Route stroke commit sequence through adapter
This commit is contained in:
@@ -18,6 +18,13 @@ 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::stroke_commit` now routes
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its retained per-face commit order through
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`execute_legacy_canvas_stroke_commit_sequence`, consuming the tested
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`CanvasStrokeCommitSequencePlan` while keeping history `ActionStroke`
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mutation, layer dirty state, RTT/framebuffer binding, shader execution, and
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sampler/texture binding inside Canvas callbacks. The adapter remains retained
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until stroke commit execution is owned by the renderer backend implementation.
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- 2026-06-13: DEBT-0036 was narrowed again. `pp_paint_renderer` now owns a
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tested `CanvasStrokeCommitSequencePlan` for `Canvas::stroke_commit`
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readback, dirty-state, scratch-copy, erase/composite draw, committed-copy,
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@@ -2980,6 +2980,10 @@ Results:
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roles. A retained commit adapter skeleton consumes that semantic sequence,
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while the live Canvas body still owns history/layer mutation and OpenGL
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execution until the next wiring slice.
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- Live `Canvas::stroke_commit` now consumes that semantic commit sequence
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through retained callbacks, so the legacy body no longer owns the loop order
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directly. The callbacks still execute the existing OpenGL RTT, texture,
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sampler, shader, history, and layer mutation work under DEBT-0036.
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- Canvas thumbnail layer blending now uses the same canvas destination-feedback
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plan for framebuffer-fetch versus texture-copy decisions; the thumbnail draw
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itself still executes through retained OpenGL canvas code under DEBT-0036.
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367
src/canvas.cpp
367
src/canvas.cpp
@@ -3,6 +3,7 @@
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#include "canvas.h"
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#include "app.h"
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#include "legacy_gl_renderbuffer_dispatch.h"
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#include "legacy_canvas_stroke_commit_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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@@ -1013,10 +1014,6 @@ void Canvas::stroke_commit()
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{
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if (!m_dirty || m_layers.empty())
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return;
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m_dirty = false;
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m_dirty_stroke = true; // new stroke ready for timelapse capture
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App::I->redraw = true;
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// save viewport and clear color states
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const auto vp = query_canvas_viewport();
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@@ -1027,181 +1024,199 @@ void Canvas::stroke_commit()
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auto action = new ActionStroke;
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action->was_saved = !m_unsaved;
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m_unsaved = true;
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App::I->title_update();
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// prepare common states
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apply_canvas_viewport(0, 0, m_width, m_height);
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apply_canvas_capability(blend_state(), false);
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const auto& b = m_current_stroke->m_brush;
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const auto stroke_material = canvas_stroke_material_plan(*b, false);
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const auto sequence = pp::paint_renderer::plan_canvas_stroke_commit_sequence(
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pp::paint_renderer::CanvasStrokeCommitRequest {
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.erase_mode = m_current_mode == kCanvasMode::Erase,
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.alpha_locked = m_layers[m_current_layer_idx]->m_alpha_locked,
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.selection_mask_active = m_smask_active,
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.dual_stroke_enabled = stroke_material.composite_pass.use_dual,
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.pattern_enabled = stroke_material.composite_pass.use_pattern,
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});
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for (int i = 0; i < 6; i++)
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{
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//m_dirty_box[i] = glm::vec4(0, 0, m_width, m_height); // reset bounding box
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if (!m_dirty_face[i])
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continue; // no stroke on this face, skip it
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m_layers[m_current_layer_idx]->rtt(i).bindFramebuffer();
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// save image before commit
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glm::vec2 box_sz = zw(m_dirty_box[i]) - xy(m_dirty_box[i]);
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action->m_image[i] = std::make_unique<uint8_t[]>(box_sz.x * box_sz.y * 4);
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m_layers[m_current_layer_idx]->rtt(i).readPixelsRgba8(
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static_cast<int>(m_dirty_box[i].x),
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static_cast<int>(m_dirty_box[i].y),
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static_cast<int>(box_sz.x),
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static_cast<int>(box_sz.y),
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action->m_image[i].get());
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action->m_box[i] = m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx]->box(i);
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action->m_old_dirty[i] = m_layers[m_current_layer_idx]->face(i);
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if (!m_layers[m_current_layer_idx]->m_alpha_locked)
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{
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auto& lbox = m_layers[m_current_layer_idx]->box(i);
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lbox = glm::vec4(
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glm::min(xy(m_dirty_box[i]), xy(lbox)),
