@driftengine/core 4.1.3 → 4.1.5

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Files changed (53) hide show
  1. package/CHANGELOG.json +3796 -3739
  2. package/README.md +1 -1
  3. package/dist/index.js +12 -2
  4. package/dist/render/backend/webgl2/renderer.d.ts +15 -0
  5. package/dist/render/backend/webgl2/renderer.js +28 -7
  6. package/dist/render/backend/webgpu/gpuDrivenPass.d.ts +46 -0
  7. package/dist/render/backend/webgpu/gpuDrivenPass.js +105 -0
  8. package/dist/render/backend/webgpu/pointShadowPass.d.ts +4 -0
  9. package/dist/render/backend/webgpu/pointShadowPass.js +10 -0
  10. package/dist/render/backend/webgpu/renderer.js +17 -4
  11. package/dist/render/depthConvention.d.ts +19 -0
  12. package/dist/render/depthConvention.js +21 -0
  13. package/dist/render/livePointShadowSet.js +8 -0
  14. package/dist/render/pointShadowBudget.js +59 -5
  15. package/dist/render/pointShadowImage.d.ts +40 -0
  16. package/dist/render/pointShadowImage.js +20 -0
  17. package/dist/render/pointShadowMap.d.ts +4 -0
  18. package/dist/render/pointShadowMap.js +10 -0
  19. package/dist/render/pointShadowSystem.js +9 -0
  20. package/dist/render/renderQuality.d.ts +27 -4
  21. package/dist/render/renderQuality.js +1 -1
  22. package/dist/render/shaders/flat/main.d.ts +1 -1
  23. package/dist/render/shaders/flat/main.js +104 -10
  24. package/dist/render/shaders/flat/pointShadow.d.ts +1 -1
  25. package/dist/render/shaders/flat/pointShadow.js +84 -46
  26. package/dist/render/shaders/flat/preamble.js +70 -9
  27. package/dist/render/shaders/generated/flat.wgsl.d.ts +16 -16
  28. package/dist/render/shaders/generated/flat.wgsl.js +32 -32
  29. package/dist/render/shaders/sky.d.ts +10 -6
  30. package/dist/render/shaders/sky.js +35 -2
  31. package/dist/render/textLayout.d.ts +58 -0
  32. package/dist/render/textLayout.js +83 -0
  33. package/dist/render/textRenderer.js +7 -3
  34. package/package.json +6 -6
  35. package/src/index.ts +12 -2
  36. package/src/render/backend/webgl2/renderer.ts +28 -7
  37. package/src/render/backend/webgpu/gpuDrivenPass.ts +105 -0
  38. package/src/render/backend/webgpu/pointShadowPass.ts +13 -0
  39. package/src/render/backend/webgpu/renderer.ts +26 -4
  40. package/src/render/depthConvention.ts +22 -0
  41. package/src/render/livePointShadowSet.ts +7 -0
  42. package/src/render/pointShadowBudget.ts +58 -5
  43. package/src/render/pointShadowImage.ts +51 -0
  44. package/src/render/pointShadowMap.ts +13 -0
  45. package/src/render/pointShadowSystem.ts +8 -0
  46. package/src/render/renderQuality.ts +28 -5
  47. package/src/render/shaders/flat/main.ts +104 -10
  48. package/src/render/shaders/flat/pointShadow.ts +84 -46
  49. package/src/render/shaders/flat/preamble.ts +70 -9
  50. package/src/render/shaders/generated/flat.wgsl.ts +32 -32
  51. package/src/render/shaders/sky.ts +37 -2
  52. package/src/render/textLayout.ts +88 -0
  53. package/src/render/textRenderer.ts +22 -3
@@ -1,10 +1,14 @@
1
1
  /**
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- * Procedural gradient sky drawn as a single attribute-less fullscreen triangle.
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- * Ray direction is reconstructed per-fragment from the inverse view-projection,
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- * so the sky is correct under any camera. Drawn last at the far plane, so early-z wins —
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- * and the far plane is 0 under reversed depth and 1 otherwise, which is why the value is
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- * interpolated rather than written. A sky that says 1.0 in a reversed engine is drawn at the
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- * *near* plane and covers the world; measured, that was 743,669 changed pixels of 921,600.
2
+ * The engine's own convention, which is what WebGPU always gets and what the WGSL is generated
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+ * from. `scripts/wgsl.ts` reads this constant, so it stays a constant.
8
4
  */
9
5
  export declare const SKY_VERT: string;
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+ /**
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+ * The same shader for a context that may not have been granted reversed depth.
8
+ *
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+ * WebGL2 compiles GLSL directly and is the only backend that can run either way, so it asks for
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+ * the one matching what it got. WebGPU never calls this: it uses the generated WGSL, where the far
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+ * plane is reversed by construction.
