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panopainter/docs/modernization/roadmap.md
2026-06-01 00:02:42 +02:00

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# PanoPainter Modernization Roadmap
Status: live
Last updated: 2026-05-31
This is the living roadmap for modernizing PanoPainter into independently
testable C++23 components while retaining all existing functionality. Keep this
file current as phases are implemented. Do not let shortcuts, skipped platforms,
or temporary adapters live only in chat history.
## How To Keep This Roadmap Live
- Update the phase status before and after each implementation pass.
- When a shortcut is introduced, add it to the debt log section in this file
until `docs/modernization/debt.md` exists, then move debt entries there.
- When a major architectural decision is made, add an ADR under `docs/adr/`
once that directory exists.
- Every phase must preserve old behavior unless the roadmap explicitly says
otherwise.
- Each phase must leave the repo in a buildable and testable state.
- Do not add stubs without a debt entry, validation command, and removal
condition.
## Locked Decisions
- Graphics path: keep OpenGL working first; add Vulkan and Metal after the
renderer boundary exists.
- Required platforms at phase gates: Windows desktop/AppX, macOS, iOS,
Android standard, Quest, Focus/Wave, Linux, and WebGL.
- Dependency policy: use vcpkg where reliable; keep SDK, patched, or
vendor-only dependencies with documented reasons.
- Test stack: Catch2, golden/approval tests, and fuzz/property tests where
useful.
- Automation: local reproducible matrix first; hosted CI can be added later.
- Documentation: ADRs, debt log, and this living roadmap.
- "vkpkg" in older notes means `vcpkg`.
- Target C++ standard: C++23.
- Initial Windows CMake generator target: Visual Studio 2026 when available.
## Phase Status
| Phase | Name | Status | Gate |
| --- | --- | --- | --- |
| 0 | Inventory, Safety Rails, And Memory | Complete | No behavior changes; old builds still work |
| 1 | Unified CMake Skeleton | In progress | Root CMake builds the Windows app and owns the source list |
| 2 | Toolchain, Diagnostics, And Dependencies | In progress | Strict desktop library builds compile cleanly |
| 3 | Test Harness And Agent-Ready Automation | In progress | `ctest --preset desktop-fast` runs headlessly |
| 4 | Component Split Without Behavior Change | Started | Each extracted target builds and tests |
| 5 | Renderer Boundary And OpenGL Parity | Not started | OpenGL output matches golden readbacks |
| 6 | Platform Alignment | Not started | Every supported platform has named validation |
| 7 | Hardening, Coverage, And Breaking-Point Tests | Not started | Each component has edge/failure tests |
| 8 | Future Backend Readiness | Not started | Vulkan/Metal lab targets remain non-default |
## Target Component Architecture
The refactor should move toward one-way dependencies:
```text
pp_foundation
-> pp_assets
-> pp_paint
-> pp_document
-> pp_renderer_api
-> pp_renderer_gl
-> pp_paint_renderer
-> pp_ui_core
-> pp_panopainter_ui
-> pp_platform_*
-> panopainter_app
```
Intended responsibilities:
- `pp_foundation`: logging facade, math/util helpers, events, task queues,
binary streams.
- `pp_assets`: `Asset`, `Image`, `Settings`, serialization, ABR, PPBR, and PPI
helpers.
- `pp_paint`: pure `Brush`, `Stroke`, stroke sampling, and CPU reference blend
math.
- `pp_document`: canvas document model, layers, animation frames, and undo/redo
model.
- `pp_renderer_api`: renderer-neutral interfaces for textures, render targets,
shaders, meshes, readback, frame capture, and tracing.
- `pp_renderer_gl`: current OpenGL implementation behind renderer interfaces.
- `pp_paint_renderer`: stroke rasterization, layer compositing, cube/equirect
export using `pp_renderer_api`.
- `pp_ui_core`: `Node`, layout, generic controls, text/image primitives.
- `pp_panopainter_ui`: panels, dialogs, `NodeCanvas`, and app-specific
workflows.
- `pp_platform_*`: Windows, macOS/iOS, Android, Linux, and WebGL shells.
