* Viewport: keep the model scene in blocks and upload only what changed
Every change rebuilt the whole model scene (every body's triangles and edges) and
uploaded all of it again, so a design an agent builds one body at a time paid for the
whole model on every command. The scene is now built in blocks of a few bodies, cut
where a body's own key says, and each block's bytes and GPU buffers are kept while the
block comes back unchanged. Body boxes (fit, picking, ground shadow) are kept per mesh.
Rendering is unchanged: the bicycle from bench-agent opens to a byte-identical
screenshot.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Browser: find an occurrence's placed bodies by name, not by search per row
Each body row of a placed component searched the placement's bodies for its own, every
frame: quadratic in the component's bodies (720 for the bench-agent bicycle's hardware).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Startup no longer stops at a bad settings file or a missing GPU: a settings file that fails to load is set aside, a failed GPU start retries with the software renderer, and a safe mode starts with defaults. Adds a troubleshooting page to the guide.
* GPU tessellation: a pipeline the device cannot build falls back to CPU meshing instead of crashing (#1098)
Build the tessellation compute pipeline inside error scopes; TessGpu::new returns an error,
and the viewport logs it and meshes bodies on the CPU. A Windows CI job builds the pipeline
with D3D12's FXC on the WARP adapter.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Tessellation shader: basis functions in one-dimensional local arrays, so D3D12's FXC compiles it (#1098)
FXC has to unroll loops that write an array inside a struct (Basis.n0/n1) or a 2-D array
(ndu) by a counter, and cannot with run-time trip counts (X3511). A2.2 basis functions in a
local 1-D array returned whole; derivatives from the degree p-1 functions; the pole step
offsets computed rather than indexed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Since the model's mesh went back to the reference mesher (#940), the GPU viewport drew
opaque bodies from their display plans while hover and selection lit faces with the
reference mesh's triangles. Two triangulations of the same face at equal depth fought, so
a hovered face shimmered in wedges instead of lighting whole.
Faces lit over a body drawn from its plan now use the plan's own triangles
(ModelBody::plan_mesh, evaluated once on the CPU), and the highlight pass gets a small
depth bias toward the eye so f32 rounding between the GPU and CPU evaluations of the same
triangles cannot speckle it either.
Test: every face of a box with a pocket and a round boss, hovered and rendered offscreen
through the viewport's real pipelines on the GPU path, lights the same pixels as on the
CPU path (skipped without a GPU adapter).
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Packs the scene's planned bodies into one GPU upload and dispatch, and evaluates intersection edges by seeded Newton refinement from a fitted B-spline through exactly solved leader points, falling back to the previous evaluation near tangency. Intersection nodes carry their faces' parameters. This changes speed, not what the app draws.
Part 4 of 4 of #303.
Co-authored-by: jyviko <2501648+jyviko@users.noreply.github.com>
A line whose end lies behind the eye has no screen point: vs_line divided
by a non-positive w, which flipped the segment or dropped it whole. At a
low perspective angle the grid lines running along the view direction
reach behind the camera and vanished. Cut each segment at clip z = 0
before the screen-space expansion.
Fixes#182
Co-authored-by: Vitali M. <6042958+vitalibr@users.noreply.github.com>
Fixes#34
The surface-analysis curvature map took screen-space derivatives (dpdx/dpdy) inside a branch
of fs_solid. naga accepts that, but browsers' WGSL compiler (Tint, WebGPU) requires derivatives
in uniform control flow and rejects the whole `sc_viewport` shader module, so every viewport
pipeline was invalid and the viewport stayed black as soon as a design was shown. The
curvature is now worked out first thing in fs_solid and passed in, and the canvas image
shader samples its texture before discarding.
Regression test: every fragment entry point makes derivative and implicit-LOD sampling calls
(directly or through helpers) before any branch or return. Checked in headless Chromium with
WebGPU (SwiftShader): before, "dpdx must only be called from uniform control flow" and invalid
pipelines on New Design; after, no shader or pipeline errors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>