Isolate legacy stroke edge shader setup
This commit is contained in:
@@ -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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## Recent Reductions
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- 2026-06-12: DEBT-0036 was narrowed again. Canvas stroke padding and commit
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dilate shader setup now route retained `kShader::StrokePad` and
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`kShader::StrokeDilate` binding/uniform writes through
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`legacy_canvas_stroke_edge_services.h`. Quad expansion, dirty-box policy,
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texture/framebuffer binding and copies, and draw ordering remain retained
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legacy execution.
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- 2026-06-12: DEBT-0036 was narrowed again. Canvas live draw-merge and
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- 2026-06-12: DEBT-0036 was narrowed again. Canvas live draw-merge and
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`NodeStrokePreview` final stroke composite `kShader::CompDraw` setup now
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`NodeStrokePreview` final stroke composite `kShader::CompDraw` setup now
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share `legacy_canvas_stroke_composite_services.h` for retained shader binding
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share `legacy_canvas_stroke_composite_services.h` for retained shader binding
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@@ -1350,9 +1350,11 @@ OpenGL stroke execution service seam. Live stroke `kShader::Stroke` binding,
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setup, blend, pattern, and per-sample uniform writes now pass through
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setup, blend, pattern, and per-sample uniform writes now pass through
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`legacy_canvas_stroke_shader_services.h`. Live draw-merge and preview final
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`legacy_canvas_stroke_shader_services.h`. Live draw-merge and preview final
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stroke composite `kShader::CompDraw` setup now pass through
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stroke composite `kShader::CompDraw` setup now pass through
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`legacy_canvas_stroke_composite_services.h`, leaving RTT/texture ownership,
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`legacy_canvas_stroke_composite_services.h`. Stroke padding and commit dilate
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dirty-box policy, pad/checkerboard/commit composite shaders, and retained
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`kShader::StrokePad`/`kShader::StrokeDilate` setup now pass through
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callback execution under `DEBT-0036`.
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`legacy_canvas_stroke_edge_services.h`, leaving RTT/texture ownership,
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dirty-box policy, checkerboard/commit composite shaders, quad expansion, and
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retained callback execution under `DEBT-0036`.
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It also owns renderer API texture-format to
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It also owns renderer API texture-format to
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OpenGL internal/pixel/component token mapping, including depth-stencil formats,
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OpenGL internal/pixel/component token mapping, including depth-stencil formats,
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for future backend texture objects. `Texture2D` 2D texture binding, upload,
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for future backend texture objects. `Texture2D` 2D texture binding, upload,
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@@ -4,6 +4,7 @@
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#include "app.h"
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#include "app.h"
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#include "legacy_gl_renderbuffer_dispatch.h"
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#include "legacy_gl_renderbuffer_dispatch.h"
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#include "legacy_canvas_stroke_composite_services.h"
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#include "legacy_canvas_stroke_composite_services.h"
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#include "legacy_canvas_stroke_edge_services.h"
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#include "legacy_canvas_stroke_execution_services.h"
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#include "legacy_canvas_stroke_execution_services.h"
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#include "legacy_canvas_stroke_shader_services.h"
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#include "legacy_canvas_stroke_shader_services.h"
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#include "legacy_canvas_stroke_services.h"
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#include "legacy_canvas_stroke_services.h"
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@@ -765,12 +766,14 @@ void Canvas::stroke_draw()
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// NOTE: at the moment this works on the whole canvas, but it can be optimized
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// NOTE: at the moment this works on the whole canvas, but it can be optimized
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// to only affect the current dirty box. In this case it may be necessary to do this
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// to only affect the current dirty box. In this case it may be necessary to do this
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// work on documents that doesn't have the padding, so on document loading.
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// work on documents that doesn't have the padding, so on document loading.
