Route VR texture state through GL dispatch

This commit is contained in:
2026-06-04 23:54:15 +02:00
parent 3cd1d46025
commit c514ac99aa
4 changed files with 30 additions and 9 deletions

View File

@@ -798,9 +798,10 @@ VR UI framebuffer viewport and scissor-test setup now also consumes those
`pp_renderer_gl` contracts, keeping desktop and VR UI rendering aligned while
the retained OpenVR app path is split incrementally.
VR draw blend/depth state snapshots, transitions, restore, and depth-buffer
clears now use generic tested `pp_renderer_gl` capability query/apply and clear
dispatch contracts, reducing direct OpenGL execution in the retained VR app
path without changing state restore behavior.
clears, active texture unit switches, and fallback 2D texture unbinds now use
generic tested `pp_renderer_gl` capability query/apply, clear, active-texture,
and texture-bind dispatch contracts, reducing direct OpenGL execution in the
retained VR app path without changing state restore behavior.
The retained `gl_state` save/restore utility now snapshots and restores through
tested `pp_renderer_gl` saved-state dispatch contracts, covering capability
state, viewport, clear color, framebuffer/program bindings, active texture,
@@ -2034,7 +2035,7 @@ Results:
wrapper and compiled headless foundation/tool/test targets.
- Desktop VR drawing now routes generic OpenGL scissor/depth/blend state,
blend/depth state snapshots and restores, depth clears, active texture units,
and fallback 2D texture unbinds through the renderer GL backend mapping;
and fallback 2D texture unbinds through tested renderer GL backend dispatch;
platform VR SDK bridges remain isolated for later platform-shell extraction.
Eye framebuffer viewport execution in the retained HMD path also routes
through tested `pp_renderer_gl` viewport dispatch.