- `panopainter_app`: composition root only.
Rules:
- Component headers must not include platform SDK or graphics API headers unless
the component name includes that backend or platform.
- Pure libraries must build and test without a window, GL context, network,
tablet, VR headset, or filesystem outside test temp directories.
- Public APIs should return explicit status/result objects. PanoPainter app
code keeps exceptions disabled unless isolated SDK wrappers require them.
- Singleton access should be replaced at component boundaries with context or
service objects. Temporary facade shims require debt entries.
## Phase 0: Inventory, Safety Rails, And Memory
Status: complete on 2026-05-31. Created this roadmap,
`docs/modernization/debt.md`, `docs/modernization/capability-map.md`,
`docs/modernization/build-inventory.md`, and ADR 0001.
Goal: create durable project memory and prevent silent shortcuts before large
refactors begin.
Implementation tasks:
- Add `docs/modernization/roadmap.md`, `docs/modernization/debt.md`, and
`docs/adr/`.
- Add a shortcut rule: every temporary adapter, fallback, skipped platform, or
retained vendored dependency must have owner, reason, validation command, and
removal condition.
- Generate a current capability map covering:
- project open/save and PPI compatibility
- image import/export and thumbnails
- brush presets, ABR import, PPBR export/import
- layers, blend modes, alpha lock, selection mask
- animation frames and MP4/timelapse recording
- VR, tablet, touch, mouse, keyboard, gestures
- cloud upload/download/browse
- UI dialogs, panels, layout XML, settings
- Windows/AppX, macOS, iOS, Android standard, Quest, Focus/Wave, Linux, WebGL
- Record current build commands and known platform prerequisites.
Gate:
- No behavior changes.
- Existing Visual Studio, platform CMake, Gradle, Apple, Linux, and WebGL paths
are not removed.
## Phase 1: Unified CMake Skeleton
Goal: make CMake the canonical source list without breaking existing projects.
Status: in progress. Root `CMakeLists.txt`, `CMakePresets.json`, and project
option targets exist. The Windows desktop app builds through CMake as
`PanoPainter`; the raw Visual Studio solution/project files were removed on
2026-05-31 by user decision. Android arm64 now configures and builds headless
foundation/tool targets through the root CMake/NDK path. Non-Windows platform
app/package files remain during Phase 6 alignment.
Implementation tasks:
- Add root `CMakeLists.txt` and shared CMake modules under `cmake/`.
- Add `CMakePresets.json` with at least:
- `windows-vs2026-x64`
- `windows-clangcl-asan`
- `linux-clang`
- `android-arm64`
- `android-x64`
- `emscripten`
- `macos`
- `ios-device`
- `ios-simulator`
- Keep Android CMake, Linux CMake, WebGL CMake, Apple project files, and AppX
packaging during the transition until each consumes shared component targets.
- Move version generation into a CMake custom command using
`scripts/pre-build.py`.
- Fix `scripts/pre-build.py` only if required to avoid unnecessary rewrites or
missing-tag failures.
- Add CMake options:
- `PP_BUILD_APP`
- `PP_BUILD_TESTS`
- `PP_BUILD_TOOLS`
- `PP_ENABLE_OPENGL`
- `PP_ENABLE_VULKAN_EXPERIMENTAL=OFF`
- `PP_ENABLE_VR`
- `PP_ENABLE_CLOUD`
- `PP_ENABLE_VIDEO`
- Define source-list helper targets so per-platform source duplication can be
reduced incrementally.
Gate:
- Windows desktop app builds through CMake.
- New CMake can configure on Windows.
- Source list differences are understood and documented.
- Non-Windows platform migration is debt-tracked until Phase 6.
## Phase 2: Toolchain, Diagnostics, And Dependencies
Goal: turn the build into an error-finding system before deep refactors.
Status: in progress. Initial warning/sanitizer option targets and `vcpkg.json`
exist. Dependency migration is not complete until component targets consume
vcpkg packages and platform triplets are validated.
Implementation tasks:
- Set C++23 through target features, not raw compiler flags.
