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