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+ */
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+ export declare function skyVertFor(reversed: boolean): string;
10
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  export declare const SKY_FRAG = "#version 300 es\nprecision highp float;\n\nin vec2 vNdc;\n\nuniform mat4 uInvViewProj;\nuniform vec3 uCameraPos;\nuniform vec3 uTopColor;\nuniform vec3 uHorizonColor;\nuniform vec3 uDeepColor;\nuniform vec3 uSunDir;\nuniform vec3 uSunColor;\nuniform float uSunDiscExponent;\nuniform vec3 uMoonDir;\nuniform vec3 uMoonColor;\nuniform float uMoonAngularRadius;\nuniform float uMoonPhase;\nuniform float uNightFactor;\nuniform vec2 uCloudOffset;\nuniform vec3 uUnderwaterColor;\nuniform float uUnderwaterFactor;\n\nout vec4 outColor;\n\nfloat hash21(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);\n}\n\nfloat valueNoise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n vec2 u = f * f * (3.0 - 2.0 * f);\n float a = hash21(i);\n float b = hash21(i + vec2(1.0, 0.0));\n float c = hash21(i + vec2(0.0, 1.0));\n float d = hash21(i + vec2(1.0, 1.0));\n return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);\n}\n\n/** Three octaves is the ceiling \u2014 drop to two before cutting anything else. */\nfloat fbm(vec2 p) {\n float v = valueNoise(p) * 0.5;\n v += valueNoise(p * 2.03) * 0.3;\n v += valueNoise(p * 4.01) * 0.2;\n return v;\n}\n\nvoid main() {\n vec4 world = uInvViewProj * vec4(vNdc, 1.0, 1.0);\n vec3 dir = normalize(world.xyz / world.w - uCameraPos);\n\n float t = dir.y;\n vec3 col = t >= 0.0\n ? mix(uHorizonColor, uTopColor, pow(min(t, 1.0), 0.55))\n : mix(uHorizonColor, uDeepColor, min(-t * 1.8, 1.0));\n\n // Celestial bodies belong to the sky, not to the void underneath. Seeing the\n // sun below the horizon made the world read as unbounded in every direction;\n // fading them out at the horizon leaves the deep reading as depth instead.\n float aboveHorizon = smoothstep(-0.04, 0.06, dir.y);\n\n /*\n * Sunset.\n *\n * Low sunlight crosses far more atmosphere than high sunlight, and that path\n * scatters the blue out of it \u2014 which is why the sun reddens as it drops and\n * why the glow around it spreads into a band rather than staying a disc. Both\n * effects peak right at the horizon and are gone within a few degrees of it,\n * so they are driven by the sun's own elevation rather than by the clock.\n *\n * TWO EDGES, BECAUSE A SUNSET ENDS. This shipped with only the upper one, so every\n * sun below the horizon read as maximum sunset and stayed there all the way to\n * straight down \u2014 and a sun direction of (0, -1, 0) is what a night world writes to\n * mean \"there is no sun in this sky\". A consumer measured the result on a black\n * sun: 87% more red in the sky than the same frame with the sun pointing up, a warm\n * band over a third of the picture in an arctic snowfield, and the world's own\n * blue-grey horizon arriving with its channel order reversed. Four night worlds were\n * not started over it, and this repository's own storm sea shipped it. The lower\n * edge is where astronomical twilight ends, near -0.31, so the term now fades out\n * over the same range the sky it models does.\n *\n * What it gives up: the glow is a function of the sun's elevation and nothing else,\n * so a caller cannot place one where its own sun is not. That is deliberate \u2014 a knob\n * here would let a world disagree with itself \u2014 but it is also what makes this wrong\n * for a body that is not our sun in our atmosphere. A world lit by something that\n * scatters differently needs its own term, not a wider edge here.\n *\n * Written ascending-and-inverted rather than as a descending smoothstep, whose\n * result GLSL ES leaves undefined when edge0 >= edge1. Every implementation seen so\n * far computes the ramp anybody would expect, which is why the descending form\n * survived this long, but the spec does not owe us that.\n */\n float sunset = (1.0 - smoothstep(-0.03, 0.30, uSunDir.y)) *\n smoothstep(-0.35, -0.05, uSunDir.y);\n vec3 ember = vec3(1.0, 0.36, 0.13);\n\n float s = max(dot(dir, uSunDir), 0.0);\n // The disc itself reddens; the last sliver above the horizon is nearly blood\n // orange, which is the moment the whole effect is remembered for.\n vec3 discColor = mix(uSunColor, uSunColor * ember, sunset * 0.85);\n col += discColor * (\n pow(s, uSunDiscExponent) * 1.2 +\n pow(s, max(uSunDiscExponent / 75.0, 1.0)) * 0.12\n ) * aboveHorizon;\n\n /*\n * The band. Brightest toward the sun's bearing and hugging the horizon,\n * falling off both with angle around the compass and with height \u2014 a sunset\n * is a direction, not a uniform warm wash, and washing the whole dome is what\n * makes a fake one look like a colour filter.\n */\n vec2 sunBearing = normalize(uSunDir.xz + vec2(1e-5));\n vec2 viewBearing = normalize(dir.xz + vec2(1e-5));\n float toward = max(dot(viewBearing, sunBearing), 0.0);\n /*\n * Measured from the horizon, and falling three times faster below it than above.\n *\n * This was abs(dir.y), which is symmetric, so the band was mirrored twenty-seven\n * degrees down into the deep \u2014 visible in any world whose ground does not cover\n * the lower half of the frame, and captured in the -Y face of every environment\n * probe, where it tinted reflections warm. Nothing in the sky mirrors a sunset\n * below the horizon; what is down there is ground, and the ground is drawn by\n * somebody else.