Route thumbnail blend setup through helper
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@@ -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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- 2026-06-13: DEBT-0036 was narrowed again. `Canvas::thumbnail_generate`
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thumbnail layer `TextureBlend` shader setup now routes through
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`legacy_canvas_draw_merge_services.h`; thumbnail generation still owns
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destination feedback copies, sampler/texture binding, grid redraw, readback,
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and draw execution.
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- 2026-06-13: DEBT-0036 was narrowed again. Desktop VR checkerboard background
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shader setup now routes through `legacy_canvas_draw_merge_services.h`; VR
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still owns render state transitions, per-plane transforms, and draw
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@@ -3024,6 +3024,10 @@ Results:
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- Desktop VR checkerboard background drawing now shares the retained draw-merge
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shader setup helper, while render state transitions, per-plane transforms,
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and draw execution remain in retained VR code.
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- `Canvas::thumbnail_generate` thumbnail layer blending now shares the retained
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draw-merge shader setup helper for per-layer `TextureBlend` uniforms, while
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destination feedback copies, sampler/texture binding, grid redraw, readback,
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and draw execution remain in retained Canvas code.
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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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texture slot uniforms. Mixer framebuffer/scissor state, sampler and texture
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@@ -2986,12 +2986,8 @@ Image Canvas::thumbnail_generate(int w, int h)
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apply_canvas_capability(blend_state(), false);
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auto plane_mvp = proj * m_mv * m_plane_transform[i] * glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::TextureBlend);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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if (copy_layer_destination)
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{
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ShaderManager::u_int(kShaderUniform::TexBG, 2);
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set_active_texture_unit(2);
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blendtex.bind();
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m_sampler_nearest.bind(2);
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@@ -3008,8 +3004,15 @@ Image Canvas::thumbnail_generate(int w, int h)
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set_active_texture_unit(2);
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copy_framebuffer_to_texture_2d(0, 0, 0, 0, w, h);
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}
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[layer_index]->m_blend_mode);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
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pp::panopainter::setup_legacy_canvas_draw_merge_texture_blend_shader(
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pp::panopainter::LegacyCanvasDrawMergeTextureBlendUniforms {
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.mvp = plane_mvp,
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.texture_slot = 0,
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.destination_texture_slot = 2,
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.use_destination_texture = copy_layer_destination,
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.blend_mode = m_layers[layer_index]->m_blend_mode,
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.alpha = m_layers[layer_index]->m_opacity,
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});
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set_active_texture_unit(0);
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m_layers[layer_index]->rtt(i).bindTexture();
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m_face_plane.draw_fill();
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