Share retained mesh dispatch bridge
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@@ -465,10 +465,11 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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validates renderer API primitive-topology to OpenGL draw-mode mapping, Shape
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index-type, fill/stroke primitive-mode, buffer target, static upload usage,
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and vertex attribute component/normalization mapping used by
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the legacy mesh draw path. Legacy `Shape` mesh buffer/VAO creation, zero-byte
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dynamic-buffer creation, dynamic vertex/index uploads, fill/stroke draw
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calls, and buffer/VAO deletion now consume tested dispatch contracts here,
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plus the PanoPainter cube-face to OpenGL
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the legacy mesh draw path. Retained `Shape`, `TextMesh`, and
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`NodeColorWheel` mesh buffer/VAO creation, zero-byte dynamic-buffer creation,
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dynamic vertex/index uploads, fill/stroke/text draw calls, and buffer/VAO
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deletion now consume tested dispatch contracts here through
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`legacy_gl_mesh_dispatch`, plus the PanoPainter cube-face to OpenGL
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texture-target mapping used by `TextureCube`.
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It also owns and validates sampler wrap S/T/R, min/mag filter, and desktop
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border-color parameter mapping used by legacy `Sampler`, plus renderer API
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@@ -511,7 +512,7 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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texture unit selection also consume the backend mapping. Text mesh
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buffer/VAO creation, deferred index/vertex uploads, indexed draw calls, and
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draw-time texture-unit activation now consume tested `pp_renderer_gl`
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dispatch contracts too. Canvas undo/redo dirty-region texture updates and
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dispatch contracts through the shared retained mesh bridge too. Canvas undo/redo dirty-region texture updates and
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readbacks also consume the backend-owned 2D texture target, RGBA pixel
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format, and unsigned-byte component mapping; canvas stroke commit, thumbnail,
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and object-draw history paths now consume tested capability-state query
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@@ -523,9 +524,8 @@ powershell -ExecutionPolicy Bypass -File scripts\automation\apple-remote-build.p
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`NodeImage` drawing and remote-image texture creation also consume
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backend-owned mipmapped sampler filters, blend-state tokens, and RGBA8/RGBA
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texture format mapping.
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`NodeColorWheel` triangle-buffer setup and draw-state handling also consume
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backend-owned array-buffer, static-upload, vertex-attribute, primitive-mode,
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and blend-state tokens.
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`NodeColorWheel` triangle-buffer setup now shares the retained mesh bridge,
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and its draw-state handling also consumes backend-owned blend-state tokens.
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Simple UI text, text-input, border, scroll, and animation timeline draw
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paths also consume backend-owned blend-state tokens.
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Canvas layer cube/equirect generation, clear, restore, and snapshot paths
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