Commit Graph
2 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.7 3d24dd5168 fix(viewport): blit UV crop for off-canvas viewports
Refactor the per-viewport blit so a content viewport whose screen rect
extends off the canvas composites the correct slice of its MSAA target
to the visible portion of the surface, instead of being slammed against
the canvas corner by an `(f32 as u32)` saturation on the negative
offset.

- blit.wgsl + Pipeline gain a small uniform buffer (`uv_offset` /
  `uv_scale`). `Primitive::prepare` computes the per-viewport crop from
  `screen_rect`'s on-canvas fraction and writes it via the new
  `upload_blit_uv` helper while it still has the `Queue`.
- `Pipeline::render` now takes `vp_size` (full vp — MSAA / camera size)
  and `surface_dest` (visible intersection — blit destination) and
  reads the crop from the uniform; passes that don't have a non-empty
  surface intersection are skipped.
- `Primitive::render` clips the full vp rect against the surface clip
  in `i32` and skips empty intersections. The earlier "skip GPU for
  inactive off-canvas viewports" workaround in `active_viewports` is
  no longer needed.
- ViewCube draws only when its hosting vp is fully on-canvas (its own
  pipeline writes directly to the surface and would distort under a
  clamped `set_viewport`).

With the GPU path correct for every vp position, drop
`viewport_content_wires` from `paper_canvas_wires` — the inactive
viewport CPU projection was only there to mask the blit bug and was
duplicating the unified shader's output. The hit-test / snap path
(`entity_wires_arc`, `wires_for_block`) still calls
`viewport_content_wires` directly, so picking through inactive
viewports keeps working.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 12:15:00 +03:00
Hakan SevenandClaude Sonnet 4.6 42048362e2 fix: MSAA resolve no longer overwrites widget backgrounds
MSAA and depth textures are now sized to the shader widget's clip
bounds instead of the full surface. The resolve writes to a matching
clip-sized intermediate texture; a blit pass (blit.wgsl, viewport
trick) then copies the result to the exact clip region of the surface
target, leaving all other widgets untouched.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-08 12:20:47 +03:00