\n *\n * Not gated by aboveHorizon like the sun disc and the moon are: that factor is\n * only 0.4 at a dir.y of zero, which is exactly where this term is brightest, so\n * multiplying by it would cut the band's core to a third and change every sunset\n * to fix a night. Falling faster below instead leaves everything at or above the\n * horizon bit-for-bit as it was, and the horizon line itself unbroken. What it\n * gives up: a camera under the world, or above a planet seen from outside its\n * atmosphere, sees the glow end sooner than the geometry does.\n */\n float fromHorizon = dir.y >= 0.0 ? dir.y : -dir.y * 3.0;\n float band = pow(1.0 - min(fromHorizon * 2.2, 1.0), 2.6);\n col += ember * sunset * band * (0.18 + 0.75 * pow(toward, 2.2));\n\n /*\n * Belt of Venus: the sky opposite a setting sun takes a cool pink-violet from\n * light already reddened on its way past. Subtle, but its absence is why an\n * artificial sunset feels like it is only happening on one side.\n */\n float away = max(-dot(viewBearing, sunBearing), 0.0);\n col += vec3(0.42, 0.28, 0.45) * sunset * band * away * 0.22;\n\n /*\n * Moon: a shaded procedural sphere-disc, not one dot subtracted from another.\n * The local sphere normal gives a curved terminator and limb; lunar phase\n * supplies the light direction around that sphere. Low-frequency noise adds\n * maria without a texture file, while a faint earthshine keeps the dark limb\n * just legible instead of cutting a mathematically black hole in the sky.\n */\n vec3 moonReference = abs(uMoonDir.y) < 0.98\n ? vec3(0.0, 1.0, 0.0)\n : vec3(1.0, 0.0, 0.0);\n vec3 moonRight = normalize(cross(moonReference, uMoonDir));\n vec3 moonUp = cross(uMoonDir, moonRight);\n float moonRadius = clamp(uMoonAngularRadius, 0.001, 0.5);\n vec2 moonUv = vec2(dot(dir, moonRight), dot(dir, moonUp)) / moonRadius;\n float moonRadiusSq = dot(moonUv, moonUv);\n float moonFacing = step(0.0, dot(dir, uMoonDir));\n float moonDisc = (1.0 - smoothstep(0.90, 1.0, moonRadiusSq)) * moonFacing;\n if (moonDisc > 0.0) {\n float sphereZ = sqrt(max(1.0 - moonRadiusSq, 0.0));\n vec3 surfaceNormal = normalize(vec3(moonUv, sphereZ));\n float phaseAngle = uMoonPhase * 6.28318530718;\n vec3 phaseLight = vec3(sin(phaseAngle), 0.0, -cos(phaseAngle));\n float phaseShade = max(dot(surfaceNormal, phaseLight), 0.0);\n float maria = valueNoise(moonUv * 3.2 + vec2(4.7, 9.1)) * 0.68 +\n valueNoise(moonUv * 9.3 - vec2(7.4, 2.6)) * 0.32;\n float albedo = mix(0.56, 1.02, maria);\n float limb = mix(0.72, 1.0, sphereZ);\n float earthshine = 0.035;\n float lunarLight = earthshine + (1.0 - earthshine) * phaseShade;\n col += uMoonColor * albedo * limb * lunarLight * moonDisc *\n 1.35 * uNightFactor * aboveHorizon;\n }\n float phaseIllumination = 0.5 - cos(uMoonPhase * 6.28318530718) * 0.5;\n float moonHalo = (1.0 - smoothstep(1.0, 3.0, length(moonUv))) * moonFacing;\n col += uMoonColor * moonHalo * 0.08 * phaseIllumination *\n uNightFactor * aboveHorizon;\n\n if (dir.y > 0.0) {\n // Stars. Stereographic projection: unlike dir.xz/dir.y it stays finite and\n // near-uniform all the way to the horizon, so stars don't smear into grain.\n // Each cell holds one jittered *point* \u2014 lighting the whole cell would draw\n // square blocks, which is what \"random pixels\" looks like.\n if (uNightFactor > 0.0) {\n vec2 p = dir.xz / (1.0 + dir.y) * 26.0;\n vec2 cell = floor(p);\n float h = hash21(cell);\n if (h > 0.93) {\n vec2 jitter = vec2(hash21(cell + 17.3), hash21(cell + 41.7));\n float d = length(fract(p) - jitter);\n float star = smoothstep(0.10, 0.0, d) * (0.4 + h * 0.6);\n // Fade out near the horizon, where haze would swallow them anyway.\n col += vec3(0.86, 0.91, 1.0) * star * uNightFactor * smoothstep(0.03, 0.3, dir.y);\n }\n }\n\n // Clouds: banded value noise on a layer above the camera, carried by the\n // world's wind \u2014 the same signal the smoke and the grass answer to, so the\n // largest moving thing in frame agrees with the smallest.\n // The floor on dir.y bounds the perspective stretch near the horizon.\n if (dir.y > 0.02) {\n vec2 uv = dir.xz / max(dir.y, 0.16) * 0.09 + uCloudOffset * 0.012;\n float band = smoothstep(0.46, 0.60, fbm(uv));\n float fade = smoothstep(0.02, 0.30, dir.y);\n vec3 cloudCol = mix(uHorizonColor, vec3(1.0), 0.45) * mix(1.0, 0.32, uNightFactor);\n col = mix(col, cloudCol, band * fade * 0.8);\n }\n }\n\n // There is no outdoor sky inside a water column. Retain a little vertical\n // gradient so the surface remains legible above and depth reads darker\n // below, while celestial bodies and clouds disappear with the same smooth\n // surface transition used by the geometry passes.\n float waterLight = mix(0.62, 1.08, clamp(dir.y * 0.5 + 0.5, 0.0, 1.0));\n col = mix(col, uUnderwaterColor * waterLight, uUnderwaterFactor);\n\n outColor = vec4(col, 1.0);\n}\n";
@@ -7,7 +7,24 @@ import { glslFarDepth } from '../depthConvention.js';
7
7
  * interpolated rather than written. A sky that says 1.0 in a reversed engine is drawn at the
8
8
  * *near* plane and covers the world; measured, that was 743,669 changed pixels of 921,600.
