fix(renderer): keep draw-order offsets within clipping planes

This commit is contained in:
Christopher Overbeck committed 2026-09-15 12:36:05 -05:00
1 parent 0e42e3bf28
commit e52e565b1f
26 files changed
+525 -90

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@@ -113,7 +113,7 @@ pub fn create_pipelines(
) -> (wgpu::RenderPipeline, wgpu::RenderPipeline) {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("circle.wgsl"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/circle.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(draw_order_shader!("circle.wgsl").into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("circle.pipeline.layout"),
@@ -349,7 +349,7 @@ mod tests {
#[test]
fn circle_shader_validates_with_naga() {
let source = include_str!("../../shaders/circle.wgsl");
let source = draw_order_shader!("circle.wgsl");
let module = naga::front::wgsl::parse_str(source).expect("circle.wgsl parses cleanly");
let mut validator = naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),