Route cube textures and samplers through renderer GL

This commit is contained in:
2026-06-03 06:46:06 +02:00
parent 779d6b0387
commit f20595aff6
6 changed files with 714 additions and 59 deletions

View File

@@ -212,6 +212,9 @@ Known local toolchain state:
border-color parameter mapping used by legacy `Sampler`, plus renderer API
sampler filter/address-mode to OpenGL token mapping including mirrored-repeat
and aggregate renderer API sampler-state to OpenGL min/mag/wrap mapping.
Legacy `TextureCube` allocation/bind/delete and legacy `Sampler`
create/configure/border/bind/unbind calls now consume those resource dispatch
contracts directly from the retained app utilities.
The PanoPainter
shader attribute binding catalog, shader stage tokens, compile/link status
queries, active-uniform count query, and matrix-uniform transpose token used

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@@ -1109,6 +1109,10 @@ Results:
Sampler parameter validation covers wrap S/T/R plus min/mag filter ordering
used by legacy `Sampler::set` and `Sampler::set_filter`, plus the desktop
border-color parameter name used by `Sampler::set_border`.
Legacy `TextureCube` allocation/bind/delete and `Sampler`
create/configure/border/bind/unbind paths now execute through tested
`pp_renderer_gl` dispatch contracts, keeping cube-map and sampler resource
lifecycle reachable without a live GL context.
Shader attribute binding catalog validation covers the current `pos`, `uvs`,
`uvs2`, `col`, and `nor` bindings and rejects empty, unnamed, null-name, and
duplicate-name catalogs while preserving legacy shared locations. Shader