Route draw merge blend setup through helper
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@@ -18,6 +18,12 @@ agent or engineer to remove them without reconstructing context from chat.
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## Recent Reductions
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- 2026-06-13: DEBT-0036 was narrowed again. `Canvas::draw_merge` non-stroke
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`TextureBlend` shader setup now routes through
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`legacy_canvas_draw_merge_services.h`, preserving the optional `TexBG`
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uniform only when copy-based blend destination feedback is active. Canvas
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still owns draw-merge layer iteration, framebuffer copies, sampler/texture
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binding, and draw ordering.
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- 2026-06-13: DEBT-0036 was narrowed again. `NodeCanvas` non-stroke
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`TextureBlend` shader setup now routes through
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`legacy_canvas_draw_merge_services.h`, including the optional destination
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@@ -2992,6 +2992,11 @@ Results:
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checkerboard backgrounds and the final merged texture redraw over the grid;
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layer traversal, blend destination copies, sampler/texture binding, and draw
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ordering remain in the legacy Canvas path.
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- `Canvas::draw_merge` non-stroke layer blending now shares the retained
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draw-merge shader setup helper for `TextureBlend` uniforms, preserving the
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optional `TexBG` uniform when copy-based blend destination feedback is active.
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Layer traversal, framebuffer copies, sampler/texture binding, and draw
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ordering remain in the legacy Canvas path.
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- `Canvas::stroke_draw_mix` now shares the retained stroke composite shader
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helper for mixer-pass `CompDraw` setup, while preserving its caller-specific
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texture slot uniforms. Mixer framebuffer/scissor state, sampler and texture
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@@ -1411,15 +1411,18 @@ void Canvas::draw_merge(bool draw_checkerboard, std::array<bool, 6> faces /*= SI
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m_sampler.bind(0);
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m_sampler.bind(2);
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ShaderManager::use(kShader::TextureBlend);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
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pp::panopainter::setup_legacy_canvas_draw_merge_texture_blend_shader(
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pp::panopainter::LegacyCanvasDrawMergeTextureBlendUniforms {
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.mvp = ortho,
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.texture_slot = 0,
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.destination_texture_slot = 2,
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.use_destination_texture = copy_blend_destination,
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.blend_mode = m_layers[layer_index]->m_blend_mode,
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.alpha = 1.f,
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});
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if (copy_blend_destination)
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{
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m_sampler.bind(2);
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ShaderManager::u_int(kShaderUniform::TexBG, 2);
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}
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set_active_texture_unit(0);
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