- Add warning profiles:
- MSVC: `/W4 /permissive- /Zc:__cplusplus /Zc:preprocessor`.
- Optional MSVC analysis preset: `/analyze`.
- Clang/GCC: `-Wall -Wextra -Wpedantic -Wconversion -Wshadow
-Wnull-dereference`.
- Keep exceptions disabled for PanoPainter targets, except isolated SDK wrapper
targets when unavoidable.
- Add sanitizer presets:
- Clang/GCC ASan and UBSan for headless libraries.
- MSVC ASan where supported.
- TSan only for pure/headless targets.
- Add tooling hooks:
- `clang-tidy`
- `cppcheck`
- shader validation or compile checks
- CTest dashboard output
- Add `vcpkg.json`.
- Move reliable dependencies to vcpkg first:
- `fmt`
- `glm`
- `tinyxml2`
- `stb`
- `curl`
- `sqlite3`
- `glad`
- `Catch2`
- Keep vendored until proven:
- OpenVR
- OVR/Wave SDKs
- Wacom WinTab
- AppCenter
- openh264
- mp4v2
- libyuv
- patched or SDK-specific libraries
Gate:
- Desktop library targets compile with strict diagnostics.
- New warnings caused by refactor are fixed or locally justified.
- No global blanket warning suppression for project code.
## Phase 3: Test Harness And Agent-Ready Automation
Goal: make each component reachable by automated tools and future agents.
Status: in progress. `tests/` exists, `desktop-fast` runs headlessly, and
PowerShell/bash wrappers exist for configure/build/test/analyze/platform-build.
`pano_cli` exists with JSON automation commands for creating a `pp_document`
model and inspecting image signatures; full document/app integration is
debt-tracked as DEBT-0010.
Implementation tasks:
- Add `tests/` with one executable per component.
- Register CTest labels:
- `foundation`
- `assets`
- `paint`
- `document`
- `renderer`
- `ui`
- `platform`
- `integration`
- `fuzz`
- `slow`
- `gpu`
- Add `tools/pano_cli` for headless automation.
- `pano_cli` should support:
- create document
- load project
- save project
- apply scripted strokes
- import/export images
- inspect layers
- run layout parse
- emit JSON results
- Add local automation wrappers under `scripts/automation/`:
- configure
- build
- test
- analyze
- package smoke
- All wrappers must return machine-readable logs or summaries.
- Establish `tests/data/` fixtures:
- tiny PPI files
- corrupt/truncated PPI cases
- PNG/JPEG fixtures
- ABR/PPBR samples
- layout XML
- shader snippets
- brush stroke scripts
Gate:
- `ctest --preset desktop-fast --build-config Debug` runs without a GL
context.
- Non-render components can be tested on a headless machine.
## Phase 4: Component Split Without Behavior Change
Goal: split libraries while keeping current app behavior.
Status: started. `pp_foundation` exists with binary stream utilities and
boundary/overread tests. It also owns strict decimal `uint32` parsing used by
`pano_cli`, with rejection tests for empty, signed, mixed, and overflowing
input. A deterministic `TraceRecorder` now records component/name/thread/frame
and stroke timing spans with invalid-end tests. `pp_assets` has started with
PNG/JPEG signature detection and corrupt/truncated/unsupported tests.
`pp_paint` has started with CPU reference math for the five current shader
blend modes. `pp_document` has started with a pure canvas/layer model and
layer invariant tests. Continue expanding document behavior toward legacy
Canvas parity.
Implementation tasks:
- Extract components in this order:
1. `pp_foundation`
2. `pp_assets`
3. `pp_paint`
4. `pp_document`
5. `pp_renderer_api`
6. `pp_renderer_gl`
7. `pp_paint_renderer`
8. `pp_ui_core`
9. `pp_panopainter_ui`
10. `pp_platform_*`
11. `panopainter_app`
- Remove renderer/platform dependencies from pure headers first, especially:
- `Brush`
- document/layer model
- serializer
- UI core headers
- Keep facade shims where needed, but debt-track every shim.
- Avoid large behavioral rewrites during extraction.
- Each extracted component gets a focused test suite before moving to the next.