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glm::max(zw(m_dirty_box[i]), zw(lbox))
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);
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}
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m_layers[m_current_layer_idx]->face(i) = true;
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// copy to tmp2 for layer blending
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set_active_texture_unit(0);
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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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m_tex2[i].unbind();
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m_tmp[i].bindTexture();
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set_active_texture_unit(1);
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m_tex2[i].bind();
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m_sampler.bind(0);
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m_sampler_nearest.bind(1);
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m_sampler.bind(2);
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m_sampler.bind(3);
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m_sampler_stencil.bind(4);
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if (m_current_mode == kCanvasMode::Erase)
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{
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ShaderManager::use(kShader::CompErase);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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set_active_texture_unit(0);
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m_tex2[i].bind();
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set_active_texture_unit(1);
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m_tmp[i].bindTexture();
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set_active_texture_unit(2);
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m_smask.rtt(i).bindTexture();
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m_plane.draw_fill();
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m_smask.rtt(i).unbindTexture();
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set_active_texture_unit(1);
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m_tmp[i].unbindTexture();
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set_active_texture_unit(0);
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m_tex2[i].unbind();
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}
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else
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{
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const auto stroke_material = canvas_stroke_material_plan(*b, false);
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glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
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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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pp::panopainter::setup_legacy_stroke_composite_shader(
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pp::panopainter::LegacyStrokeCompositeUniforms {
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.resolution = m_size,
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.pattern = {
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.scale = patt_scale,
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.invert = static_cast<float>(b->m_pattern_invert),
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.brightness = b->m_pattern_brightness,
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.contrast = b->m_pattern_contrast,
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.depth = b->m_pattern_depth,
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.blend_mode = b->m_pattern_blend_mode,
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.offset = m_pattern_offset,
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},
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.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
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.layer_alpha = 1.0f,
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.alpha_lock = m_layers[m_current_layer_idx]->m_alpha_locked,
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.mask_enabled = m_smask_active,
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.use_fragcoord = false,
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.blend_mode = b->m_blend_mode,
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.use_dual = stroke_material.composite_pass.use_dual,
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.dual_blend_mode = stroke_material.composite_pass.dual_blend_mode,
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.dual_alpha = stroke_material.composite_pass.dual_alpha,
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.use_pattern = stroke_material.composite_pass.use_pattern,
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});
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set_active_texture_unit(0);
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m_tex2[i].bind();
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set_active_texture_unit(1);
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m_tmp[i].bindTexture();
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set_active_texture_unit(2);
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m_smask.rtt(i).bindTexture();
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set_active_texture_unit(3);
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if (stroke_material.composite_pass.use_dual)
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m_tmp_dual[i].bindTexture();
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set_active_texture_unit(4);
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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unbind_texture_2d();
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m_plane.draw_fill();
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set_active_texture_unit(3);
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if (stroke_material.composite_pass.use_dual)
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m_tmp_dual[i].unbindTexture();
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set_active_texture_unit(2);
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m_smask.rtt(i).unbindTexture();
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set_active_texture_unit(1);
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m_tmp[i].unbindTexture();
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set_active_texture_unit(0);
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m_tex2[i].unbind();
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}
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// else
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// {
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// ShaderManager::use(kShader::StrokeLayer);
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// ShaderManager::u_int(kShaderUniform::TexBG, 1);
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// ShaderManager::u_int(kShaderUniform::Lock, m_layers[m_current_layer_idx]->m_alpha_locked);
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// ShaderManager::u_float(kShaderUniform::Alpha, b->m_tip_opacity);
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//
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// ShaderManager::u_int(kShaderUniform::Tex, 0);