9
9
  */
10
- export const SKY_VERT = `#version 300 es
10
+ /**
11
+ * The source, as a function of which way depth actually runs.
12
+ *
13
+ * **Because on WebGL2 that is a runtime fact and this file is imported once.** Reversed depth there
14
+ * needs `EXT_clip_control`; a context that is not granted it runs conventional depth, and the
15
+ * renderer has a `reversedDepth` field saying so precisely because the two can disagree. This
16
+ * template used to bake `glslFarDepth()` at import, which reads the compile-time `REVERSED_DEPTH` —
17
+ * so on such a context the sky was written at `0.0` while the depth test ran conventionally, where
18
+ * `0.0` is the middle of the range rather than the far plane. The sky then beat everything in the
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+ * far half of the scene.
20
+ *
21
+ * **Reported from Firefox on Linux, which exposes no `EXT_clip_control`**: the voxel sandbox drew
22
+ * only sky, the gilded chamber a single orange frame, and a consumer's world one flat colour with
23
+ * its interface still on top. Three symptoms, one cause, and the docstring above already named the
24
+ * mechanism in the other direction.
25
+ */
26
+ function skySource(farDepth) {
27
+ return `#version 300 es
11
28
  const vec2 POS[3] = vec2[3](vec2(-1., -1.), vec2(3., -1.), vec2(-1., 3.));
12
29
 
13
30
  out vec2 vNdc;
@@ -15,9 +32,25 @@ out vec2 vNdc;
15
32
  void main() {
16
33
  vNdc = POS[gl_VertexID];
17
34
  /* The far plane, whichever way depth runs: see glslFarDepth. */
18
- gl_Position = vec4(vNdc, ${glslFarDepth()}, 1.0);
35
+ gl_Position = vec4(vNdc, ${farDepth}, 1.0);
19
36
  }
20
37
  `;
38
+ }
39
+ /**
40
+ * The engine's own convention, which is what WebGPU always gets and what the WGSL is generated
41
+ * from. `scripts/wgsl.ts` reads this constant, so it stays a constant.
42
+ */
43
+ export const SKY_VERT = skySource(glslFarDepth());
44
+ /**
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+ * The same shader for a context that may not have been granted reversed depth.
46
+ *
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+ * WebGL2 compiles GLSL directly and is the only backend that can run either way, so it asks for
48
+ * the one matching what it got. WebGPU never calls this: it uses the generated WGSL, where the far
49
+ * plane is reversed by construction.
50
+ */
51
+ export function skyVertFor(reversed) {
52
+ return reversed ? SKY_VERT : skySource('1.0');
53
+ }
21
54
  export const SKY_FRAG = `#version 300 es
22
55
  precision highp float;
23
56
 
@@ -48,6 +48,64 @@ export declare const DEFAULT_TEXT_STYLE: TextStyle;
48
48
  /** Width of a string in pixels at a given cell size, without laying it out. */
49
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  export declare function textWidthPx(text: string, cellSize: number): number;
50
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  export declare function textHeightPx(cellSize: number): number;
51
+ /**
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+ * The cell size to draw at, so every cell of a bitmap glyph covers whole device pixels.
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+ *
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+ * **A 5x7 face draws every stroke exactly one cell wide, so a fractional cell is not a slightly
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+ * softer glyph — it is a glyph whose strokes are different widths.** The rasteriser gives one
56
+ * column of cells four pixels and the next three, and a face carrying its legibility entirely in
57
+ * uniform strokes comes apart. Reported three times as text "eaten away" in a checkerboard while
58
+ * larger text in the same frame stayed solid, which is the size dependence this explains: a whole
59
+ * cell is uniform and a fractional one is not, and nothing about it is a dropped pixel.
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+ *
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+ * Two doors reach a fractional cell, which is why it was reported as unrelated faults. A caller
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+ * asks for one outright, sizing a second line at a fraction of its headline; or asks for a whole
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+ * one that the device ratio makes fractional, a 3-pixel cell at a 1.25 ratio being 3.75 on the
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+ * grid. `viewportWidth` is whatever units the caller lays out in — CSS pixels for an overlay
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+ * sized from `cssWidth`, device pixels for one sized from the canvas — and `bufferWidth` is the
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+ * drawing buffer, so the ratio between them is exactly what turns one into the other.
