35 KiB
PanoPainter Modernization Roadmap
Status: live Last updated: 2026-06-02
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.mdexists, 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:
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: pureBrush,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 usingpp_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, anddocs/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.txtand shared CMake modules undercmake/. - Add
CMakePresets.jsonwith at least:windows-vs2026-x64windows-clangcl-asanlinux-clangandroid-arm64android-x64emscriptenmacosios-deviceios-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.pyonly if required to avoid unnecessary rewrites or missing-tag failures. - Add CMake options:
PP_BUILD_APPPP_BUILD_TESTSPP_BUILD_TOOLSPP_ENABLE_OPENGLPP_ENABLE_VULKAN_EXPERIMENTAL=OFFPP_ENABLE_VRPP_ENABLE_CLOUDPP_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.
- MSVC:
- 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-tidycppcheck- shader validation or compile checks
- CTest dashboard output
- Add
vcpkg.json. - Move reliable dependencies to vcpkg first:
fmtglmtinyxml2stbcurlsqlite3gladCatch2
- 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:
foundationassetspaintdocumentrendereruiplatformintegrationfuzzslowgpu
- Add
tools/pano_clifor headless automation. pano_clishould 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 Debugruns 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:
pp_foundationpp_assetspp_paintpp_documentpp_renderer_apipp_renderer_glpp_paint_rendererpp_ui_corepp_panopainter_uipp_platform_*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, RGBA pixel-format mapping used by
RTT texture allocation, plus image channel-count to texture
format mapping for Texture2D image uploads and framebuffer status naming for
RTT and Texture2D diagnostics. Texture2D 2D texture binding, upload,
mipmap generation, framebuffer readback setup, and update component-type tokens
now delegate to pp_renderer_gl. TextureCube cube-map binding, allocation
face targets, RGBA allocation format, and unsigned-byte component type also
delegate to pp_renderer_gl. 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, texture/renderbuffer targets, depth format,
framebuffer targets, binding queries, attachment points, and completion status
used by RTT::create and framebuffer bind/restore paths, also live in
pp_renderer_gl. RTT clear color/depth masks and color-write-mask query tokens
also live in pp_renderer_gl. RTT no longer spells GL enum names directly.
Mesh index-type and primitive-mode
decisions used by legacy Shape drawing, plus Shape buffer targets, static
upload usage, and vertex attribute component/normalization tokens, also live
in pp_renderer_gl. The PanoPainter cube-face to
OpenGL texture-target mapping used by TextureCube also lives in
pp_renderer_gl. The legacy app delegates extension, upload-format,
framebuffer diagnostic, framebuffer blit, render-target setup, clear-state,
2D/cube texture setup, 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, shader stage tokens, compile/link status queries, active-uniform
count query, and matrix-uniform transpose token also live in pp_renderer_gl
and are 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. Shader no longer spells GL enum names
directly. 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 now also cataloged and tested in
pp_renderer_gl; the legacy convert command and resize path consume the same
backend-owned mapping. App clear color-buffer masks, default framebuffer
binding, scissor state, and sampler filter/wrap tokens now share that backend
mapping too. OpenGL extension enumeration query tokens used before runtime
capability detection also live in pp_renderer_gl. Legacy font atlas texture
formats, text mesh buffer targets, attribute component/normalization, draw
primitive/index type, upload usage, and active texture unit selection also
delegate to pp_renderer_gl; Font no longer spells GL enum names directly.
Canvas undo/redo dirty-region texture updates and readbacks now also delegate
their 2D texture target, RGBA pixel format, and unsigned-byte component type
mapping to pp_renderer_gl.
NodeViewport preview rendering now also delegates viewport query,
clear-color query, color-buffer clear mask, and blend-state tokens to
pp_renderer_gl.
NodeImageTexture preview drawing now delegates its fallback 2D texture bind
target and blend-state tokens to pp_renderer_gl.
NodeImage drawing and remote-image texture creation now delegate mipmapped
sampler filters, blend-state tokens, and RGBA8/RGBA texture format mapping to
pp_renderer_gl.
NodeColorWheel triangle-buffer setup and draw-state handling now delegate
array-buffer, static-upload, vertex-attribute, primitive-mode, and blend-state
tokens to pp_renderer_gl.
Simple UI text, text-input, border, scroll, and animation timeline draw paths
now also delegate blend-state tokens to pp_renderer_gl.
Canvas layer cube/equirect generation, clear, restore, and snapshot paths now
also delegate cube/2D texture targets, active texture units, blend/clear state,
and RGBA8 read/write pixel mapping to pp_renderer_gl.
NodePanelGrid heightmap preview and lightmap baking now delegate texture
readback formats, sampler filters, depth/blend state, depth clears, viewport
queries, color-mask booleans, active texture units, and float render-target
formats to pp_renderer_gl.
Legacy util.cpp OpenGL error naming and gl_state save/restore now delegate
error codes, state queries, framebuffer targets, texture binding targets, and
active texture units to pp_renderer_gl.