Gate:
- Old app still launches.
- Component tests pass after every extraction.
- No undocumented stubs or shortcuts.
## Phase 5: Renderer Boundary And OpenGL Parity
Goal: make OpenGL an implementation detail and establish parity tests before
adding new backends.
Implementation tasks:
- Introduce renderer interfaces:
- `IRenderDevice`
- `ITexture2D`
- `IRenderTarget`
- `IShaderProgram`
- `IMesh`
- `ICommandContext`
- `IReadbackBuffer`
- `IRenderTrace`
- Port current renderer classes behind OpenGL backend types:
- `RTT`
- `Texture2D`
- `Sampler`
- `ShaderManager`
- `Shape`
- Preserve current shader behavior and asset paths.
- Add deterministic GPU tests:
- clear
- blit
- texture upload/download
- stroke composite
- erase
- layer blend
- equirect export
- readback bounds
- Add CPU reference tests for blend modes.
- Compare GPU output to golden/reference data with explicit tolerances.
Gate:
- OpenGL readbacks match golden data on Windows and Linux.
- Mobile/WebGL compile gates remain green.
## Phase 6: Platform Alignment
Goal: every supported platform consumes the same component targets.
Implementation tasks:
- Convert these builds to shared component targets:
- Windows desktop
- Windows AppX
- macOS
- iOS
- Android standard
- Android Quest
- Android Focus/Wave
- Linux
- WebGL/Emscripten
- Keep platform entrypoints thin:
- window lifecycle
- input dispatch
- clipboard
- file picker/share
- GL context creation
- VR SDK bridge
- packaging only
- Add or refine CMake toolchain/preset support for:
- Android NDK ABIs
- iOS device
- iOS simulator
- macOS
- Emscripten
- Keep SDK-only imported libraries documented until vcpkg triplets are proven.
Gate:
- Every platform has a named configure/build command.
- Missing local prerequisites are documented.
- Each platform has at least compile or package validation.
## Phase 7: Hardening, Coverage, And Breaking-Point Tests
Goal: tests should try to break components, not only confirm current happy
paths.
Implementation tasks:
- Add property/fuzz tests for:
- binary streams
- serializers
- PPI parsing
- ABR parsing
- layout XML parsing
- image metadata parsing
- brush parameter extremes
- layer/frame operations
- undo/redo invariants
- Add stress tests for:
- thousands of stroke samples
- extreme resolutions guarded by memory limits
- rapid layer/frame edits
- corrupt assets
- cancellation during export
- concurrent render/UI task scheduling
- Add coverage for headless libraries on Clang/GCC.
- Require coverage reports for changed components first; do not set a global
threshold until the baseline is meaningful.
- Add tracing spans around:
- project load/save
- render passes
- stroke commit
- readback
- export
- UI layout
- platform I/O
- Logs must include component, thread, frame/stroke id, and timing.
Gate:
- No shortcut remains undocumented.
- Every component has unit tests and at least one failure or edge test.
## Phase 8: Future Backend Readiness
Goal: prepare Vulkan and Metal without destabilizing the OpenGL parity path.
Implementation tasks:
- Create non-default targets only after OpenGL backend parity:
- `pp_renderer_vulkan_lab`
- `pp_renderer_metal_lab`
- Use `D:\Dev\vkpaint` as reference material for Vulkan painting experiments,
not as direct production code.
- Before integration, prove:
- ping-pong compositing path
- input-attachment/subpass path where applicable
- feedback-loop or framebuffer-fetch-style path where supported
- synchronization and layout correctness under validation layers
- Keep WebGPU as an optional future portability backend, not the core renderer
contract.
Gate:
- Vulkan/Metal lab targets are opt-in.
- OpenGL production backend remains stable.
## Test Matrix
| Preset/Label | Purpose | Requires |
| --- | --- | --- |
| `desktop-fast` | Pure component unit tests | No GPU/window |
| `desktop-gpu` | OpenGL backend golden/readback tests | GPU/GL context |
| `fuzz` | Parser and serializer fuzzing | Fuzzer-capable compiler |
| `stress` | Large and adversarial scenarios | Longer runtime |
| `platform-build` | Configure/build each supported platform | Local toolchains |
| `package-smoke` | AppX/APK/Apple/WebGL package smoke | Platform SDKs |
Acceptance for each phase:
- Previous phase tests still pass.
