Route shader runtime calls through renderer GL

This commit is contained in:
2026-06-03 06:53:51 +02:00
parent f20595aff6
commit acdaf3bb8e
6 changed files with 717 additions and 17 deletions

View File

@@ -227,7 +227,10 @@ Known local toolchain state:
`Shader` no longer spells GL enum
names directly. It also owns the PanoPainter shader uniform catalog and legacy hash
mapping used by `Shader` active-uniform discovery and the uniform uniqueness
check. App OpenGL initialization debug severity, debug output, GL info string,
check. Legacy `Shader` program use/delete, uniform writes, and
attribute-location lookup now consume tested dispatch contracts here;
compile/link and active-uniform discovery are still retained legacy GL calls.
App OpenGL initialization debug severity, debug output, GL info string,
renderer API viewport/scissor rect conversion, default depth/program-point/
line-smooth state, blend factor/equation, and UI render-target RGBA8 format
tokens are cataloged and tested here too, including the legacy convert command

View File

@@ -1119,6 +1119,10 @@ Results:
uniform catalog validation covers the 43 legacy uniform
names used by `Shader`, preserves the legacy hash ids, and rejects empty,
unnamed, null-name, mismatched-hash, and duplicate-name catalogs.
Legacy `Shader` program use/delete, uniform writes, and attribute-location
lookups now execute through tested `pp_renderer_gl` dispatch contracts;
shader compile/link and active-uniform discovery remain the next shader
boundary work.
- `pp_renderer_gl_command_plan_tests` covers the headless OpenGL command
planner for recorded render-pass clear masks/values, viewport/scissor state,
blend/depth/sampler state, texture format mapping, mesh/draw primitive modes,