67
+ *
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+ * **What it gives up is the asked size.** The cell drawn is the largest whole number of device
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+ * pixels that is not larger than the one asked for, so a string is drawn up to one device pixel
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+ * per cell narrower than `textWidthPx` measures it. Down rather than to nearest, because a caller
71
+ * that fitted a line to a box measured it first: rounding up would draw a line wider than the box
72
+ * it was fitted to, and rounding down can only leave a gap.
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+ *
74
+ * **`textWidthPx` and `RendererApi.textWidth` are deliberately left unsnapped**, and that is the
75
+ * cost rather than an oversight. Neither is handed a viewport, so neither can know whether the
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+ * caller lays out in CSS pixels or device ones — and this ratio is exactly that question. A width
77
+ * is therefore an upper bound on what is drawn: a centred line sits up to half the shortfall off
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+ * centre, at most half a device pixel per cell. Handing the measurement a viewport would fix it
79
+ * and is a change to the public surface rather than to a patch.
80
+ *
81
+ * **What would make it wrong** is a face whose strokes are not cell-aligned — an SDF atlas, where
82
+ * the glyph is a distance field and a fractional size is exactly what it is built to serve.
83
+ * `sdfTextLayout.ts` is that path and does not come through here.
84
+ */
85
+ export declare function deviceSnappedCellSize(cellSize: number, viewportWidth: number, bufferWidth: number): number;
86
+ /**
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+ * The same grid's **phase**, which is the other half of the same defect.
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+ *
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+ * **A whole pitch on a fractional origin still draws strokes of two widths.** Snapping the cell to
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+ * four device pixels puts the boundaries four apart, and starting them at 10.4 puts every boundary
91
+ * at `.4` — so each stroke covers three whole pixels and two halves, and the rasteriser resolves
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+ * that the same ragged way it resolved a fractional cell. The pitch decides how far apart the
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+ * boundaries are; this decides where the first one is, and a face of uniform strokes needs both.
94
+ *
95
+ * It was found the way the first half was: the cell snap shipped, and the reporter said the text was
96
+ * still wrong.
97
+ *
98
+ * **To nearest rather than down**, which is the opposite of the cell above and for the opposite
99
+ * reason: this is a position, not a size. Moving a label up to half a device pixel is the smallest
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+ * change that puts its grid on the display's, while flooring would shift every label the same way
101
+ * and bias a centred one off centre.
102
+ *
103
+ * **What would make it wrong** is a caller animating an origin sub-pixel on purpose — a label that
104
+ * slides smoothly now steps by a device pixel. For a face whose strokes are one pixel wide that is
105
+ * the trade this whole function exists to make, and `sdfTextLayout.ts`, which does not come through
106
+ * here, is the path for anything that wants the other answer.
107
+ */
108
+ export declare function deviceSnappedOrigin(value: number, viewportWidth: number, bufferWidth: number): number;
51
109
  export declare class TextLayout {
52
110
  /** Reused every upload; text changes far too often to allocate per change. */
53
111
  readonly cells: Float32Array<ArrayBuffer>;
@@ -38,6 +38,89 @@ export function textWidthPx(text, cellSize) {
38
38
  export function textHeightPx(cellSize) {
39
39
  return GLYPH_HEIGHT * cellSize;
40
40
  }
41
+ /**
42
+ * The cell size to draw at, so every cell of a bitmap glyph covers whole device pixels.
43
+ *
44
+ * **A 5x7 face draws every stroke exactly one cell wide, so a fractional cell is not a slightly
45
+ * softer glyph — it is a glyph whose strokes are different widths.** The rasteriser gives one
46
+ * column of cells four pixels and the next three, and a face carrying its legibility entirely in
47
+ * uniform strokes comes apart. Reported three times as text "eaten away" in a checkerboard while
48
+ * larger text in the same frame stayed solid, which is the size dependence this explains: a whole
49
+ * cell is uniform and a fractional one is not, and nothing about it is a dropped pixel.
50
+ *
51
+ * Two doors reach a fractional cell, which is why it was reported as unrelated faults. A caller
52
+ * asks for one outright, sizing a second line at a fraction of its headline; or asks for a whole
53
+ * one that the device ratio makes fractional, a 3-pixel cell at a 1.25 ratio being 3.75 on the
54
+ * grid. `viewportWidth` is whatever units the caller lays out in — CSS pixels for an overlay
55
+ * sized from `cssWidth`, device pixels for one sized from the canvas — and `bufferWidth` is the
56
+ * drawing buffer, so the ratio between them is exactly what turns one into the other.
57
+ *
58
+ * **What it gives up is the asked size.** The cell drawn is the largest whole number of device
59
+ * pixels that is not larger than the one asked for, so a string is drawn up to one device pixel
60
+ * per cell narrower than `textWidthPx` measures it. Down rather than to nearest, because a caller
61
+ * that fitted a line to a box measured it first: rounding up would draw a line wider than the box
62
+ * it was fitted to, and rounding down can only leave a gap.
