Route stroke commit composite through service
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@@ -18,6 +18,11 @@ 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_commit` now reuses
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`legacy_canvas_stroke_composite_services.h` for commit-time final stroke
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`kShader::CompDraw` binding and composite/pattern/dual uniform writes.
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Texture/framebuffer binding, copy ordering, layer dirty mutation, and
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non-stroke composite callers remain retained legacy execution.
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- 2026-06-12: DEBT-0036 was narrowed again. Canvas stroke padding and commit
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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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dilate shader setup now route retained `kShader::StrokePad` and
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`kShader::StrokeDilate` binding/uniform writes through
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`kShader::StrokeDilate` binding/uniform writes through
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@@ -1350,11 +1350,12 @@ 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`. Stroke padding and commit dilate
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`legacy_canvas_stroke_composite_services.h`, and `Canvas::stroke_commit` now
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`kShader::StrokePad`/`kShader::StrokeDilate` setup now pass through
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reuses that same composite service for commit-time final stroke compositing.
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`legacy_canvas_stroke_edge_services.h`, leaving RTT/texture ownership,
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Stroke padding and commit dilate `kShader::StrokePad`/`kShader::StrokeDilate`
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dirty-box policy, checkerboard/commit composite shaders, quad expansion, and
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setup now pass through `legacy_canvas_stroke_edge_services.h`, leaving
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retained callback execution under `DEBT-0036`.
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RTT/texture ownership, dirty-box policy, checkerboard/non-stroke composite
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shaders, quad expansion, and 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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@@ -1059,30 +1059,29 @@ void Canvas::stroke_commit()
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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ShaderManager::use(kShader::CompDraw);
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pp::panopainter::setup_legacy_stroke_composite_shader(
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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pp::panopainter::LegacyStrokeCompositeUniforms {
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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.resolution = m_size,
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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.pattern = {
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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.scale = patt_scale,
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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.invert = static_cast<float>(b->m_pattern_invert),
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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.brightness = b->m_pattern_brightness,
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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.contrast = b->m_pattern_contrast,
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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.depth = b->m_pattern_depth,
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ShaderManager::u_int(kShaderUniform::Lock, m_layers[m_current_layer_idx]->m_alpha_locked);
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.blend_mode = b->m_pattern_blend_mode,
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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.offset = m_pattern_offset,
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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},
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
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ShaderManager::u_int(kShaderUniform::UseDual, stroke_material.composite_pass.use_dual);
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.layer_alpha = 1.0f,
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ShaderManager::u_int(kShaderUniform::DualBlendMode, stroke_material.composite_pass.dual_blend_mode);
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.alpha_lock = m_layers[m_current_layer_idx]->m_alpha_locked,
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ShaderManager::u_float(kShaderUniform::DualAlpha, stroke_material.composite_pass.dual_alpha);
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.mask_enabled = m_smask_active,
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ShaderManager::u_int(kShaderUniform::UsePattern, stroke_material.composite_pass.use_pattern);
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.use_fragcoord = false,
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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.blend_mode = b->m_blend_mode,
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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.use_dual = stroke_material.composite_pass.use_dual,
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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.dual_blend_mode = stroke_material.composite_pass.dual_blend_mode,
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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.dual_alpha = stroke_material.composite_pass.dual_alpha,
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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.use_pattern = stroke_material.composite_pass.use_pattern,
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
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});
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_pattern_offset);
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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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