forked from 1b-agent/opencadstudio-upstream
refactor(viewport): unify content-viewport clipping on the stencil path
Rectangular paper viewports now go through the same GPU stencil clip as non-rectangular ones: viewport_clip_boundary_ndc returns the four rect corners (a full-target mask) instead of nothing, so the render path has no rect/non-rect special case — every content viewport carries a clip boundary and draws with stencil reference 0xFF. With a single clip path, the old per-wire / -image / -wipeout scissor mechanism is fully dead and removed: compute_*_scissors, the *_pixel_scissors buffers, the project_scissor helper, the per-pass set_scissor_rect blocks, the vp_scissor field threaded through WireModel / ImageModel / HatchModel and their GPU mirrors (WireGpu / ImageGpu / WipeoutGpu / HatchWebGpu), from_run's scissor parameter, the scissor grouping in build_wire_buffers, and the is_arena_eligible gate. Net -245 lines across 54 files. Rectangular viewports still clip exactly via their own render rectangle; the stencil mask is a redundant full-target no-op there, kept only so the clip code path stays uniform. XCLIP keeps its CPU wire clip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -86,9 +86,6 @@ pub struct WireModel {
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/// share one interior phase (perpendicular dashes line up) yet each still
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/// ends on a dash. `None` (the default) = per-wire A-type / from-start.
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pub dash_align_end: Option<f32>,
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/// Paper-space bounding box [x0, y0, x1, y1] for GPU scissor clipping.
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/// Set only for viewport-projected wires in paper-space layouts.
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pub vp_scissor: Option<[f32; 4]>,
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/// Pre-triangulated solid fill: flat vertex list, 3 per triangle (world-offset applied).
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/// Non-empty only for PolyfaceMesh / PolygonMesh entities.
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pub fill_tris: Vec<[f32; 3]>,
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@@ -196,7 +193,6 @@ impl WireModel {
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plinegen: true,
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dash_from_start: false,
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dash_align_end: None,
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vp_scissor: None,
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fill_tris: vec![],
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fill_tris_low: Vec::new(),
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}
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@@ -406,7 +402,6 @@ impl Default for WireModel {
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plinegen: true,
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dash_from_start: false,
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dash_align_end: None,
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vp_scissor: None,
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fill_tris: Vec::new(),
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fill_tris_low: Vec::new(),
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fill_is_3d: false,
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