Isolate legacy stroke composite shader setup

This commit is contained in:
2026-06-12 22:41:47 +02:00
parent 6c58b6bb5d
commit e5d5d5f9ce
5 changed files with 155 additions and 50 deletions

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@@ -18,6 +18,12 @@ agent or engineer to remove them without reconstructing context from chat.
## Recent Reductions
- 2026-06-12: DEBT-0036 was narrowed again. Canvas live draw-merge and
`NodeStrokePreview` final stroke composite `kShader::CompDraw` setup now
share `legacy_canvas_stroke_composite_services.h` for retained shader binding
and composite/pattern/dual uniform writes. Texture/RTT binding, samplers,
draw calls, commit-time compositing, and non-stroke `CompDraw` callers remain
retained legacy execution.
- 2026-06-12: DEBT-0036 was narrowed again. Canvas and `NodeStrokePreview`
live stroke passes now route retained `kShader::Stroke` binding plus setup,
blend, pattern, and per-sample uniform writes through

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@@ -1348,9 +1348,11 @@ destination copy, brush vertex upload, brush-shape draw, and destination unbind
through `execute_legacy_canvas_stroke_sample`, creating the first retained
OpenGL stroke execution service seam. Live stroke `kShader::Stroke` binding,
setup, blend, pattern, and per-sample uniform writes now pass through
`legacy_canvas_stroke_shader_services.h`, leaving RTT/texture ownership,
dirty-box policy, composite/pad/checkerboard shaders, and retained callback
execution under `DEBT-0036`.
`legacy_canvas_stroke_shader_services.h`. Live draw-merge and preview final
stroke composite `kShader::CompDraw` setup now pass through
`legacy_canvas_stroke_composite_services.h`, leaving RTT/texture ownership,
dirty-box policy, pad/checkerboard/commit composite shaders, and retained
callback execution under `DEBT-0036`.
It also owns renderer API texture-format to
OpenGL internal/pixel/component token mapping, including depth-stencil formats,
for future backend texture objects. `Texture2D` 2D texture binding, upload,

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@@ -3,6 +3,7 @@
#include "canvas.h"
#include "app.h"
#include "legacy_gl_renderbuffer_dispatch.h"
#include "legacy_canvas_stroke_composite_services.h"
#include "legacy_canvas_stroke_execution_services.h"
#include "legacy_canvas_stroke_shader_services.h"
#include "legacy_canvas_stroke_services.h"
@@ -1264,30 +1265,29 @@ void Canvas::draw_merge(bool draw_checkerboard, std::array<bool, 6> faces /*= SI
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_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
ShaderManager::u_int(kShaderUniform::Lock, m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
ShaderManager::u_int(kShaderUniform::UseDual, stroke_material.composite_pass.use_dual);
ShaderManager::u_int(kShaderUniform::DualBlendMode, stroke_material.composite_pass.dual_blend_mode);
ShaderManager::u_int(kShaderUniform::UsePattern, stroke_material.composite_pass.use_pattern);
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);
ShaderManager::u_float(kShaderUniform::DualAlpha, stroke_material.composite_pass.dual_alpha);
pp::panopainter::setup_legacy_stroke_composite_shader(
pp::panopainter::LegacyStrokeCompositeUniforms {
.resolution = Canvas::I->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 = ortho,
.layer_alpha = m_layers[layer_index]->m_opacity,
.alpha_lock = m_layers[layer_index]->m_alpha_locked,
.mask_enabled = m_smask_active,
.use_fragcoord = false,
.blend_mode = b->m_blend_mode,
.use_dual = stroke_material.composite_pass.use_dual,
.dual_blend_mode = stroke_material.composite_pass.dual_blend_mode,
.dual_alpha = stroke_material.composite_pass.dual_alpha,
.use_pattern = stroke_material.composite_pass.use_pattern,
});
set_active_texture_unit(0);
m_layers[layer_index]->rtt(plane_index).bindTexture();

