Share retained stroke sample and mix helpers

This commit is contained in:
2026-06-13 10:46:58 +02:00
parent 2fadfdcd3e
commit 78790e9b52
6 changed files with 145 additions and 48 deletions

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@@ -23,6 +23,16 @@ agent or engineer to remove them without reconstructing context from chat.
retained stroke execution helpers; concrete GL object mapping, framebuffer
ownership, shader timing, and final draw execution remain retained in
`Canvas`.
- 2026-06-13: DEBT-0036 was narrowed again. `Canvas::stroke_draw_samples()`
now routes polygon triangulation, sample-point assembly, and retained
destination-copy / upload / draw helper handoff through
`execute_legacy_canvas_stroke_sample_polygon(...)`; direct GL callback
wiring and remaining live draw ownership remain retained in `Canvas`.
- 2026-06-13: DEBT-0036 was narrowed again. `NodeStrokePreview::stroke_draw_mix()`
now routes mixer framebuffer bind/unbind, viewport/scissor/blend state,
texture-slot binding, and final plane draw through one local helper;
material planning and shader uniform setup remain retained in the preview
node.
- 2026-06-13: DEBT-0036 was narrowed again. `NodeStrokePreview::stroke_draw_samples`
now routes destination bind/unbind, framebuffer copy callback wrapping,
sample-point assembly, and brush-vertex upload/draw through one local helper;

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@@ -3123,6 +3123,15 @@ Results:
texture-input dispatch now shares retained stroke execution helpers, while
concrete GL object mapping, framebuffer ownership, shader timing, and final
draw execution remain in the legacy Canvas path.
- `Canvas::stroke_draw_samples()` now shares
`execute_legacy_canvas_stroke_sample_polygon(...)` for polygon
triangulation, sample-point assembly, and retained destination-copy / upload
/ draw helper handoff, while direct GL callback wiring and the remaining
live draw ownership stay in the legacy Canvas path.
- `NodeStrokePreview::stroke_draw_mix()` now shares one local helper for mixer
framebuffer bind/unbind, viewport/scissor/blend state, texture-slot
binding, and final plane draw, while material planning and shader uniform
setup remain in the preview node.
- `pp_paint_renderer_stroke_execution_tests` now covers retained stroke texture
input binding order, sample execution destination-copy behavior, live-pass
face-framebuffer dirty tracking, and pad-face destination-copy behavior

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@@ -509,6 +509,20 @@ Done Checks:
Progress Notes:
- 2026-06-13: `Canvas::stroke_draw_samples()` now routes polygon
triangulation, sample-point assembly, and the retained destination-copy /
upload / draw helper handoff through
`execute_legacy_canvas_stroke_sample_polygon(...)`; direct GL callback
wiring and the remaining live draw ownership stay local to `Canvas`. Next
slice should target the remaining callback body or final temporary-texture
composite setup without reopening the landed sampler, dirty, face, or pad
helpers.
- 2026-06-13: `NodeStrokePreview::stroke_draw_mix()` now routes mixer
framebuffer bind/unbind, viewport/scissor/blend state, texture-slot binding,
and final plane draw through one local helper; material planning and shader
uniform setup remain local to the preview node. Next slice should target the
remaining mix-pass material/setup orchestration without reopening the landed
preview live-pass, binding, sample, or final composite helpers.
- 2026-06-13: `pp_paint_renderer_stroke_execution_tests` now also covers
retained texture-dispatch activation order and sampler-dispatch routing
across brush tip, destination, pattern, and mixer helper inputs. Next test