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// ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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// m_plane.draw_fill();
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// m_sampler.unbind();
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// m_sampler_bg.unbind();
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// m_tex2[i].unbind();
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// m_tmp[i].unbindTexture();
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// }
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// Dilate borders to avoid interpolation bleeding
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pp::panopainter::setup_legacy_stroke_dilate_shader(
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pp::panopainter::LegacyStrokeDilateUniforms {
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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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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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m_plane.draw_fill();
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m_layers[m_current_layer_idx]->rtt(i).unbindFramebuffer();
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std::array<pp::panopainter::LegacyCanvasStrokeCommitFace, 6> faces {};
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for (int i = 0; i < 6; ++i) {
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faces[i] = pp::panopainter::LegacyCanvasStrokeCommitFace {
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.index = i,
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.dirty = m_dirty_face[i],
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};
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}
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// restore viewport and clear color states
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blend ? apply_canvas_capability(blend_state(), true) : apply_canvas_capability(blend_state(), false);
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apply_canvas_viewport(vp.x, vp.y, vp.width, vp.height);
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apply_canvas_clear_color(cc);
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set_active_texture_unit(0);
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// save history
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action->m_layer_idx = m_current_layer_idx;
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action->m_frame_idx = layer().m_frame_index;
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action->m_canvas = this;
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//action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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stroke_commit_timelapse();
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[[maybe_unused]] const auto commit_result = pp::panopainter::execute_legacy_canvas_stroke_commit_sequence(
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pp::panopainter::LegacyCanvasStrokeCommitRequest {
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.context = "Canvas::stroke_commit",
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.faces = faces,
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.sequence = sequence,
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.callbacks = {
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.mark_commit_started = [&]() {
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m_dirty = false;
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m_dirty_stroke = true; // new stroke ready for timelapse capture
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App::I->redraw = true;
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m_unsaved = true;
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App::I->title_update();
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},
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.capture_render_state = []() {},
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.prepare_render_state = [&]() {
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apply_canvas_viewport(0, 0, m_width, m_height);
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apply_canvas_capability(blend_state(), false);
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},
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.restore_render_state = [&]() {
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blend ? apply_canvas_capability(blend_state(), true) : apply_canvas_capability(blend_state(), false);
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apply_canvas_viewport(vp.x, vp.y, vp.width, vp.height);
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apply_canvas_clear_color(cc);
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set_active_texture_unit(0);
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},
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.publish_history = [&]() {
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action->m_layer_idx = m_current_layer_idx;
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action->m_frame_idx = layer().m_frame_index;
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action->m_canvas = this;
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//action->m_stroke = std::move(m_current_stroke);
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ActionManager::add(action);
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},
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.capture_timelapse_frame = [&]() {
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stroke_commit_timelapse();
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},
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.bind_layer_framebuffer = [&](int i) {
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m_layers[m_current_layer_idx]->rtt(i).bindFramebuffer();
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},
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.capture_history_region = [&](int i) {
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// save image before commit
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glm::vec2 box_sz = zw(m_dirty_box[i]) - xy(m_dirty_box[i]);
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action->m_image[i] = std::make_unique<uint8_t[]>(
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static_cast<std::size_t>(box_sz.x * box_sz.y * 4));
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m_layers[m_current_layer_idx]->rtt(i).readPixelsRgba8(
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static_cast<int>(m_dirty_box[i].x),
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static_cast<int>(m_dirty_box[i].y),
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static_cast<int>(box_sz.x),
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static_cast<int>(box_sz.y),
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action->m_image[i].get());
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action->m_box[i] = m_dirty_box[i];
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action->m_old_box[i] = m_layers[m_current_layer_idx]->box(i);
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action->m_old_dirty[i] = m_layers[m_current_layer_idx]->face(i);
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},
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.apply_layer_dirty_region = [&](int i) {
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if (!m_layers[m_current_layer_idx]->m_alpha_locked)
