Trim stroke pad texture dispatch
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@@ -509,6 +509,11 @@ Done Checks:
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Progress Notes:
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- 2026-06-13: `Canvas::stroke_draw()` now routes the pad-stroke destination
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texture dispatch through a local helper lambda, so the repeated bind/unbind
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callback construction is centralized while the pad executor still owns the
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face loop and copy timing. Next slice should target another narrow canvas
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stroke execution seam without reopening landed pad or sample helpers.
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- 2026-06-13: `Canvas::stroke_draw_mix()` now routes mix-pass plane planning
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through `plan_legacy_canvas_stroke_mix_pass_planes(...)` and wraps retained
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framebuffer setup/teardown with
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@@ -846,6 +846,19 @@ void Canvas::stroke_draw()
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.slot = 1,
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},
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};
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const auto make_pad_destination_texture_dispatch = [&](int face_index) {
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return pp::panopainter::LegacyCanvasStrokeTextureInputDispatch {
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.activate_texture_unit = [&](int texture_slot) {
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set_active_texture_unit(texture_slot);
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},
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.bind_stroke_destination = [&] {
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m_tex[face_index].bind();
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},
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.unbind_stroke_destination = [&] {
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m_tex[face_index].unbind();
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},
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};
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};
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[[maybe_unused]] const auto pad_result = pp::panopainter::execute_legacy_canvas_stroke_pad_faces(
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pp::panopainter::LegacyCanvasStrokePadExecutionRequest {
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.context = "Canvas::stroke_draw",
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@@ -863,14 +876,7 @@ void Canvas::stroke_draw()
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.bind_destination_texture = [&](int face_index) {
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pp::panopainter::bind_legacy_canvas_stroke_texture_inputs(
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pad_destination_texture_binding,
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pp::panopainter::LegacyCanvasStrokeTextureInputDispatch {
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.activate_texture_unit = [&](int texture_slot) {
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set_active_texture_unit(texture_slot);
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},
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.bind_stroke_destination = [&] {
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m_tex[face_index].bind();
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},
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});
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make_pad_destination_texture_dispatch(face_index));
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},
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.copy_framebuffer_to_destination_texture =
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[&](const pp::paint_renderer::CanvasStrokeCopyRegion& copy_region) {
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@@ -885,14 +891,7 @@ void Canvas::stroke_draw()
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.unbind_destination_texture = [&](int face_index) {
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pp::panopainter::unbind_legacy_canvas_stroke_texture_inputs(
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pad_destination_texture_binding,
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pp::panopainter::LegacyCanvasStrokeTextureInputDispatch {
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.activate_texture_unit = [&](int texture_slot) {
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set_active_texture_unit(texture_slot);
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},
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.unbind_stroke_destination = [&] {
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m_tex[face_index].unbind();
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},
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});
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make_pad_destination_texture_dispatch(face_index));
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},
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.draw_pad = [&] {
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m_brush_shape.draw_fill();
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