Move NodeCanvas GL mappings to renderer gl

This commit is contained in:
2026-06-02 09:04:28 +02:00
parent 466c1d0cc0
commit bbe8378630
3 changed files with 84 additions and 54 deletions

View File

@@ -205,6 +205,10 @@ Known local toolchain state:
Canvas mode overlay, mask, and transform paths also consume backend-owned
blend/depth state, active texture units, 2D texture copy targets, and RGBA8
readback format tokens.
`NodeCanvas` panorama UI rendering also consumes backend-owned sampler
defaults, viewport/clear-state queries, blend/depth/scissor state, color
clear masks, active texture units, fallback 2D texture unbind targets, copy
targets, and RGBA8 render-target formats.
- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
for the current headless component matrix; see DEBT-0007 for remaining app
and platform triplet migration.

View File

@@ -749,6 +749,10 @@ Results:
- Canvas mode overlay, mask, and transform paths now route generic OpenGL
blend/depth state, active texture units, 2D copy targets, and RGBA8
readback formats through the renderer GL backend mapping.
- `NodeCanvas` panorama UI rendering now routes sampler defaults, saved
viewport/clear/blend/depth/scissor state, color clears, active texture units,
fallback 2D texture unbinds, copy targets, and RGBA8 render-target formats
through the renderer GL backend mapping.
- Known remaining warnings: legacy project/vendor diagnostics, Visual Studio
vcpkg-manifest warning, `LNK4099` missing libyuv PDBs, and `LNK4098` runtime
library conflict from retained vendor binaries.