2 for layer blending
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_tex2[i].bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_width, m_height);
glCopyTexSubImage2D(texture_2d_target(), 0, 0, 0, 0, 0, m_width, m_height);
m_tex2[i].unbind();
m_sampler.bind(0);
@@ -1470,13 +1470,13 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
ShaderManager::u_int(kShaderUniform::UseDual, false);
ShaderManager::u_int(kShaderUniform::UsePattern, false);
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_tex2[i].bind();
glActiveTexture(GL_TEXTURE1);
set_active_texture_unit(1);
m_layers[source_idx]->rtt(i).bindTexture();
m_plane.draw_fill();
m_layers[source_idx]->rtt(i).unbindTexture();
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_tex2[i].unbind();
}