Route NodeCanvas blend setup through helper

This commit is contained in:
2026-06-13 05:10:37 +02:00
parent 93488d0790
commit ea1557f7ea
4 changed files with 51 additions and 7 deletions

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@@ -18,6 +18,12 @@ agent or engineer to remove them without reconstructing context from chat.
## Recent Reductions
- 2026-06-13: DEBT-0036 was narrowed again. `NodeCanvas` non-stroke
`TextureBlend` shader setup now routes through
`legacy_canvas_draw_merge_services.h`, including the optional destination
texture uniform only when blend destination copies are used. NodeCanvas still
owns panorama layer traversal, onion-frame drawing, blend destination copies,
sampler/texture binding, framebuffer lifetime, and draw ordering.
- 2026-06-13: DEBT-0036 was narrowed again. `NodeCanvas` now reuses
`legacy_canvas_draw_merge_services.h` for retained checkerboard grid shader
setup and the final cached-layer texture redraw setup. NodeCanvas still owns

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@@ -3000,6 +3000,11 @@ Results:
setup helper for checkerboard grids and final cached-layer texture redraws;
onion-frame traversal, blend copies, texture binding, and draw order remain
retained in the node.
- `NodeCanvas` non-stroke layer blending now shares the retained draw-merge
shader setup helper for `TextureBlend` uniforms, preserving the optional
destination texture uniform when copy-based blending is active. Framebuffer
lifetime, destination copies, texture binding, and draw execution remain
local to the node.
- Canvas thumbnail layer blending now uses the same canvas destination-feedback
plan for framebuffer-fetch versus texture-copy decisions; the thumbnail draw
itself still executes through retained OpenGL canvas code under DEBT-0036.

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@@ -16,9 +16,19 @@ struct LegacyCanvasDrawMergeTextureUniforms {
int texture_slot = 0;
};
struct LegacyCanvasDrawMergeTextureBlendUniforms {
glm::mat4 mvp { 1.0f };
int texture_slot = 0;
int destination_texture_slot = 2;
bool use_destination_texture = false;
int blend_mode = 0;
float alpha = 1.0f;
};
struct LegacyCanvasDrawMergeShaderExecution {
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::mat4&)> set_mat4;
};
@@ -27,6 +37,7 @@ struct LegacyCanvasDrawMergeShaderExecution {
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_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); },
};
}
@@ -61,4 +72,24 @@ inline void setup_legacy_canvas_draw_merge_texture_shader(
setup_legacy_canvas_draw_merge_texture_shader(uniforms, legacy_shader_manager_draw_merge_execution());
}
inline void setup_legacy_canvas_draw_merge_texture_blend_shader(
const LegacyCanvasDrawMergeTextureBlendUniforms& uniforms,
const LegacyCanvasDrawMergeShaderExecution& execution) noexcept
{
execution.use_shader(kShader::TextureBlend);
execution.set_int(kShaderUniform::Tex, uniforms.texture_slot);
if (uniforms.use_destination_texture) {
execution.set_int(kShaderUniform::TexBG, uniforms.destination_texture_slot);
}
execution.set_int(kShaderUniform::BlendMode, uniforms.blend_mode);
execution.set_float(kShaderUniform::Alpha, uniforms.alpha);
execution.set_mat4(kShaderUniform::MVP, uniforms.mvp);
}
inline void setup_legacy_canvas_draw_merge_texture_blend_shader(
const LegacyCanvasDrawMergeTextureBlendUniforms& uniforms)
{
setup_legacy_canvas_draw_merge_texture_blend_shader(uniforms, legacy_shader_manager_draw_merge_execution());
}
} // namespace pp::panopainter

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@@ -606,13 +606,15 @@ void NodeCanvas::draw()
m_sampler.bind(0);
m_sampler.bind(2);
ShaderManager::use(kShader::TextureBlend);
ShaderManager::u_int(kShaderUniform::Tex, 0);
if (copy_blend_destination)
ShaderManager::u_int(kShaderUniform::TexBG, 2);
ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_layers[layer_index]->m_blend_mode);
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
pp::panopainter::setup_legacy_canvas_draw_merge_texture_blend_shader(
pp::panopainter::LegacyCanvasDrawMergeTextureBlendUniforms {
.mvp = glm::ortho(-1, 1, -1, 1),
.texture_slot = 0,
.destination_texture_slot = 2,
.use_destination_texture = copy_blend_destination,
.blend_mode = m_canvas->m_layers[layer_index]->m_blend_mode,
.alpha = 1.f,
});
set_active_texture_unit(0);
m_blender_rtt.bindTexture();