63
+ *
64
+ * **`textWidthPx` and `RendererApi.textWidth` are deliberately left unsnapped**, and that is the
65
+ * cost rather than an oversight. Neither is handed a viewport, so neither can know whether the
66
+ * caller lays out in CSS pixels or device ones — and this ratio is exactly that question. A width
67
+ * is therefore an upper bound on what is drawn: a centred line sits up to half the shortfall off
68
+ * centre, at most half a device pixel per cell. Handing the measurement a viewport would fix it
69
+ * and is a change to the public surface rather than to a patch.
70
+ *
71
+ * **What would make it wrong** is a face whose strokes are not cell-aligned — an SDF atlas, where
72
+ * the glyph is a distance field and a fractional size is exactly what it is built to serve.
73
+ * `sdfTextLayout.ts` is that path and does not come through here.
74
+ */
75
+ export function deviceSnappedCellSize(cellSize, viewportWidth, bufferWidth) {
76
+ const ratio = bufferWidth / viewportWidth;
77
+ if (!Number.isFinite(ratio) || ratio <= 0)
78
+ return cellSize;
79
+ const device = cellSize * ratio;
80
+ if (!Number.isFinite(device))
81
+ return cellSize;
82
+ /*
83
+ * The tolerance is against float error rather than a fudge: a ratio of 1 turns an asked 4 into
84
+ * 3.9999999999999996 often enough, and flooring that would shrink every whole cell on every
85
+ * ordinary display by a pixel — the change doing most harm where there was nothing to fix.
86
+ */
87
+ const whole = Math.floor(device + 1e-6);
88
+ /* Below one device pixel there is no whole size to snap to, and flooring would draw nothing. */
89
+ if (whole < 1)
90
+ return cellSize;
91
+ return whole / ratio;
92
+ }
93
+ /**
94
+ * The same grid's **phase**, which is the other half of the same defect.
95
+ *
96
+ * **A whole pitch on a fractional origin still draws strokes of two widths.** Snapping the cell to
97
+ * four device pixels puts the boundaries four apart, and starting them at 10.4 puts every boundary
98
+ * at `.4` — so each stroke covers three whole pixels and two halves, and the rasteriser resolves
99
+ * that the same ragged way it resolved a fractional cell. The pitch decides how far apart the
100
+ * boundaries are; this decides where the first one is, and a face of uniform strokes needs both.
101
+ *
102
+ * It was found the way the first half was: the cell snap shipped, and the reporter said the text was
103
+ * still wrong.
104
+ *
105
+ * **To nearest rather than down**, which is the opposite of the cell above and for the opposite
106
+ * reason: this is a position, not a size. Moving a label up to half a device pixel is the smallest
107
+ * change that puts its grid on the display's, while flooring would shift every label the same way
108
+ * and bias a centred one off centre.
109
+ *
110
+ * **What would make it wrong** is a caller animating an origin sub-pixel on purpose — a label that
111
+ * slides smoothly now steps by a device pixel. For a face whose strokes are one pixel wide that is
112
+ * the trade this whole function exists to make, and `sdfTextLayout.ts`, which does not come through
113
+ * here, is the path for anything that wants the other answer.
114
+ */
115
+ export function deviceSnappedOrigin(value, viewportWidth, bufferWidth) {
116
+ const ratio = bufferWidth / viewportWidth;
117
+ if (!Number.isFinite(ratio) || ratio <= 0)
118
+ return value;
119
+ const device = value * ratio;
120
+ if (!Number.isFinite(device))
121
+ return value;
122
+ return Math.round(device) / ratio;
123
+ }
41
124
  export class TextLayout {
42
125
  /** Reused every upload; text changes far too often to allocate per change. */
43
126
  cells = new Float32Array(MAX_CELLS * 2);
@@ -1,4 +1,4 @@
1
- import { MAX_CELLS, TEXT_CUBE, TextLayout } from './textLayout.js';
1
+ import { MAX_CELLS, TEXT_CUBE, TextLayout, deviceSnappedCellSize, deviceSnappedOrigin, } from './textLayout.js';
2
2
  import { compileProgram, uniformLocations } from './shader.js';
3
3
  import { TEXT_FRAG, TEXT_VERT } from './shaders/text.js';
4
4
  /**
@@ -100,8 +100,12 @@ export class TextRenderer {
100
100
  gl.enable(gl.BLEND);
101
101
  gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
102
102
  setVec2(gl, this.uniforms['uViewport'], viewportWidth, viewportHeight);
103
- setVec2(gl, this.uniforms['uOrigin'], originX, originY);
104
- setFloat(gl, this.uniforms['uCellSize'], style.cellSize);
103
+ /* Snapped with the cell below: a whole pitch on a fractional origin still splits a stroke.
104
+ See `deviceSnappedOrigin`. */
105
+ setVec2(gl, this.uniforms['uOrigin'], deviceSnappedOrigin(originX, viewportWidth, gl.drawingBufferWidth), deviceSnappedOrigin(originY, viewportHeight, gl.drawingBufferHeight));
106
+ /* Whole device pixels per cell, or a 5x7 face draws strokes of two different widths. The
107
+ decision is shared with WebGPU; only this binding is per-backend. See `textLayout.ts`. */
108
+ setFloat(gl, this.uniforms['uCellSize'], deviceSnappedCellSize(style.cellSize, viewportWidth, gl.drawingBufferWidth));
105
109
  // Far enough that a whole line barely converges, near enough that a rotating character
106
110
  // reads as turning rather than shearing.
