Plan recorded renderer commands for OpenGL
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@@ -269,6 +269,11 @@ Known local toolchain state:
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The Windows entrypoint also consumes backend-owned generic OpenGL
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error-code/info-string tokens and WGL core-context/pixel-format attribute
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catalogs.
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The headless OpenGL command planner consumes `pp_renderer_api` recorded
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commands and maps render-pass clear masks/values, viewport/scissor state,
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blend/depth/sampler state, texture formats, primitive modes, draw counts, and
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blit filters into GL-facing planned command data while rejecting unsupported
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enum tokens before a real GL context is needed.
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Desktop VR drawing also consumes backend-owned scissor/depth/blend state,
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depth clear masks, active texture units, and fallback 2D texture unbind
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targets while retaining the existing VR SDK/platform bridge shape.
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@@ -528,6 +528,11 @@ filters/wraps, and render-target formats are resolved through backend-owned
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overloads.
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The Windows entrypoint now delegates generic OpenGL error-code/info-string
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tokens and WGL core-context/pixel-format attribute catalogs to `pp_renderer_gl`.
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The headless OpenGL command planner now consumes `pp_renderer_api` recorded
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commands and maps render-pass clear masks/values, viewport/scissor state,
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blend/depth/sampler state, texture formats, primitive modes, draw counts, and
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blit filters into GL-facing planned command data with explicit unsupported-token
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rejection before a runtime GL context is needed.
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The existing renderer classes are not yet fully
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behind the renderer interfaces.
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@@ -835,6 +840,11 @@ Results:
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uniform catalog validation covers the 43 legacy uniform
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names used by `Shader`, preserves the legacy hash ids, and rejects empty,
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unnamed, null-name, mismatched-hash, and duplicate-name catalogs.
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- `pp_renderer_gl_command_plan_tests` covers the headless OpenGL command
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planner for recorded render-pass clear masks/values, viewport/scissor state,
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blend/depth/sampler state, texture format mapping, mesh/draw primitive modes,
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draw counts, blit filters, planned command names, and unsupported enum
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rejection.
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- PowerShell analyze automation returns JSON summaries and includes the shader
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validation target and renderer-boundary guard.
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- `windows-msvc-vcpkg-headless` configured through the Visual Studio bundled
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