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ShaderManager::use(kShader::StrokePad);
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pp::panopainter::setup_legacy_stroke_pad_shader(
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ShaderManager::u_vec4(kShaderUniform::Col, pad_color);
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pp::panopainter::LegacyStrokePadUniforms {
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.color = pad_color,
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.uses_destination_feedback = copy_stroke_destination,
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});
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if (copy_stroke_destination)
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if (copy_stroke_destination)
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{
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{
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set_active_texture_unit(1);
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set_active_texture_unit(1);
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ShaderManager::u_int(kShaderUniform::TexBG, 1);
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}
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}
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for (int i = 0; i < 6; i++)
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for (int i = 0; i < 6; i++)
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{
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{
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@@ -1122,9 +1125,10 @@ void Canvas::stroke_commit()
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// }
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// }
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// Dilate borders to avoid interpolation bleeding
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// Dilate borders to avoid interpolation bleeding
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ShaderManager::use(kShader::StrokeDilate);
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pp::panopainter::setup_legacy_stroke_dilate_shader(
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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pp::panopainter::LegacyStrokeDilateUniforms {
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ShaderManager::u_int(kShaderUniform::TexBG, 0);
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.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
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});
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set_active_texture_unit(0);
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set_active_texture_unit(0);
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m_tex2[i].bind();
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m_tex2[i].bind();
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copy_framebuffer_to_texture_2d(0, 0, 0, 0, m_width, m_height);
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copy_framebuffer_to_texture_2d(0, 0, 0, 0, m_width, m_height);
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66
src/legacy_canvas_stroke_edge_services.h
Normal file
66
src/legacy_canvas_stroke_edge_services.h
Normal file
@@ -0,0 +1,66 @@
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#pragma once
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#include "shader.h"
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#include "util.h"
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#include <functional>
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namespace pp::panopainter {
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struct LegacyStrokePadUniforms {
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glm::vec4 color {};
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bool uses_destination_feedback = false;
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};
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struct LegacyStrokeDilateUniforms {
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glm::mat4 mvp { 1.0f };
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};
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struct LegacyStrokeEdgeShaderExecution {
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std::function<void(kShader)> use_shader;
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std::function<void(kShaderUniform, int)> set_int;
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std::function<void(kShaderUniform, const glm::vec4&)> set_vec4;
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std::function<void(kShaderUniform, const glm::mat4&)> set_mat4;
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};
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[[nodiscard]] inline LegacyStrokeEdgeShaderExecution legacy_shader_manager_stroke_edge_execution() noexcept
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{
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return {
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.use_shader = [](kShader shader) { ShaderManager::use(shader); },
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.set_int = [](kShaderUniform uniform, int value) { ShaderManager::u_int(uniform, value); },
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.set_vec4 = [](kShaderUniform uniform, const glm::vec4& value) { ShaderManager::u_vec4(uniform, value); },
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.set_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); },
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};
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}
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inline void setup_legacy_stroke_pad_shader(
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const LegacyStrokePadUniforms& uniforms,
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const LegacyStrokeEdgeShaderExecution& execution) noexcept
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{
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execution.use_shader(kShader::StrokePad);
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execution.set_vec4(kShaderUniform::Col, uniforms.color);
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if (uniforms.uses_destination_feedback) {
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execution.set_int(kShaderUniform::TexBG, 1);
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}
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}
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inline void setup_legacy_stroke_pad_shader(const LegacyStrokePadUniforms& uniforms)
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{
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setup_legacy_stroke_pad_shader(uniforms, legacy_shader_manager_stroke_edge_execution());
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}
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inline void setup_legacy_stroke_dilate_shader(
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const LegacyStrokeDilateUniforms& uniforms,
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const LegacyStrokeEdgeShaderExecution& execution) noexcept
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{
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execution.use_shader(kShader::StrokeDilate);
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execution.set_mat4(kShaderUniform::MVP, uniforms.mvp);
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execution.set_int(kShaderUniform::TexBG, 0);
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}
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inline void setup_legacy_stroke_dilate_shader(const LegacyStrokeDilateUniforms& uniforms)
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{
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setup_legacy_stroke_dilate_shader(uniforms, legacy_shader_manager_stroke_edge_execution());
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}
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} // namespace pp::panopainter
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