NodeStrokePreview brush preview rendering now delegates depth/scissor/blend
state, viewport/clear-color queries, active texture units, 2D texture targets,
copy targets, and sampler filters/wraps to pp_renderer_gl.
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 are resolved through backend-owned
overloads.
The Windows entrypoint now delegates generic OpenGL error-code and info-string
tokens to pp_renderer_gl; WGL context/pixel-format constants remain in the
platform shell for a later platform-boundary slice.
The existing renderer classes are not yet fully
behind the renderer interfaces.
Implementation tasks:
- Introduce renderer interfaces:
IRenderDeviceITexture2DIRenderTargetIShaderProgramIMeshICommandContextIReadbackBufferIRenderTrace
- Port current renderer classes behind OpenGL backend types:
RTTTexture2DSamplerShaderManagerShape
- Keep OpenGL runtime capability decisions in
pp_renderer_glwith 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_labpp_renderer_metal_lab
- Use
D:\Dev\vkpaintas 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 2026-06-02:
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_testspassed.pp_foundation_event_testspassed.pp_foundation_log_testspassed.pp_foundation_parse_testspassed.pp_foundation_task_queue_testspassed.pp_foundation_trace_testspassed.pp_assets_image_format_testspassed.pp_assets_image_metadata_testspassed.pp_assets_image_pixels_testspassed, including RGBA8 PNG decode and corrupt payload rejection.pp_assets_ppi_header_testspassed, 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_testspassed.pp_paint_brush_testspassed.pp_paint_blend_testspassed.pp_paint_stroke_testspassed.pp_paint_stroke_script_testspassed.pp_document_testspassed, 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_testspassed, including decoded PPI dirty-face payload attachment topp_documentlayer/frame storage and out-of-range payload rejection.pp_renderer_api_testspassed, including shader descriptor validation, PanoPainter shader catalog validation, and invalid catalog rejection.pp_paint_renderer_compositor_testspassed.pp_ui_core_color_testspassed.pp_ui_core_layout_value_testspassed.pp_ui_core_layout_xml_testspassed.pano_cli_create_document_smokepassed.pano_cli_create_animation_document_smokepassed and reports animation duration JSON.pano_cli_inspect_image_rejects_unsupportedpassed as an expected failure test.pano_cli_inspect_png_metadata_smokepassed and reports PNG metadata JSON for the tiny IHDR fixture.pano_cli_inspect_project_layout_smokepassed and reports PPI thumbnail/body byte layout, body summary, layer/frame descriptors, and dirty-face PNG payload metadata JSON.pano_cli_load_project_metadata_smokepassed and reports app_documentprojection with per-layer frame counts, durations, and zero loaded face payloads for the minimal PPI fixture.pano_cli_parse_layout_smokepassed.pano_cli_simulate_stroke_smokepassed and reports deterministic stroke sample counts/distances.pano_cli_simulate_stroke_script_smokepassed and reports deterministic aggregate stroke-script counts/distances.panopainter_validate_shaderspassed, validating 25 shader programs and 7 shader includes for stage markers and include graph integrity.pp_renderer_gl_capabilities_testspassed 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 byRTT::create. Sampler parameter validation covers wrap S/T/R plus min/mag filter ordering used by legacySampler::setandSampler::set_filter, plus the desktop border-color parameter name used bySampler::set_border. Shader attribute binding catalog validation covers the currentpos,uvs,uvs2,col, andnorbindings 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 byShader, 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-headlessconfigured through the Visual Studio bundled vcpkg root, installed the manifest dependencies, built the headless component matrix, and passeddesktop-fast-vcpkg.pp_ui_corebuilt and tested against vcpkg tinyxml2 onwindows-msvc-vcpkg-headlessand against the vendored fallback onwindows-msvc-defaultandandroid-arm64.windows-clangcl-asanconfigures 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.exebuilt through CMake atout/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.
- Desktop VR drawing now routes generic OpenGL scissor/depth/blend state, depth clears, active texture units, and fallback 2D texture unbinds through the renderer GL backend mapping; platform VR SDK bridges remain isolated for later platform-shell extraction.
- Canvas mode overlay, mask, and transform paths now route generic OpenGL blend/depth state, active texture units, 2D copy targets, and RGBA8 readback formats through the renderer GL backend mapping.
NodeCanvaspanorama UI rendering now routes sampler defaults, saved viewport/clear/blend/depth/scissor state, color clears, active texture units, fallback 2D texture unbinds, copy targets, and RGBA8 render-target formats through the renderer GL backend mapping.- Canvas resource setup now routes stroke-buffer RGBA8/RGBA16F/RGBA32F
formats, flood-fill texture upload format/type, brush/stencil/mix sampler
filters and wraps, and cube-strip import channel formats through the renderer
GL backend mapping. The clamp-to-border sampler wrap is now cataloged and
tested in
pp_renderer_gl. - Known remaining warnings: legacy project/vendor diagnostics, Visual Studio
vcpkg-manifest warning,
LNK4099missing libyuv PDBs, andLNK4098runtime 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.