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@@ -535,25 +535,11 @@ glm::vec4 Canvas::stroke_draw_samples(
std::vector<vertex_t>& P,
bool copy_stroke_destination)
{
if (P.size() != 3 && P.size() != 4) {
P = triangulate_simple(P);
}
std::vector<pp::paint_renderer::CanvasStrokePoint> sample_points;
sample_points.reserve(P.size());
for (const auto& vertex : P) {
sample_points.push_back(pp::paint_renderer::CanvasStrokePoint {
.x = vertex.pos.x,
.y = vertex.pos.y,
});
}
const auto result = pp::panopainter::execute_legacy_canvas_stroke_sample(
pp::panopainter::LegacyStrokeSampleExecutionRequest {
const auto result = pp::panopainter::execute_legacy_canvas_stroke_sample_polygon(
pp::panopainter::LegacyStrokeSamplePolygonExecutionRequest {
.context = "Canvas::stroke_draw_samples",
.target_size = { m_width, m_height },
.vertices = P,
.sample_points = sample_points,
.polygon_vertices = P,
.copy_stroke_destination = copy_stroke_destination,
.bind_destination_texture = [&] {
set_active_texture_unit(1);

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@@ -37,6 +37,18 @@ struct LegacyStrokeSampleExecutionResult {
glm::vec4 dirty_bounds {};
};
struct LegacyStrokeSamplePolygonExecutionRequest {
std::string_view context;
glm::vec2 target_size {};
std::span<const vertex_t> polygon_vertices;
bool copy_stroke_destination = false;
std::function<void()> bind_destination_texture;
std::function<void(int, int, int, int, int, int)> copy_framebuffer_to_destination_texture;
std::function<void()> unbind_destination_texture;
std::function<void(std::span<const vertex_t>)> upload_brush_vertices;
std::function<void()> draw_brush_shape;
};
enum class LegacyCanvasStrokeTextureInput {
brush_tip,
stroke_destination,
@@ -236,6 +248,7 @@ std::size_t execute_legacy_canvas_stroke_frame_faces(
}
template <typename BindTextureInput, std::size_t BindingCount>
requires std::invocable<BindTextureInput&, LegacyCanvasStrokeTextureInput, int>
inline void bind_legacy_canvas_stroke_texture_inputs(
const std::array<LegacyCanvasStrokeTextureBinding, BindingCount>& bindings,
BindTextureInput&& bind_texture_input)
@@ -246,6 +259,7 @@ inline void bind_legacy_canvas_stroke_texture_inputs(
}
template <typename UnbindTextureInput, std::size_t BindingCount>
requires std::invocable<UnbindTextureInput&, LegacyCanvasStrokeTextureInput, int>
inline void unbind_legacy_canvas_stroke_texture_inputs(
const std::array<LegacyCanvasStrokeTextureBinding, BindingCount>& bindings,
UnbindTextureInput&& unbind_texture_input)
@@ -874,4 +888,39 @@ template <typename ExecuteSample, typename BeginFace, typename PrepareDirtyReque
return result;
}
[[nodiscard]] inline LegacyStrokeSampleExecutionResult execute_legacy_canvas_stroke_sample_polygon(
const LegacyStrokeSamplePolygonExecutionRequest& request)
{
std::vector<vertex_t> sample_vertices(
request.polygon_vertices.begin(),
request.polygon_vertices.end());
if (sample_vertices.size() != 3 && sample_vertices.size() != 4) {
sample_vertices = triangulate_simple(sample_vertices);
}
std::vector<pp::paint_renderer::CanvasStrokePoint> sample_points;
sample_points.reserve(sample_vertices.size());
for (const auto& vertex : sample_vertices) {
sample_points.push_back(pp::paint_renderer::CanvasStrokePoint {
.x = vertex.pos.x,
.y = vertex.pos.y,
});
}
return execute_legacy_canvas_stroke_sample(
LegacyStrokeSampleExecutionRequest {
.context = request.context,
.target_size = request.target_size,
.vertices = sample_vertices,
.sample_points = sample_points,
.copy_stroke_destination = request.copy_stroke_destination,
.bind_destination_texture = request.bind_destination_texture,
.copy_framebuffer_to_destination_texture =
request.copy_framebuffer_to_destination_texture,
.unbind_destination_texture = request.unbind_destination_texture,
.upload_brush_vertices = request.upload_brush_vertices,
.draw_brush_shape = request.draw_brush_shape,
});
}
} // namespace pp::panopainter

