Plan recorded renderer commands for OpenGL

This commit is contained in:
2026-06-02 20:45:03 +02:00
parent cc33fbdde2
commit ce33eaaef2
8 changed files with 441 additions and 1 deletions

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