Route VR and startup GL state through backend
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@@ -371,8 +371,8 @@ Known local toolchain state:
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filters/wraps, and render-target formats resolve through backend-owned
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overloads.
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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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error-code/info-string tokens, runtime string query ordering, and WGL
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core-context/pixel-format attribute 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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@@ -391,9 +391,10 @@ Known local toolchain state:
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counts so automation can assert backend interpretation without an OpenGL
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context.
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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; VR SDK start/stop now dispatches through `PlatformServices` while
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retaining the existing Windows OpenVR bridge shape.
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blend/depth state query-restore, depth clear masks, active texture units,
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and fallback 2D texture unbind targets; VR SDK start/stop now dispatches
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through `PlatformServices` while retaining the existing Windows OpenVR bridge
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shape.
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Canvas mode overlay, mask, and transform paths also consume backend-owned
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blend/depth state, active texture units, 2D texture copy targets, and RGBA8
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readback format tokens.
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@@ -599,12 +600,13 @@ Known local toolchain state:
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shared layout parser.
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- `pp_renderer_gl` owns the tested `OpenGlInitialState` startup depth/blend
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policy and dispatch application consumed by `App::init`, tested runtime
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version/vendor/renderer/GLSL string query dispatch, tested default clear
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version/vendor/renderer/GLSL string query dispatch consumed by `App::init`
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and Windows startup logging/title construction, tested default clear
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color/buffer dispatch consumed by `App::clear`, tested app UI
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viewport/scissor dispatch consumed by `App::draw` and `App::vr_draw_ui`,
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tested generic capability/buffer-clear dispatch consumed by VR draw state
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setup, tested saved-state snapshot/restore dispatch consumed by the retained
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`gl_state` utility, tested texture lifecycle/readback dispatch consumed by
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tested generic capability query/apply and buffer-clear dispatch consumed by
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VR draw state setup and restore, tested saved-state snapshot/restore dispatch
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consumed by the retained `gl_state` utility, tested texture lifecycle/readback dispatch consumed by
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the retained `Texture2D` utility, tested framebuffer blit/readback dispatch
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consumed by retained `RTT` resize/copy/readback paths, tested framebuffer
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bind/restore dispatch consumed by retained `RTT` render-target pass entry
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@@ -781,7 +781,9 @@ delegates to the backend dispatch path instead of hard-coding the policy or
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operation order.
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OpenGL runtime version/vendor/renderer/GLSL string queries now also use a
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tested `pp_renderer_gl` dispatch contract, leaving `App::init` to log the
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result while the backend owns the query set and order.
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result while the backend owns the query set and order. The Windows entrypoint
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also uses that contract for early context logging and renderer-name window
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title construction before replacing the temporary WGL context.
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The default app clear color and color-buffer clear operation now dispatch
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through `pp_renderer_gl` as well, moving another direct OpenGL operation out
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of `App::clear` while preserving the current gray clear behavior.
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@@ -792,10 +794,10 @@ the live OpenGL call sequence.
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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 transitions and depth-buffer clears now use generic
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tested `pp_renderer_gl` capability and clear dispatch contracts, reducing
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direct OpenGL execution in the retained VR app path without changing state
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restore behavior.
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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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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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@@ -1081,7 +1083,8 @@ longer expose raw OpenGL enum defaults; default texture formats, sampler
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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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tokens, runtime string query ordering, and WGL core-context/pixel-format
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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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@@ -1966,9 +1969,9 @@ Results:
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- Android arm64 configured with NDK 29.0.14206865 through the platform-build
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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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depth clears, active texture units, and fallback 2D texture unbinds through
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the renderer GL backend mapping; platform VR SDK bridges remain isolated for
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later platform-shell extraction.
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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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platform VR SDK bridges remain isolated for later platform-shell extraction.
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- Canvas mode overlay, mask, and transform paths now route generic OpenGL
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blend/depth state, active texture units, 2D copy targets, and RGBA8
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readback formats through the renderer GL backend mapping.
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