- New component has its own tests.
- No undocumented stubs.
- No skipped platform without a debt entry.
- Automation command is recorded in this roadmap or linked docs.
## Verified Commands
Last verified on 2026-05-31:
```powershell
cmake --preset windows-msvc-default
cmake --build --preset windows-msvc-default --config Debug --target pp_foundation_binary_stream_tests pp_foundation_parse_tests pp_foundation_trace_tests pp_assets_image_format_tests pp_paint_blend_tests pp_document_tests pano_cli 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 --preset android-arm64
powershell -ExecutionPolicy Bypass -File scripts\automation\platform-build.ps1 -Presets android-arm64
```
Results:
- `pp_foundation_binary_stream_tests` passed.
- `pp_foundation_parse_tests` passed.
- `pp_foundation_trace_tests` passed.
- `pp_assets_image_format_tests` passed.
- `pp_paint_blend_tests` passed.
- `pp_document_tests` passed.
- `pano_cli_create_document_smoke` passed.
- `pano_cli_inspect_image_rejects_unsupported` passed as an expected failure
test.
- `PanoPainter.exe` built through CMake at
`out/build/windows-msvc-default/Debug/PanoPainter.exe`.
- PowerShell build/test automation wrappers return JSON summaries and passed
local smoke checks.
- Android arm64 configured with NDK 29.0.14206865 through the platform-build
wrapper and compiled headless foundation/tool/test targets.
- Known remaining warnings: legacy project/vendor diagnostics, Visual Studio
vcpkg-manifest warning, `LNK4099` missing libyuv PDBs, and `LNK4098` runtime
library conflict from retained vendor binaries.
## Current Debt Log
The canonical debt log is now `docs/modernization/debt.md`. Keep this section
as a reminder only; do not add new debt entries here.
| ID | Status | Owner | Item | Reason | Validation | Removal Condition |
| --- | --- | --- | --- | --- | --- | --- |
| DEBT-0001 | Open | TBD | Existing platform build files remain alongside new CMake | Required for incremental migration | Existing platform builds plus new CMake configure | Remove after all platform builds consume shared CMake targets |
| DEBT-0002 | Open | TBD | Vendored SDK and patched libraries retained initially | Some dependencies are SDK-only or have platform-specific binaries | Dependency inventory and platform build smoke tests | Replace or document permanent vendored status after vcpkg triplet evaluation |
| DEBT-0003 | Open | TBD | Existing singletons remain during initial split | Avoid behavior changes while introducing boundaries | App launch and component tests | Replace singleton reaches with context/service injection at component boundaries |
## Current Capability Map Seed
Use this as the starting checklist for Phase 0 inventory.
- Project I/O: PPI open/save, thumbnails, version metadata, autosave/save-as
flows.
- Image I/O: JPEG/PNG import/export, cube faces, equirectangular export,
depth export.
- Brush system: ABR import, PPBR import/export, presets, tip/pattern/dual brush,
pressure, jitter, blend modes.
- Painting: six cube faces, temporary stroke buffers, erase, flood fill, masks,
alpha lock, layer compositing.
- Layers and animation: layer add/remove/move/merge, blend/opacity/visibility,
frame add/remove/duplicate/duration, MP4/timelapse export.
- UI: XML layout, Yoga layout, panels, dialogs, color tools, brush tools,
layers, animation timeline, settings, shortcuts, manual/changelog/about.
- Input: mouse, keyboard, touch, gestures, Wacom tablet, stylus pressure,
VR controllers.
- Platform services: clipboard, file picker, save picker, directory picker,
share/display file, keyboard show/hide.
- VR/platform variants: OpenVR desktop, Quest, Focus/Wave, Android standard,
iOS/macOS, Linux, WebGL.
- Cloud/network: upload, download, browse, license/check flows.
- Recording/export: PBO readbacks, MP4 encoder, timelapse frames.