Move shader state mapping to renderer gl
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@@ -414,10 +414,12 @@ framebuffer diagnostic, framebuffer blit, render-target setup, clear-state,
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2D/cube texture setup, mesh draw-mode, and cube-face texture-target
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interpretation to that backend library. Sampler wrap, min/mag filter, and desktop border-color parameter
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mapping for legacy `Sampler` also lives in `pp_renderer_gl`. The PanoPainter shader attribute
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binding catalog also lives in `pp_renderer_gl` and is consumed by legacy
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`Shader` creation. Shader uniform hashing, catalog validation, active-uniform
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mapping, and the legacy uniform uniqueness check now delegate to
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`pp_renderer_gl` as well. The existing renderer classes are not yet fully
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binding catalog, shader stage tokens, compile/link status queries, active-uniform
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count query, and matrix-uniform transpose token also live in `pp_renderer_gl`
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and are consumed by legacy `Shader` creation. Shader uniform hashing, catalog
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validation, active-uniform mapping, and the legacy uniform uniqueness check now
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delegate to `pp_renderer_gl` as well. `Shader` no longer spells GL enum names
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directly. The existing renderer classes are not yet fully
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behind the renderer interfaces.
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Implementation tasks:
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