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panopainter/docs/modernization/roadmap.md

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# PanoPainter Modernization Roadmap
Status: live
Last updated: 2026-06-01
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 | 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, `vcpkg.json`,
a validated Windows headless vcpkg preset, `pp_ui_core` support for vcpkg
tinyxml2 on that preset, and a headless `panopainter_validate_shaders` target
exist. `windows-clangcl-asan` now configures as a headless Ninja/clang-cl ASan
preset and uses the release MSVC runtime required by clang-cl ASan, but local
ASan builds are blocked by DEBT-0014 until Clang and the selected MSVC STL are
compatible. Dependency migration is not complete until remaining component
dependencies and mobile/Apple 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/package-smoke. `pano_cli` exists
with JSON automation commands for creating a `pp_document` model, metadata-only
PPI project loading, and inspecting image signatures, PPI headers, and layout
XML; full document/app integration is debt-tracked as DEBT-0010 and full PPI
body parsing is debt-tracked as DEBT-0013.
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 synchronous event dispatcher, structured logging facade, bounded FIFO
task queue, and deterministic `TraceRecorder` now record
component/name/thread/frame/stroke metadata with filtering, capacity, and
invalid-end tests. `pp_assets` has started with PNG/JPEG signature detection,
PNG IHDR metadata parsing, PPI header/project byte-layout/body-summary
recognition, layer/frame indexing, dirty-face PNG payload metadata validation,
asset-level RGBA PNG payload decoding, and a pure typed settings document
model, with
corrupt/truncated/unsupported, extreme-dimension, and key/value limit tests.
`pp_paint` has started with pure brush parameter validation/stamp evaluation,
CPU reference math for the five current shader blend modes, and deterministic
stroke spacing/interpolation plus a pure text stroke-script parser.
`pp_document` has
started with a pure canvas/layer/frame model, alpha-lock metadata, snapshot
construction, per-layer frame metadata, layer metadata operations, frame
move/duration queries, renderer-free RGBA8 cube-face payload storage, PPI image
import, and layer/frame/undo-redo history invariant tests.
`pp_renderer_api` has started with renderer-neutral
texture/readback descriptors and validation tests. `pp_paint_renderer` has
started with deterministic CPU layer compositing over renderer extents using
the paint blend reference. `pp_ui_core` has started with XML-layout-facing
length parsing, color parsing, tinyxml-backed layout XML parsing, and invalid
input tests.
`pano_cli inspect-image` exposes PNG IHDR metadata as JSON,
`pano_cli inspect-project` reports validated PPI thumbnail/body byte layout,
body summary, layer/frame descriptors, dirty-face PNG payload metadata, and
asset-level decode coverage, and
`pano_cli load-project` creates a `pp_document` projection with per-layer frame
counts, durations, and decoded face-pixel payload attachment when PPI image
payloads are present.
`pano_cli create-document` can create simple animation documents with explicit
frame count/duration, and `pano_cli simulate-stroke` exercises the pure stroke
sampler for scripted-stroke automation. `pano_cli simulate-stroke-script`
loads stroke script fixtures, parses them through `pp_paint`, and samples every
stroke. `pano_cli parse-layout` exercises the XML layout path. Continue
expanding document behavior toward legacy Canvas parity and then port OpenGL
classes behind the renderer boundary.
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.
Status: started. `pp_renderer_api` exists as a headless renderer-neutral target
with texture descriptor, byte-size, viewport, mesh, readback bounds, command
context, render device, shader program descriptor, mesh, render target,
readback, trace interface validation, and the canonical PanoPainter shader
catalog now consumed by the legacy OpenGL app initialization path.
`pp_renderer_gl` now exists as the first OpenGL backend library and owns pure
OpenGL capability detection for framebuffer fetch, map-buffer alignment, and
float texture support. It also owns the OpenGL texture upload-type mapping used
by legacy `Texture2D` and `RTT` creation, plus image channel-count to texture
format mapping for `Texture2D` image uploads and framebuffer status naming for
`RTT` diagnostics. RGBA8/RGBA32F readback formats, byte-count math, and PBO
pixel-buffer target/usage/access tokens used by `RTT` and `PBO` readbacks now
live in `pp_renderer_gl`. The framebuffer blit color mask and linear/nearest
filter tokens used by `RTT::resize` and `RTT::copy`, plus the default
render-target texture parameters used by `RTT::create`, also live in
`pp_renderer_gl`.
Mesh index-type and primitive-mode
decisions used by legacy `Shape` drawing and the PanoPainter cube-face to
OpenGL texture-target mapping used by `TextureCube` also live in
`pp_renderer_gl`. The legacy app delegates extension, upload-format,
framebuffer diagnostic, framebuffer blit, render-target texture parameter,
mesh draw-mode, and cube-face texture-target interpretation to that backend
library. Sampler wrap, min/mag filter, and desktop border-color parameter
mapping for legacy `Sampler` also lives in `pp_renderer_gl`. The PanoPainter shader attribute
binding catalog also lives in `pp_renderer_gl` and is consumed by legacy
`Shader` creation. Shader uniform hashing, catalog validation, active-uniform
mapping, and the legacy uniform uniqueness check now delegate to
`pp_renderer_gl` as well. The existing renderer classes are not yet fully
behind the renderer interfaces.
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`
- Keep OpenGL runtime capability decisions in `pp_renderer_gl` with headless
tests before moving GL object lifetimes behind backend types.