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{
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auto& lbox = m_layers[m_current_layer_idx]->box(i);
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lbox = glm::vec4(
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glm::min(xy(m_dirty_box[i]), xy(lbox)),
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glm::max(zw(m_dirty_box[i]), zw(lbox))
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);
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}
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m_layers[m_current_layer_idx]->face(i) = true;
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},
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.copy_layer_to_commit_destination = [&](int i) {
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// copy to tmp2 for layer blending
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set_active_texture_unit(0);
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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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m_tex2[i].unbind();
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},
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.bind_commit_inputs = [&](int i) {
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m_tmp[i].bindTexture();
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set_active_texture_unit(1);
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m_tex2[i].bind();
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m_sampler.bind(0);
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m_sampler_nearest.bind(1);
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m_sampler.bind(2);
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m_sampler.bind(3);
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m_sampler_stencil.bind(4);
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},
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.execute_erase_composite = [&](int i) {
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ShaderManager::use(kShader::CompErase);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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set_active_texture_unit(0);
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m_tex2[i].bind();
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set_active_texture_unit(1);
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m_tmp[i].bindTexture();
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set_active_texture_unit(2);
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m_smask.rtt(i).bindTexture();
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m_plane.draw_fill();
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m_smask.rtt(i).unbindTexture();
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set_active_texture_unit(1);
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m_tmp[i].unbindTexture();
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set_active_texture_unit(0);
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m_tex2[i].unbind();
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},
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.execute_paint_composite = [&](int i) {
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glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
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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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pp::panopainter::setup_legacy_stroke_composite_shader(
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pp::panopainter::LegacyStrokeCompositeUniforms {
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.resolution = m_size,
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.pattern = {
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.scale = patt_scale,
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.invert = static_cast<float>(b->m_pattern_invert),
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.brightness = b->m_pattern_brightness,
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.contrast = b->m_pattern_contrast,
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.depth = b->m_pattern_depth,
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.blend_mode = b->m_pattern_blend_mode,
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.offset = m_pattern_offset,
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},
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.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
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.layer_alpha = 1.0f,
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.alpha_lock = m_layers[m_current_layer_idx]->m_alpha_locked,
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.mask_enabled = m_smask_active,
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.use_fragcoord = false,
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.blend_mode = b->m_blend_mode,
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.use_dual = stroke_material.composite_pass.use_dual,
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.dual_blend_mode = stroke_material.composite_pass.dual_blend_mode,
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.dual_alpha = stroke_material.composite_pass.dual_alpha,
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.use_pattern = stroke_material.composite_pass.use_pattern,
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});
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set_active_texture_unit(0);
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m_tex2[i].bind();
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set_active_texture_unit(1);
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m_tmp[i].bindTexture();
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set_active_texture_unit(2);
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m_smask.rtt(i).bindTexture();
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set_active_texture_unit(3);
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if (stroke_material.composite_pass.use_dual)
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m_tmp_dual[i].bindTexture();
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set_active_texture_unit(4);
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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unbind_texture_2d();
|
||||
m_plane.draw_fill();
|
||||
set_active_texture_unit(3);
|
||||
if (stroke_material.composite_pass.use_dual)
|
||||
m_tmp_dual[i].unbindTexture();
|
||||
set_active_texture_unit(2);
|
||||
m_smask.rtt(i).unbindTexture();
|
||||
set_active_texture_unit(1);
|
||||
m_tmp[i].unbindTexture();
|
||||
set_active_texture_unit(0);
|
||||
m_tex2[i].unbind();
|
||||
},
|
||||
.copy_committed_to_dilate_source = [&](int i) {
|
||||
// Dilate borders to avoid interpolation bleeding
|
||||
pp::panopainter::setup_legacy_stroke_dilate_shader(
|
||||
pp::panopainter::LegacyStrokeDilateUniforms {
|
||||
.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
|
||||
});
|
||||
set_active_texture_unit(0);
|
||||
m_tex2[i].bind();
|
||||
copy_framebuffer_to_texture_2d(0, 0, 0, 0, m_width, m_height);
|
||||
},
|
||||
.execute_commit_dilate = [&](int) {
|
||||
m_plane.draw_fill();
|
||||
},
|
||||
.unbind_layer_framebuffer = [&](int i) {
|
||||
m_layers[m_current_layer_idx]->rtt(i).unbindFramebuffer();
|
||||
},
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
void Canvas::stroke_commit_timelapse()
|
||||
|
||||
Reference in New Issue
Block a user