107
111
  setFloat(gl, this.uniforms['uDepth'], Math.max(viewportWidth, 600) * 1.4);
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@driftengine/core",
3
- "version": "4.1.3",
3
+ "version": "4.1.5",
4
4
  "description": "DriftEngine reusable browser 3D runtime",
5
5
  "license": "Apache-2.0",
6
6
  "type": "module",
@@ -29,8 +29,8 @@
29
29
  ],
30
30
  "sideEffects": false,
31
31
  "dependencies": {
32
- "@driftengine/drft": "4.1.3",
33
- "@driftengine/physics": "4.1.3",
32
+ "@driftengine/drft": "4.1.5",
33
+ "@driftengine/physics": "4.1.5",
34
34
  "gl-matrix": "^3.4.3"
35
35
  },
36
36
  "author": "Drift Technologies",
@@ -63,8 +63,8 @@
63
63
  "prepack": "node ../../scripts/build.mjs @driftengine/core"
64
64
  },
65
65
  "devDependencies": {
66
- "@driftengine/nav": "4.1.3",
67
- "@driftengine/network": "4.1.3",
68
- "@driftengine/texture": "4.1.3"
66
+ "@driftengine/nav": "4.1.5",
67
+ "@driftengine/network": "4.1.5",
68
+ "@driftengine/texture": "4.1.5"
69
69
  }
70
70
  }
package/src/index.ts CHANGED
@@ -231,8 +231,18 @@ export type {
231
231
  * A consumer who names neither pays nothing: `core-only` is measured with these exported and does
232
232
  * not move, because nothing in the forward path reaches them.
233
233
  *
234
- * It draws vertex colour, one directional term, a hemispheric ambient and an emissive add — not
235
- * the standard material. `DRAFT_SCENES`, never `SCENES`, until it draws the six published ones.
234
+ * **It draws vertex colour, one directional term, a hemispheric ambient and an emissive add — not
235
+ * the standard material**, and that is the sentence to read before reaching for it. There is no
236
+ * flag that routes `drawMesh` through this: a consumer packs a scene and contributes the pass, and
237
+ * `setMaterial`, `setSurfaceGrain`, `setSurfaceRelief` and a skin palette reach none of it. What
238
+ * would change that is a second copy of the standard material, which `gpuDrivenPass.ts` refuses in
239
+ * its own header.
240
+ *
241
+ * **The line that used to be here said `DRAFT_SCENES`, never `SCENES`, and it went stale the day
242
+ * the city was published.** `city` is in `SCENES` and says `pipelines: ['gpu-driven']`, so a host
243
+ * that cannot run the second pipeline reads that from the list rather than from a mount that
244
+ * refuses. The rule it was standing in for is the one above: what gates a scene is whether this
245
+ * pass can draw it, not which array it is in.
236
246
  */
237
247
  export {
238
248
  GPU_DRIVEN_LISTS,
@@ -2,10 +2,10 @@ import { FrameBudget } from '../budget.ts';
2
2
  import { MaterialChanges, ownsMaterial } from '../materialChanges.ts';
3
3
  import { mat4 } from 'gl-matrix';
4
4
  import {
5
- DEPTH_CLEAR,
6
5
  DEPTH_OFFSET_SIGN,
7
6
  GL_DEPTH_REMAP,
8
7
  MAX_DEPTH_LAYER,
8
+ depthClearFor,
9
9
  depthOffsetForLayer,
10
10
  GL_SHADOW_REMAP,
11
11
  REVERSED_DEPTH,
@@ -133,7 +133,7 @@ import {
133
133
  import type { PhotometricProfile } from '../../iesProfile.ts';
134
134
  import { equirectToCubeFaces } from '../../equirectToCube.ts';
135
135
 
136
- import { SKY_FRAG, SKY_VERT } from '../../shaders/sky.ts';
136
+ import { SKY_FRAG, skyVertFor } from '../../shaders/sky.ts';
137
137
  import {
138
138
  DEPTH_FRAG,
139
139
  DEPTH_INSTANCED_VERT,
@@ -1370,6 +1370,23 @@ export class WebGL2Renderer implements RendererApi {
1370
1370
  * near plane needs the granted answer and not the wished-for one.
1371
1371
  */
1372
1372
  reversedDepth = false;
1373
+ /**
1374
+ * What to clear depth to, for the convention this context was actually granted.
1375
+ *
1376
+ * **`DEPTH_CLEAR` is compile-time and this must not be.** That constant is `REVERSED_DEPTH ? 0 :
1377
+ * 1`, and `REVERSED_DEPTH` is what the engine wants rather than what a context gave — so on a
1378
+ * context without `EXT_clip_control` the buffer was cleared to 0 while `depthFunc` was correctly
1379
+ * set to `LEQUAL`, and **nothing in the scene could ever pass**: every fragment is at depth >= 0,
1380
+ * and only depth <= 0 passes. The frame that reaches the screen is the colour clear.
