# Build And Platform Inventory Status: live Last updated: 2026-06-02 This inventory records the known build surfaces during the CMake migration. Keep it updated as platform paths move to shared CMake targets. ## Existing Build Entrypoints | Platform/Target | Current Entrypoint | Notes | | --- | --- | --- | | Windows desktop | Root `CMakeLists.txt`, preset `windows-msvc-default`; target preset `windows-vs2026-x64` retained for VS 2026 | Raw `.sln/.vcxproj` files removed on 2026-05-31; local machine currently uses Visual Studio 17 2022 | | Windows AppX | `PanoPainterPackage/Package.appxmanifest`, `.wapproj` referenced by solution | Distribution packaging | | macOS | `PanoPainter-OSX/` project files and `Info.plist` | Uses `NSOpenGLView` today | | iOS | `PanoPainter/Info.plist`, related Apple sources | Uses OpenGL ES today | | Android standard | `android/android/build.gradle`, `android/android/CMakeLists.txt` | Native library target `native-lib` | | Android Quest | `android/quest/build.gradle`, `android/quest/CMakeLists.txt` | OVR SDK imported libraries | | Android Focus/Wave | `android/focus/build.gradle`, `android/focus/CMakeLists.txt` | Wave SDK imported libraries | | Linux | `linux/CMakeLists.txt` | Old CMake 3.4, C++14 flag | | WebGL/Emscripten | `webgl/CMakeLists.txt` | Old CMake 3.4, WebGL2 flags | ## Existing Version Generation - Script: `scripts/pre-build.py` - Output: `src/version.gen.h` - Current behavior: derives version from git branch, latest tag, short hash, commit count, and configuration argument. - Migration requirement: root CMake should call this script through a custom command and avoid unnecessary tracked-file churn where possible. ## Existing Dependency Sources Hybrid policy: migrate reliable packages to vcpkg and retain SDK/patched dependencies until each platform triplet is proven. | Dependency | Current Source | Initial Policy | | --- | --- | --- | | fmt | `libs/fmt` | Move to vcpkg | | GLM | `libs/glm` | Move to vcpkg | | tinyxml2 | `libs/tinyxml2` | Move to vcpkg | | stb | `libs/stb` | Move to vcpkg or interface target if package friction | | CURL | `libs/curl-win`, `libs/curl-android-ios` | Move to vcpkg where triplets work | | SQLite | `libs/sqlite3` | Move to vcpkg | | GLAD | `libs/glad` | Move to vcpkg or generated backend target | | Catch2 | none yet | Add through vcpkg | | OpenVR | `libs/openvr` | Retain initially | | OVR Platform/Mobile | `libs/ovr_platform`, `libs/ovr_mobile` | Retain initially | | Wave SDK | `libs/wave_sdk` | Retain initially | | Wacom WinTab | `libs/wacom` | Retain initially | | AppCenter Apple | `libs/appcenter-apple` | Retain initially | | openh264/mp4v2/libyuv | `libs/openh264`, `libs/mp4v2`, `libs/libyuv` | Retain initially | | jpeg helpers | `libs/jpeg` | Evaluate after image tests exist | | poly2tri/nanort/base64/hash-library | `libs/*` | Evaluate after component split | ## Current Validation Commands These commands are the current local baseline. ```powershell cmake --preset windows-msvc-default cmake --build --preset windows-msvc-default --config Debug --target PanoPainter ctest --preset desktop-fast --build-config Debug powershell -ExecutionPolicy Bypass -File scripts\automation\test.ps1 -Preset desktop-fast -Configuration Debug powershell -ExecutionPolicy Bypass -File scripts\automation\build.ps1 -Preset windows-msvc-default -Configuration Debug -Target pano_cli cmake --build --preset windows-msvc-default --target panopainter_validate_shaders powershell -ExecutionPolicy Bypass -File scripts\automation\analyze.ps1 -Preset windows-msvc-default -NoApp $env:VCPKG_ROOT = "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\vcpkg" cmake --preset windows-msvc-vcpkg-headless powershell -ExecutionPolicy Bypass -File scripts\automation\platform-build.ps1 -Presets windows-msvc-vcpkg-headless ctest --preset desktop-fast-vcpkg --build-config Debug cmake --preset android-arm64 powershell -ExecutionPolicy Bypass -File scripts\automation\platform-build.ps1 -Presets android-arm64 powershell -ExecutionPolicy Bypass -File scripts\automation\package-smoke.ps1 -Preset windows-msvc-default -Configuration Debug cmake --fresh --preset windows-clangcl-asan ``` Known local toolchain state: - CMake: 4.0.0-rc4 - Local Visual Studio generator selected by CMake: Visual Studio 17 2022 - Bundled vcpkg: `C:\Program Files\Microsoft Visual Studio\2022\Community\VC\vcpkg` (`vcpkg version` reports 2025-11-19) - Android SDK: `C:\Users\omara\AppData\Local\Android\Sdk` - Android NDK: `C:\Users\omara\AppData\Local\Android\Sdk\ndk\29.0.14206865` - clang-cl: `C:\Program Files\LLVM\bin\clang-cl.exe` reports 18.1.8, but the selected VS 2026-preview STL expects Clang 20 or newer; see DEBT-0014 before treating `windows-clangcl-asan` as a passing sanitizer gate. - Android arm64 headless configure/build passes through root CMake and the `platform-build` automation wrapper for `pp_foundation`, `pp_assets`, `pp_paint`, `pp_document`, `pp_renderer_api`, `pp_renderer_gl`, `pp_paint_renderer`, `pp_ui_core`, `pano_cli`, and their current headless test binaries, including foundation event/logging/task queue coverage, PNG metadata and decode, PPI header/layout, settings document, document snapshot/per-layer-frame/move/duration/face-pixel coverage, paint brush/stroke/stroke-script coverage, renderer shader descriptor and OpenGL capability coverage, UI color parsing, and layout XML parse coverage. - `pano_cli inspect-image` reports PNG IHDR metadata as JSON and is covered by `pano_cli_inspect_png_metadata_smoke` with a tiny IHDR fixture. - `pano_cli import-image` accepts a PNG path, decodes RGBA8 pixels through `pp_assets`, attaches them to a pure `pp_document` face payload, and is covered for metadata-valid truncated PNG rejection by `pano_cli_import_image_rejects_truncated_png`. - `pano_cli inspect-project` reports validated PPI thumbnail/body byte layout, body summary fields, layer/frame descriptors, and dirty-face PNG payload metadata, and is covered by `pano_cli_inspect_project_layout_smoke` with a minimal PPI fixture. - `pp_assets_image_pixels_tests` decodes PNG payloads to RGBA8 and rejects corrupt image payloads. - `pp_document_ppi_import_tests` attaches decoded PPI dirty-face payloads to `pp_document` layer/frame storage and rejects payloads outside document layers. - `pano_cli load-project` creates a `pp_document` projection with per-layer frame counts, durations, and decoded face-pixel payloads when present; the metadata-only minimal fixture remains covered by `pano_cli_load_project_metadata_smoke`. - `pano_cli save-project` writes single-layer multi-frame PPI files through `pp_assets` and is covered by `pano_cli_save_project_roundtrip_smoke` and `pano_cli_save_project_payload_roundtrip_smoke`, which reload generated metadata-only and dirty-face-payload projects through `pano_cli load-project`. - `pano_cli create-document` supports `--frames` and `--frame-duration-ms` and is covered by `pano_cli_create_animation_document_smoke`. - `pano_cli simulate-document-edits` exercises pure document layer/frame edit operations and is covered by `pano_cli_simulate_document_edits_smoke`. - `pano_cli simulate-document-history` exercises pure document history apply/undo/redo behavior and is covered by `pano_cli_simulate_document_history_smoke`. - `pano_cli simulate-image-import` decodes an embedded tiny PNG through `pp_assets`, attaches it to `pp_document`, and is covered by `pano_cli_simulate_image_import_smoke`. - `pano_cli simulate-stroke` exposes the pure stroke sampler for scripted automation and is covered by `pano_cli_simulate_stroke_smoke`. - `pano_cli simulate-stroke-script` loads a text stroke script fixture and is covered by `pano_cli_simulate_stroke_script_smoke`. - `panopainter_validate_shaders` validates the current combined GLSL shader files for one vertex stage marker, one fragment stage marker, valid marker order, and existing relative includes. - `pp_renderer_api` owns the canonical PanoPainter shader catalog consumed by the legacy OpenGL app initialization path; `pp_renderer_api_tests` validates catalog size, key entries, duplicate rejection, and bad path rejection. - `pp_renderer_gl` owns headless OpenGL runtime capability detection consumed by the legacy app initialization path; `pp_renderer_gl_capabilities_tests` validates framebuffer fetch, map-buffer alignment, desktop GL float support, GLES float/half-float extensions, WebGL exclusion behavior, and the upload-type mapping used by legacy `Texture2D` and `RTT` creation, plus the RGBA pixel-format mapping used by `RTT` texture allocation. It also validates image channel-count to OpenGL texture format mapping, including invalid channel counts rejected by `Texture2D::create(Image)`, RGBA8/RGBA32F readback formats, byte-count math, and PBO pixel-buffer target/usage/access mapping used by `RTT` and `PBO` readbacks, and framebuffer status naming used by `RTT` and `Texture2D` diagnostics. It also owns the 2D texture target, framebuffer setup, readback format, mipmap