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@@ -124,6 +124,52 @@ struct StrokePreviewCompositePassInputs {
std::function<void()> draw_composite;
};
struct StrokePreviewMixPassInputs {
glm::vec2 scissor_min;
glm::vec2 scissor_size;
RTT& mixer_rtt;
Texture2D& background_texture;
RTT& stroke_rtt;
Texture2D& dual_texture;
const Brush& brush;
Sampler& linear_sampler;
std::function<void()> draw_mix;
};
void execute_stroke_preview_mix_pass(const StrokePreviewMixPassInputs& inputs)
{
gl_state gl;
gl.save();
inputs.mixer_rtt.bindFramebuffer();
apply_stroke_preview_viewport(0, 0, inputs.mixer_rtt.getWidth(), inputs.mixer_rtt.getHeight());
apply_stroke_preview_capability(pp::renderer::gl::depth_test_state(), false);
apply_stroke_preview_capability(pp::renderer::gl::scissor_test_state(), true);
apply_stroke_preview_capability(pp::renderer::gl::blend_state(), false);
apply_stroke_preview_scissor(
static_cast<int>(inputs.scissor_min.x),
static_cast<int>(inputs.scissor_min.y),
static_cast<int>(inputs.scissor_size.x),
static_cast<int>(inputs.scissor_size.y));
inputs.linear_sampler.bind(stroke_preview_composite_slots::kBackground);
set_active_texture_unit(stroke_preview_composite_slots::kBackground);
inputs.background_texture.bind();
set_active_texture_unit(stroke_preview_composite_slots::kStroke);
inputs.stroke_rtt.bindTexture();
set_active_texture_unit(stroke_preview_composite_slots::kDual);
inputs.dual_texture.bind();
set_active_texture_unit(stroke_preview_composite_slots::kPattern);
inputs.brush.m_pattern_texture ?
inputs.brush.m_pattern_texture->bind() :
unbind_texture_2d();
inputs.draw_mix();
inputs.mixer_rtt.unbindFramebuffer();
gl.restore();
}
void execute_stroke_preview_final_composite_pass(const StrokePreviewCompositePassInputs& inputs)
{
pp::panopainter::execute_legacy_stroke_preview_final_composite(
@@ -504,22 +550,6 @@ void NodeStrokePreview::clear_context()
void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
{
gl_state gl;
gl.save();
m_rtt_mixer.bindFramebuffer();
apply_stroke_preview_viewport(0, 0, m_rtt_mixer.getWidth(), m_rtt_mixer.getHeight());
apply_stroke_preview_capability(pp::renderer::gl::depth_test_state(), false);
apply_stroke_preview_capability(pp::renderer::gl::scissor_test_state(), true);
apply_stroke_preview_capability(pp::renderer::gl::blend_state(), false);
apply_stroke_preview_scissor(
static_cast<int>(bb_min.x),
static_cast<int>(bb_min.y),
static_cast<int>(bb_sz.x),
static_cast<int>(bb_sz.y));
const auto& b = m_brush;
glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
@@ -550,21 +580,20 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
.use_pattern = material.composite_pass.use_pattern,
});
m_sampler_linear.bind(0);
set_active_texture_unit(0U);
m_tex_background.bind();
set_active_texture_unit(1U);
m_rtt.bindTexture();
set_active_texture_unit(3U);
m_tex_dual.bind();
set_active_texture_unit(4U);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
unbind_texture_2d();
m_plane.draw_fill();
m_rtt_mixer.unbindFramebuffer();
gl.restore();
execute_stroke_preview_mix_pass(
StrokePreviewMixPassInputs {
.scissor_min = bb_min,
.scissor_size = bb_sz,
.mixer_rtt = m_rtt_mixer,
.background_texture = m_tex_background,
.stroke_rtt = m_rtt,
.dual_texture = m_tex_dual,
.brush = *b,
.linear_sampler = m_sampler_linear,
.draw_mix = [&] {
m_plane.draw_fill();
},
});
}
glm::vec4 NodeStrokePreview::stroke_draw_samples(