Route Texture2D through renderer GL
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@@ -466,8 +466,9 @@ Known local toolchain state:
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viewport/scissor dispatch consumed by `App::draw` and `App::vr_draw_ui`,
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tested generic capability/buffer-clear dispatch consumed by VR draw state
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setup, tested saved-state snapshot/restore dispatch consumed by the retained
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`gl_state` utility, plus renderer API to OpenGL token mapping and
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command-planning contracts used by the OpenGL parity work.
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`gl_state` utility, tested texture lifecycle/readback dispatch consumed by
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the retained `Texture2D` utility, plus renderer API to OpenGL token mapping
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and command-planning contracts used by the OpenGL parity work.
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- `pano_cli plan-cloud-upload` exposes `pp_app_core` cloud upload availability,
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new-document warning, publish prompt, and save-before-upload planning as JSON;
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the live cloud upload command consumes the same start contract before
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@@ -540,6 +540,10 @@ tested `pp_renderer_gl` saved-state dispatch contracts, covering capability
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state, viewport, clear color, framebuffer/program bindings, active texture,
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2D texture slots, samplers, and cube-map binding without changing the legacy
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utility's public fields.
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Legacy `Texture2D` allocation, binding, deletion, mipmap generation, region
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update, and framebuffer readback now execute through tested `pp_renderer_gl`
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texture dispatch contracts. This keeps the app API stable while moving another
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resource lifecycle path behind the renderer backend boundary.
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Windows RenderDoc frame capture hooks now also dispatch through
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`PlatformServices`, keeping capture integration in the platform service while
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leaving non-Windows adapters as no-ops.
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