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@@ -0,0 +1,96 @@
#pragma once
#include "shader.h"
#include "util.h"
#include <functional>
namespace pp::panopainter {
struct LegacyStrokeCompositePatternUniforms {
glm::vec2 scale {};
float invert = 0.0f;
float brightness = 0.0f;
float contrast = 0.0f;
float depth = 0.0f;
int blend_mode = 0;
glm::vec2 offset {};
};
struct LegacyStrokeCompositeUniforms {
glm::vec2 resolution {};
LegacyStrokeCompositePatternUniforms pattern;
glm::mat4 mvp { 1.0f };
float layer_alpha = 1.0f;
bool alpha_lock = false;
bool mask_enabled = false;
bool use_fragcoord = false;
int blend_mode = 0;
bool use_dual = false;
int dual_blend_mode = 0;
float dual_alpha = 0.0f;
bool use_pattern = false;
};
struct LegacyStrokeCompositeShaderExecution {
std::function<void(kShader)> use_shader;
std::function<void(kShaderUniform, int)> set_int;
std::function<void(kShaderUniform, float)> set_float;
std::function<void(kShaderUniform, const glm::vec2&)> set_vec2;
std::function<void(kShaderUniform, const glm::mat4&)> set_mat4;
};
[[nodiscard]] inline LegacyStrokeCompositeShaderExecution legacy_shader_manager_stroke_composite_execution() noexcept
{
return {
.use_shader = [](kShader shader) { ShaderManager::use(shader); },
.set_int = [](kShaderUniform uniform, int value) { ShaderManager::u_int(uniform, value); },
.set_float = [](kShaderUniform uniform, float value) { ShaderManager::u_float(uniform, value); },
.set_vec2 = [](kShaderUniform uniform, const glm::vec2& value) { ShaderManager::u_vec2(uniform, value); },
.set_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); },
};
}
inline void apply_legacy_stroke_composite_pattern_uniforms(
const LegacyStrokeCompositePatternUniforms& uniforms,
const LegacyStrokeCompositeShaderExecution& execution) noexcept
{
execution.set_vec2(kShaderUniform::PatternScale, uniforms.scale);
execution.set_float(kShaderUniform::PatternInvert, uniforms.invert);
execution.set_float(kShaderUniform::PatternBright, uniforms.brightness);
execution.set_float(kShaderUniform::PatternContrast, uniforms.contrast);
execution.set_float(kShaderUniform::PatternDepth, uniforms.depth);
execution.set_int(kShaderUniform::PatternBlendMode, uniforms.blend_mode);
execution.set_vec2(kShaderUniform::PatternOffset, uniforms.offset);
}
inline void setup_legacy_stroke_composite_shader(
const LegacyStrokeCompositeUniforms& uniforms,
const LegacyStrokeCompositeShaderExecution& execution) noexcept
{
execution.use_shader(kShader::CompDraw);
execution.set_int(kShaderUniform::Tex, 0);
execution.set_int(kShaderUniform::TexStroke, 1);
execution.set_int(kShaderUniform::TexMask, 2);
execution.set_int(kShaderUniform::TexDual, 3);
execution.set_int(kShaderUniform::TexPattern, 4);
execution.set_vec2(kShaderUniform::Resolution, uniforms.resolution);
execution.set_float(kShaderUniform::Alpha, uniforms.layer_alpha);
execution.set_int(kShaderUniform::Lock, uniforms.alpha_lock);
execution.set_int(kShaderUniform::Mask, uniforms.mask_enabled);
execution.set_int(kShaderUniform::UseFragcoord, uniforms.use_fragcoord);
execution.set_int(kShaderUniform::BlendMode, uniforms.blend_mode);
execution.set_mat4(kShaderUniform::MVP, uniforms.mvp);
execution.set_int(kShaderUniform::UseDual, uniforms.use_dual);
execution.set_int(kShaderUniform::UsePattern, uniforms.use_pattern);
execution.set_int(kShaderUniform::DualBlendMode, uniforms.dual_blend_mode);
apply_legacy_stroke_composite_pattern_uniforms(uniforms.pattern, execution);
execution.set_float(kShaderUniform::DualAlpha, uniforms.dual_alpha);
}
inline void setup_legacy_stroke_composite_shader(const LegacyStrokeCompositeUniforms& uniforms)
{
setup_legacy_stroke_composite_shader(uniforms, legacy_shader_manager_stroke_composite_execution());
}
} // namespace pp::panopainter

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@@ -6,6 +6,7 @@
#include "bezier.h"
#include "canvas.h"
#include "app.h"
#include "legacy_canvas_stroke_composite_services.h"
#include "legacy_canvas_stroke_execution_services.h"
#include "legacy_canvas_stroke_shader_services.h"
#include "legacy_canvas_stroke_services.h"
@@ -574,29 +575,29 @@ void NodeStrokePreview::draw_stroke_immediate()
// COMPOSITE
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, size);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::Mask, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ShaderManager::u_int(kShaderUniform::UseDual, material.composite_pass.use_dual);
ShaderManager::u_int(kShaderUniform::UsePattern, material.composite_pass.use_pattern);
ShaderManager::u_int(kShaderUniform::DualBlendMode, material.composite_pass.dual_blend_mode);
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, material.composite_pass.pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
ShaderManager::u_float(kShaderUniform::DualAlpha, material.composite_pass.dual_alpha);
pp::panopainter::setup_legacy_stroke_composite_shader(
pp::panopainter::LegacyStrokeCompositeUniforms {
.resolution = 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 = material.composite_pass.pattern_blend_mode,
.offset = glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f),
},
.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
.layer_alpha = 1.0f,
.alpha_lock = false,
.mask_enabled = false,
.use_fragcoord = false,
.blend_mode = b->m_blend_mode,
.use_dual = material.composite_pass.use_dual,
.dual_blend_mode = material.composite_pass.dual_blend_mode,
.dual_alpha = material.composite_pass.dual_alpha,
.use_pattern = material.composite_pass.use_pattern,
});
m_sampler_linear.bind(0);
m_sampler_linear.bind(1);