Route NodeCanvas stroke composite setup through helper
This commit is contained in:
@@ -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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- 2026-06-13: DEBT-0036 was narrowed again. `NodeCanvas` live temporary-stroke
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`CompDraw` shader setup now routes through
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`legacy_canvas_stroke_composite_services.h`; the retained node path still
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owns per-onion-frame alpha updates, texture binding, temporary stroke texture
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selection, and draw execution.
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- 2026-06-13: DEBT-0036 was narrowed again. `NodeStrokePreview` preview
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- 2026-06-13: DEBT-0036 was narrowed again. `NodeStrokePreview` preview
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background checkerboard shader setup now routes through
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background checkerboard shader setup now routes through
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`legacy_canvas_draw_merge_services.h`, preserving the existing colorize
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`legacy_canvas_draw_merge_services.h`, preserving the existing colorize
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@@ -3001,6 +3001,10 @@ Results:
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draw-merge shader setup helper for checkerboard uniforms, preserving its
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draw-merge shader setup helper for checkerboard uniforms, preserving its
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colorize condition and preview MVP while leaving capture ordering, texture
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colorize condition and preview MVP while leaving capture ordering, texture
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copies, stroke setup, and draw execution in the retained preview path.
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copies, stroke setup, and draw execution in the retained preview path.
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- `NodeCanvas` live temporary-stroke drawing now shares the retained stroke
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composite shader setup helper for static `CompDraw` uniforms, while keeping
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per-onion-frame alpha updates, texture binding, temporary stroke texture
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selection, and draw execution in the retained node path.
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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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@@ -13,6 +13,7 @@
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#include "app.h"
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#include "app.h"
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#include "node_panel_grid.h"
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#include "node_panel_grid.h"
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#include "legacy_canvas_draw_merge_services.h"
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#include "legacy_canvas_draw_merge_services.h"
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#include "legacy_canvas_stroke_composite_services.h"
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#include "legacy_preference_storage.h"
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#include "legacy_preference_storage.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 "legacy_ui_overlay_services.h"
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#include "legacy_ui_overlay_services.h"
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@@ -523,29 +524,29 @@ void NodeCanvas::draw()
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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::I->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::I->m_size);
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.brightness = b->m_pattern_brightness,
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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.contrast = b->m_pattern_contrast,
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ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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.depth = b->m_pattern_depth,
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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.blend_mode = b->m_pattern_blend_mode,
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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.offset = Canvas::I->m_pattern_offset,
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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},
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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.mvp = plane_mvp_z,
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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.layer_alpha = 1.0f,
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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.alpha_lock = m_canvas->m_layers[layer_index]->m_alpha_locked,
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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.mask_enabled = m_canvas->m_smask_active,
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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.use_fragcoord = false,
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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.blend_mode = b->m_blend_mode,
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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.use_dual = b->m_dual_enabled,
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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.dual_blend_mode = b->m_dual_blend_mode,
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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.dual_alpha = b->m_dual_opacity,
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
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.use_pattern = b->m_pattern_enabled && !b->m_pattern_eachsample,
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
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});
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set_active_texture_unit(1);
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set_active_texture_unit(1);
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m_canvas->m_tmp[plane_index].bindTexture();
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m_canvas->m_tmp[plane_index].bindTexture();
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