Route VR stroke setup through helpers
This commit is contained in:
@@ -18,6 +18,10 @@ 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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- 2026-06-13: DEBT-0036 was narrowed again. Desktop VR retained temporary erase
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and draw shader setup now route through the shared stroke erase/composite
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helpers; VR still owns sampler/texture binding, per-eye/view transforms,
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temporary stroke texture selection, and draw execution.
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- 2026-06-13: DEBT-0036 was narrowed again. `Canvas::stroke_commit` and
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- 2026-06-13: DEBT-0036 was narrowed again. `Canvas::stroke_commit` and
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`Canvas::draw_merge` retained `CompErase` shader setup now route through
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`Canvas::draw_merge` retained `CompErase` shader setup now route through
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`legacy_canvas_stroke_erase_services.h`; Canvas still owns texture binding,
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`legacy_canvas_stroke_erase_services.h`; Canvas still owns texture binding,
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@@ -3013,6 +3013,10 @@ Results:
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now share the stroke erase shader setup helper, while texture binding, mask
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now share the stroke erase shader setup helper, while texture binding, mask
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RTT binding, dirty/layer mutation, framebuffer feedback, and draw execution
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RTT binding, dirty/layer mutation, framebuffer feedback, and draw execution
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remain in retained Canvas code.
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remain in retained Canvas code.
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- Desktop VR temporary erase/draw compositing now shares the retained stroke
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erase and composite shader setup helpers, while sampler/texture binding,
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per-eye/view transforms, temporary stroke texture selection, and draw
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execution remain in retained VR code.
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- `Canvas::stroke_draw_mix` now shares the retained stroke composite shader
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- `Canvas::stroke_draw_mix` now shares the retained stroke composite shader
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helper for mixer-pass `CompDraw` setup, while preserving its caller-specific
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helper for mixer-pass `CompDraw` setup, while preserving its caller-specific
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texture slot uniforms. Mixer framebuffer/scissor state, sampler and texture
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texture slot uniforms. Mixer framebuffer/scissor state, sampler and texture
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@@ -3,6 +3,8 @@
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#include <cstdint>
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#include <cstdint>
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#include "app.h"
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#include "app.h"
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#include "legacy_canvas_stroke_composite_services.h"
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#include "legacy_canvas_stroke_erase_services.h"
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#include "legacy_ui_gl_dispatch.h"
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#include "legacy_ui_gl_dispatch.h"
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#include "node_panel_grid.h"
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#include "node_panel_grid.h"
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#include "util.h"
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#include "util.h"
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@@ -306,14 +308,16 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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sampler.bind(1);
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sampler.bind(1);
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sampler.bind(2);
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sampler.bind(2);
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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_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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pp::panopainter::setup_legacy_stroke_erase_shader(
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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pp::panopainter::LegacyStrokeEraseUniforms {
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.mvp = plane_mvp_z,
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.texture_slot = 0,
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.stroke_texture_slot = 1,
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.mask_texture_slot = 2,
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.alpha = canvas->m_canvas->m_layers[layer_index]->m_opacity,
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.mask_enabled = canvas->m_canvas->m_smask_active,
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});
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set_active_texture_unit(0);
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set_active_texture_unit(0);
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
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set_active_texture_unit(1);
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set_active_texture_unit(1);
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@@ -340,30 +344,29 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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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 = canvas->m_canvas->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, canvas->m_canvas->m_size);
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.brightness = b->m_pattern_brightness,
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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.contrast = b->m_pattern_contrast,
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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.depth = b->m_pattern_depth,
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ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index]->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 = Canvas::I->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, plane_mvp_z);
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.mvp = plane_mvp_z,
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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.layer_alpha = canvas->m_canvas->m_layers[layer_index]->m_opacity,
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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.alpha_lock = canvas->m_canvas->m_layers[layer_index]->m_alpha_locked,
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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.mask_enabled = canvas->m_canvas->m_smask_active,
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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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 = b->m_dual_enabled,
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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.dual_blend_mode = b->m_dual_blend_mode,
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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.dual_alpha = b->m_dual_opacity,
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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.use_pattern = b->m_pattern_enabled && !b->m_pattern_eachsample,
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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, Canvas::I->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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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
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canvas->m_canvas->m_layers[layer_index]->rtt(plane_index).bindTexture();
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