Move shader state mapping to renderer gl

This commit is contained in:
2026-06-02 06:51:31 +02:00
parent 47eb1ec0b2
commit 9e0a88726c
7 changed files with 111 additions and 22 deletions

View File

@@ -285,6 +285,13 @@ void exposes_shader_attribute_binding_catalog(pp::tests::Harness& h)
{
const auto bindings = pp::renderer::gl::panopainter_shader_attribute_bindings();
PP_EXPECT(h, pp::renderer::gl::vertex_shader_stage() == 0x8B31U);
PP_EXPECT(h, pp::renderer::gl::fragment_shader_stage() == 0x8B30U);
PP_EXPECT(h, pp::renderer::gl::shader_compile_status_query() == 0x8B81U);
PP_EXPECT(h, pp::renderer::gl::program_link_status_query() == 0x8B82U);
PP_EXPECT(h, pp::renderer::gl::active_uniform_count_query() == 0x8B86U);
PP_EXPECT(h, pp::renderer::gl::matrix_uniform_not_transposed() == 0U);
PP_EXPECT(h, bindings.size() == 5U);
PP_EXPECT(h, pp::renderer::gl::validate_shader_attribute_bindings(bindings).ok());
PP_EXPECT(h, std::strcmp(bindings[0].name, "pos") == 0);