target, and update component-type tokens used by `Texture2D`, plus cube-map binding and allocation face targets used by `TextureCube`. It also owns and validates framebuffer blit color mask and linear/nearest filters used by `RTT::resize` and `RTT::copy`, plus the default linear clamp-to-edge render-target texture parameters, texture/renderbuffer targets, depth format, framebuffer targets, binding queries, attachment points, and completion status used by `RTT::create` and framebuffer bind/restore paths, plus RTT clear color/depth masks and color-write-mask query tokens. `RTT` no longer spells GL enum names directly. It also validates Shape index-type, fill/stroke primitive-mode, buffer target, static upload usage, and vertex attribute component/normalization mapping used by the legacy mesh draw path, plus the PanoPainter cube-face to OpenGL texture-target mapping used by `TextureCube`. It also owns and validates sampler wrap S/T/R, min/mag filter, and desktop border-color parameter mapping used by legacy `Sampler`. The PanoPainter shader attribute binding catalog, shader stage tokens, compile/link status queries, active-uniform count query, and matrix-uniform transpose token used by legacy `Shader` creation also live here. `Shader` no longer spells GL enum names directly. It also owns the PanoPainter shader uniform catalog and legacy hash mapping used by `Shader` active-uniform discovery and the uniform uniqueness check. App OpenGL initialization debug severity, debug output, GL info string, default depth/program-point/line-smooth state, blend factor/equation, and UI render-target RGBA8 format tokens are cataloged and tested here too, including the legacy convert command and resize path. App clear color-buffer masks, default framebuffer binding, scissor state, and sampler filter/wrap tokens also consume the backend mapping. OpenGL extension enumeration query tokens used before runtime capability detection are cataloged here. Legacy font atlas texture formats, text mesh buffer targets, attribute component and normalization tokens, draw primitive/index type, upload usage, and active texture unit selection also consume the backend mapping. Canvas undo/redo dirty-region texture updates and readbacks also consume the backend-owned 2D texture target, RGBA pixel format, and unsigned-byte component mapping. `NodeViewport` preview rendering also consumes backend-owned viewport query, clear-color query, color-buffer clear mask, and blend-state tokens. `NodeImageTexture` preview drawing also consumes backend-owned fallback 2D texture bind and blend-state tokens. `NodeImage` drawing and remote-image texture creation also consume backend-owned mipmapped sampler filters, blend-state tokens, and RGBA8/RGBA texture format mapping. `NodeColorWheel` triangle-buffer setup and draw-state handling also consume backend-owned array-buffer, static-upload, vertex-attribute, primitive-mode, and blend-state tokens. Simple UI text, text-input, border, scroll, and animation timeline draw paths also consume backend-owned blend-state tokens. Canvas layer cube/equirect generation, clear, restore, and snapshot paths also consume backend-owned cube/2D texture targets, active texture units, blend/clear state, and RGBA8 read/write pixel mapping. `NodePanelGrid` heightmap preview and lightmap baking also consume backend-owned texture readback formats, sampler filters, depth/blend state, depth clears, viewport queries, color-mask booleans, active texture units, and float render-target formats. Legacy `util.cpp` OpenGL error naming and `gl_state` save/restore also consume backend-owned error codes, state queries, framebuffer targets, texture binding targets, and active texture units. `NodeStrokePreview` brush preview rendering also consumes backend-owned depth/scissor/blend state, viewport/clear-color queries, active texture units, 2D texture targets, copy targets, and sampler filters/wraps. Legacy `Texture2D`, `TextureManager`, `Sampler`, and `RTT` public headers no longer expose raw OpenGL enum defaults; default texture formats, sampler filters/wraps, and render-target formats resolve through backend-owned overloads. The Windows entrypoint also consumes backend-owned generic OpenGL error-code/info-string tokens and WGL core-context/pixel-format attribute catalogs. Desktop VR drawing also consumes backend-owned scissor/depth/blend state, depth clear masks, active texture units, and fallback 2D texture unbind targets while retaining the existing VR