Route VR stroke setup through helpers

This commit is contained in:
2026-06-13 05:25:36 +02:00
parent c3af4518a6
commit 96a13eec72
3 changed files with 42 additions and 31 deletions

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@@ -18,6 +18,10 @@ agent or engineer to remove them without reconstructing context from chat.
## Recent Reductions
- 2026-06-13: DEBT-0036 was narrowed again. Desktop VR retained temporary erase
and draw shader setup now route through the shared stroke erase/composite
helpers; VR still owns sampler/texture binding, per-eye/view transforms,
temporary stroke texture selection, and draw execution.
- 2026-06-13: DEBT-0036 was narrowed again. `Canvas::stroke_commit` and
`Canvas::draw_merge` retained `CompErase` shader setup now route through
`legacy_canvas_stroke_erase_services.h`; Canvas still owns texture binding,

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@@ -3013,6 +3013,10 @@ Results:
now share the stroke erase shader setup helper, while texture binding, mask
RTT binding, dirty/layer mutation, framebuffer feedback, and draw execution
remain in retained Canvas code.
- Desktop VR temporary erase/draw compositing now shares the retained stroke
erase and composite shader setup helpers, while sampler/texture binding,
per-eye/view transforms, temporary stroke texture selection, and draw
execution remain in retained VR code.
- `Canvas::stroke_draw_mix` now shares the retained stroke composite shader
helper for mixer-pass `CompDraw` setup, while preserving its caller-specific
texture slot uniforms. Mixer framebuffer/scissor state, sampler and texture

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@@ -3,6 +3,8 @@
#include <cstdint>
#include "app.h"
#include "legacy_canvas_stroke_composite_services.h"
#include "legacy_canvas_stroke_erase_services.h"
#include "legacy_ui_gl_dispatch.h"
#include "node_panel_grid.h"
#include "util.h"
@@ -306,14 +308,16 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
sampler.bind(1);
sampler.bind(2);
ShaderManager::use(kShader::CompErase);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
pp::panopainter::setup_legacy_stroke_erase_shader(
pp::panopainter::LegacyStrokeEraseUniforms {
.mvp = plane_mvp_z,
.texture_slot = 0,
.stroke_texture_slot = 1,
.mask_texture_slot = 2,
.alpha = canvas->m_canvas->m_layers[layer_index]->m_opacity,
.mask_enabled = canvas->m_canvas->m_smask_active,
});
set_active_texture_unit(0);
canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
set_active_texture_unit(1);
@@ -340,30 +344,29 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
if (b->m_pattern_flipy) patt_scale.y *= -1.f;
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
pp::panopainter::setup_legacy_stroke_composite_shader(
pp::panopainter::LegacyStrokeCompositeUniforms {
.resolution = canvas->m_canvas->m_size,
.pattern = {
.scale = patt_scale,
.invert = static_cast<float>(b->m_pattern_invert),
.brightness = b->m_pattern_brightness,
.contrast = b->m_pattern_contrast,
.depth = b->m_pattern_depth,
.blend_mode = b->m_pattern_blend_mode,
.offset = Canvas::I->m_pattern_offset,
},
.mvp = plane_mvp_z,
.layer_alpha = canvas->m_canvas->m_layers[layer_index]->m_opacity,
.alpha_lock = canvas->m_canvas->m_layers[layer_index]->m_alpha_locked,
.mask_enabled = canvas->m_canvas->m_smask_active,
.use_fragcoord = false,
.blend_mode = b->m_blend_mode,
.use_dual = b->m_dual_enabled,
.dual_blend_mode = b->m_dual_blend_mode,
.dual_alpha = b->m_dual_opacity,
.use_pattern = b->m_pattern_enabled && !b->m_pattern_eachsample,
});
set_active_texture_unit(0);
canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();