refactor(renderer): select paths by GPU limits

Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
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Hakan Seven committed 2026-07-29 12:49:41 +03:00
1 parent b9799e4421
commit 93b9a840ff
16 files changed
+1010 -181

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@@ -129,6 +129,37 @@ impl MeshVertex {
attributes: ATTRS,
}
}
/// Minimal layout shared by native and WebGL mesh edge pipelines.
///
/// Edge fragments only need position and entity color. Advertising the
/// material/normal/UV attributes here would keep the full surface-shader
/// interface alive on WebGL even though the edge entry point never reads
/// those values.
pub fn edge_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, position) as u64,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, color) as u64,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, position_low) as u64,
shader_location: 3,
format: wgpu::VertexFormat::Float32x3,
},
];
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<MeshVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: ATTRS,
}
}
}
#[repr(C)]