SDK/platform bridge shape. Canvas mode overlay, mask, and transform paths also consume backend-owned blend/depth state, active texture units, 2D texture copy targets, and RGBA8 readback format tokens. `NodeCanvas` panorama UI rendering also consumes backend-owned sampler defaults, viewport/clear-state queries, blend/depth/scissor state, color clear masks, active texture units, fallback 2D texture unbind targets, copy targets, and RGBA8 render-target formats. Canvas resource setup also consumes backend-owned stroke-buffer RGBA8/RGBA16F/RGBA32F formats, flood-fill texture upload format/type, brush/stencil/mix sampler filters and wraps, and image channel-count texture formats for cube-strip imports. Clamp-to-border sampler wrap is now part of the backend capability catalog and test coverage. Early canvas draw helpers also consume backend-owned pick readback format/type, stroke mixer depth/scissor/blend state, saved viewport and clear-state queries, active texture units, fallback 2D texture unbind targets, and stroke background copy targets. Canvas stroke commit also consumes backend-owned saved viewport/clear/blend state, history readback format/type, active texture units, fallback 2D texture unbind targets, and layer compositing copy targets. Canvas layer merge rendering and explicit layer-merge compositing also consume backend-owned depth/blend state, active texture units, fallback 2D texture unbind targets, and merge framebuffer copy targets. Canvas equirectangular import drawing and depth export rendering also consume backend-owned depth/blend state and active texture units. Canvas thumbnail generation and object-drawing helpers also consume backend-owned saved viewport/clear/blend state, active texture units, readback format/type, framebuffer copy targets, and renderbuffer/depth attachment parameters; `src/canvas.cpp` no longer contains raw `GL_*` constants. Windows desktop OpenGL context creation now consumes a tested `windows_wgl_core_context_3_3_config()` catalog from `pp_renderer_gl` instead of owning active WGL context/pixel-format attribute literals in `main.cpp`. - `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test for the current headless component matrix; see DEBT-0007 for remaining app and platform triplet migration. - `scripts/automation/analyze.*` runs shader validation plus a renderer-boundary guard that reports JSON and fails if active non-backend source code reintroduces raw `GL_*`/`WGL_*` constants outside the allowed legacy OpenGL implementation files. - `pp_renderer_api` exposes a headless `RecordingRenderDevice` that validates command order, records render commands, and records trace markers without a window or GL context. - `pano_cli record-render` exposes the recording renderer through JSON automation and is covered by `pano_cli_record_render_smoke`. - `pano_cli simulate-document-history` exposes `pp_document::DocumentHistory` apply/undo/redo state through JSON automation and is covered by `pano_cli_simulate_document_history_smoke`. - `pano_cli simulate-document-edits` exposes `pp_document` layer metadata, frame order, active-index, and tiny face-payload state through JSON automation and is covered by `pano_cli_simulate_document_edits_smoke`. - `pano_cli simulate-image-import` exposes embedded PNG decode and document face-payload attachment through JSON automation and is covered by `pano_cli_simulate_image_import_smoke`. - `pano_cli import-image` exposes file-driven PNG decode and document face-payload attachment through JSON automation and is covered by `pano_cli_import_image_rejects_truncated_png`; a checked-in decodable image fixture and export/round-trip automation remain future CLI tasks. - `pano_cli save-project` exposes single-layer multi-frame PPI writing through JSON automation and is covered by metadata-only and dirty-face-payload round-trip smoke tests; full multi-layer legacy canvas save parity remains tracked by DEBT-0013. - `pp_ui_core` consumes vcpkg tinyxml2 only when `PP_USE_VCPKG_TINYXML2=ON` through the vcpkg preset; default and Android validation still use the retained vendored fallback tracked by DEBT-0012. Known warnings after the current CMake app build: - Legacy code/vendor warnings under `/W4`. - Visual Studio vcpkg manifest warning because manifest mode is not enabled. - `LNK4099` missing `yuv.pdb` for retained libyuv binaries. - `LNK4098` runtime library conflict from retained vendor binaries. Platform-specific commands should be added here when verified locally.