Route paint texture unit binding through GL backend

This commit is contained in:
2026-06-04 22:08:46 +02:00
parent 4c61a490ce
commit abe3a86cc5
9 changed files with 169 additions and 32 deletions

View File

@@ -381,7 +381,10 @@ Known local toolchain state:
texture binding targets, and active texture units.
`NodeStrokePreview` brush preview rendering also consumes backend-owned
depth/scissor/blend state, viewport/clear-color queries, active texture
units, 2D texture targets, copy targets, and sampler filters/wraps.
unit execution, fallback 2D texture unbinds, 2D texture targets, copy
targets, and sampler filters/wraps. Retained `Canvas` stroke/thumbnail paths
and `NodeCanvas` panorama rendering use the same tested active-texture
dispatch for texture-unit switches.
Legacy `Texture2D`, `TextureManager`, `Sampler`, and `RTT` public headers no
longer expose raw OpenGL enum defaults; default texture formats, sampler
filters/wraps, and render-target formats resolve through backend-owned
@@ -633,6 +636,8 @@ Known local toolchain state:
color/depth attachment, status-check, and binding-restore dispatch consumed
by retained `RTT::create`/`RTT::destroy`, tested RTT render-target clear,
masked color clear with color-write-mask restore, and texture-bind dispatch,
tested active-texture dispatch consumed by retained Canvas, NodeCanvas, and
NodeStrokePreview texture-unit switches,
tested pixel-buffer allocation/readback/map/unmap/delete dispatch
consumed by retained `PBO` recording readbacks, tested framebuffer-to-texture
2D copy dispatch consumed by retained canvas/UI paint paths, tested framebuffer