- 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 2026-06-01:
```powershell
cmake --preset windows-msvc-default
cmake --build --preset windows-msvc-default --config Debug --target pp_foundation_binary_stream_tests pp_foundation_event_tests pp_foundation_log_tests pp_foundation_parse_tests pp_foundation_task_queue_tests pp_foundation_trace_tests pp_assets_image_format_tests pp_assets_image_metadata_tests pp_assets_image_pixels_tests pp_assets_ppi_header_tests pp_assets_settings_document_tests pp_paint_brush_tests pp_paint_blend_tests pp_paint_stroke_tests pp_document_tests pp_document_ppi_import_tests pp_renderer_api_tests pp_paint_renderer_compositor_tests pp_ui_core_color_tests pp_ui_core_layout_value_tests pp_ui_core_layout_xml_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 --build --preset windows-msvc-default --target panopainter_validate_shaders
powershell -ExecutionPolicy Bypass -File scripts\automation\analyze.ps1 -Preset windows-msvc-default -NoApp
set 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
```
Results:
- `pp_foundation_binary_stream_tests` passed.
- `pp_foundation_event_tests` passed.
- `pp_foundation_log_tests` passed.
- `pp_foundation_parse_tests` passed.
- `pp_foundation_task_queue_tests` passed.
- `pp_foundation_trace_tests` passed.
- `pp_assets_image_format_tests` passed.
- `pp_assets_image_metadata_tests` passed.
- `pp_assets_image_pixels_tests` passed, including RGBA8 PNG decode and corrupt
payload rejection.
- `pp_assets_ppi_header_tests` passed, including PPI thumbnail/body layout,
body summary validation, layer/frame indexing, dirty-face PNG payload
metadata validation, and decoded dirty-face payload coverage.
- `pp_assets_settings_document_tests` passed.
- `pp_paint_brush_tests` passed.
- `pp_paint_blend_tests` passed.
- `pp_paint_stroke_tests` passed.
- `pp_paint_stroke_script_tests` passed.
- `pp_document_tests` passed, including snapshot construction, alpha-lock
metadata, per-layer frame metadata, frame move, duration, face-pixel payload
storage/replacement/rejection, and history invariants.
- `pp_document_ppi_import_tests` passed, including decoded PPI dirty-face
payload attachment to `pp_document` layer/frame storage and out-of-range
payload rejection.
- `pp_renderer_api_tests` passed, including shader descriptor validation,
PanoPainter shader catalog validation, and invalid catalog rejection.
- `pp_paint_renderer_compositor_tests` passed.
- `pp_ui_core_color_tests` passed.
- `pp_ui_core_layout_value_tests` passed.
- `pp_ui_core_layout_xml_tests` passed.
- `pano_cli_create_document_smoke` passed.
- `pano_cli_create_animation_document_smoke` passed and reports animation
duration JSON.
- `pano_cli_inspect_image_rejects_unsupported` passed as an expected failure
test.
- `pano_cli_inspect_png_metadata_smoke` passed and reports PNG metadata JSON
for the tiny IHDR fixture.
- `pano_cli_inspect_project_layout_smoke` passed and reports PPI
thumbnail/body byte layout, body summary, layer/frame descriptors, and
dirty-face PNG payload metadata JSON.
- `pano_cli_load_project_metadata_smoke` passed and reports a `pp_document`
projection with per-layer frame counts, durations, and zero loaded face
payloads for the minimal PPI fixture.
- `pano_cli_parse_layout_smoke` passed.
- `pano_cli_simulate_stroke_smoke` passed and reports deterministic stroke
sample counts/distances.
- `pano_cli_simulate_stroke_script_smoke` passed and reports deterministic
aggregate stroke-script counts/distances.
- `panopainter_validate_shaders` passed, validating 25 shader programs and 7
shader includes for stage markers and include graph integrity.
- `pp_renderer_gl_capabilities_tests` passed on default MSVC, vcpkg-headless,
and Android arm64 configure/build, covering framebuffer fetch, map-buffer
alignment, desktop GL core float support, GLES float/half-float extensions,
WebGL exclusion behavior, upload types for RGBA8/RGBA16F/RGBA32F internal
formats, image channel-count format mapping including invalid counts, and
RGBA8/RGBA32F readback format and byte-count mapping, PBO pixel-buffer
target/usage/access mapping, framebuffer status names, framebuffer blit color
mask and linear/nearest filters, plus Shape index-type and fill/stroke primitive mode mapping,
PanoPainter cube-face texture-target order, and the linear clamp-to-edge
render-target texture parameter set used by `RTT::create`.
Sampler parameter validation covers wrap S/T/R plus min/mag filter ordering
used by legacy `Sampler::set` and `Sampler::set_filter`, plus the desktop
border-color parameter name used by `Sampler::set_border`.
Shader attribute binding catalog validation covers the current `pos`, `uvs`,
`uvs2`, `col`, and `nor` bindings and rejects empty, unnamed, null-name, and
duplicate-name catalogs while preserving legacy shared locations. Shader
uniform catalog validation covers the 43 legacy uniform
names used by `Shader`, preserves the legacy hash ids, and rejects empty,
unnamed, null-name, mismatched-hash, and duplicate-name catalogs.
- PowerShell analyze automation returns JSON summaries and includes the shader
validation target.
- `windows-msvc-vcpkg-headless` configured through the Visual Studio bundled
vcpkg root, installed the manifest dependencies, built the headless component
matrix, and passed `desktop-fast-vcpkg`.
- `pp_ui_core` built and tested against vcpkg tinyxml2 on
`windows-msvc-vcpkg-headless` and against the vendored fallback on
`windows-msvc-default` and `android-arm64`.
- `windows-clangcl-asan` configures headlessly with clang-cl 18.1.8 and
release MSVC runtime selection; build remains blocked and debt-tracked in
DEBT-0014 because the selected VS 2026-preview STL requires Clang 20 or
newer.
- `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.
- PowerShell package-smoke wrapper validates the Windows CMake app executable
and runtime `data/` copy.
- 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.