1381
+ *
1382
+ * **Reported from Firefox on Linux, which exposes no `EXT_clip_control`**, as every consumer
1383
+ * drawing one flat colour with its interface still on top, at a healthy 60 fps. The compare
1384
+ * beside it was already runtime; this was the half that was not, and the asymmetry is what made
1385
+ * it total rather than subtle.
1386
+ */
1387
+ private get depthClear(): number {
1388
+ return depthClearFor(this.reversedDepth);
1389
+ }
1373
1390
  /** `GL_DEPTH_REMAP * camera.viewProjection`, rebuilt once a frame. */
1374
1391
  private readonly sceneViewProj = new Float32Array(16);
1375
1392
  /**
@@ -2520,7 +2537,10 @@ export class WebGL2Renderer implements RendererApi {
2520
2537
  }
2521
2538
  }
2522
2539
  this.filmUniforms = uniformLocations(gl, this.filmProgram, 'film');
2523
- this.skyProgram = compileProgram(gl, SKY_VERT, SKY_FRAG, 'sky');
2540
+ /* The variant matching what this context was granted, not what the engine wants. See
2541
+ `skyVertFor`: a sky written at the reversed far plane on a conventional context sits in the
2542
+ middle of the depth range and paints over everything behind it. */
2543
+ this.skyProgram = compileProgram(gl, skyVertFor(this.reversedDepth), SKY_FRAG, 'sky');
2524
2544
  this.skyUniforms = uniformLocations(gl, this.skyProgram, 'sky');
2525
2545
  this.scatterProgram = compileProgram(gl, SCATTER_VERT, SCATTER_FRAG, 'scatter');
2526
2546
  this.scatterUniforms = uniformLocations(gl, this.scatterProgram, 'scatter');
@@ -4134,12 +4154,13 @@ export class WebGL2Renderer implements RendererApi {
4134
4154
  gl.uniform1i(uniforms[POINT_SHADOW_SAMPLER] ?? null, firstUnit);
4135
4155
 
4136
4156
  gl.uniform1iv(uniforms['uPointShadowLayer[0]'] ?? null, resolved.layers);
4137
- gl.uniform1fv(uniforms['uPointShadowFar[0]'] ?? null, resolved.far);
4157
+ /* Origin and far plane in one row; see `uPointShadowProjection` in the preamble. */
4158
+ gl.uniform4fv(uniforms['uPointShadowProjection[0]'] ?? null, resolved.projections);
4138
4159
  gl.uniform1fv(uniforms['uPointShadowNear[0]'] ?? null, resolved.near);
4139
4160
  gl.uniform1fv(uniforms['uPointShadowSize[0]'] ?? null, resolved.sourceRadius);
4140
4161
  gl.uniform1fv(uniforms['uPointShadowWeight[0]'] ?? null, resolved.presence);
4141
4162
  gl.uniform1iv(uniforms['uLivePointShadowLayer[0]'] ?? null, resolved.liveLayers);
4142
- gl.uniform1fv(uniforms['uLivePointShadowFar[0]'] ?? null, resolved.liveFar);
4163
+ gl.uniform4fv(uniforms['uLivePointShadowProjection[0]'] ?? null, resolved.liveProjections);
4143
4164
  gl.uniform1fv(uniforms['uLivePointShadowNear[0]'] ?? null, resolved.liveNear);
4144
4165
  gl.uniform1fv(uniforms['uLivePointShadowSize[0]'] ?? null, resolved.liveSourceRadius);
4145
4166
  gl.uniform1fv(uniforms['uLivePointShadowWeight[0]'] ?? null, resolved.liveWeights);
@@ -4669,7 +4690,7 @@ export class WebGL2Renderer implements RendererApi {
4669
4690
  shadowMap.end(this.gl);
4670
4691
  /* Back to the frame's sense; see `beginShadowPass` for why it left it. */
4671
4692
  this.gl.depthFunc(glDepthFuncEqual(this.gl));
4672
- this.gl.clearDepth(DEPTH_CLEAR);
4693
+ this.gl.clearDepth(this.depthClear);
4673
4694
  this.gpuTimer.end();
4674
4695
  this.shadowPassActive = false;
4675
4696
  this.activeShadowMap = null;
@@ -5117,7 +5138,7 @@ export class WebGL2Renderer implements RendererApi {
5117
5138
  } finally {
5118
5139
  /* Back to the frame's sense, which `beginShadowPass` leaves the same way. */
5119
5140
  gl.depthFunc(glDepthFuncEqual(gl));
5120
- gl.clearDepth(DEPTH_CLEAR);
5141
+ gl.clearDepth(this.depthClear);
5121
5142
  this.pointShadowCasters = null;
5122
5143
  this.depthPassCullsFaces = true;
5123
5144
  }
@@ -737,6 +737,30 @@ export class GpuDrivenPass implements PassDefinition {
737
737
  * before the device answers, which nobody sees; the alternative is a frame that draws nothing.
738
738
  */
739
739
  private blendUsable = false;
740
+ /**
741
+ * The same question about *every other* pipeline in this pass, and the reason it exists is that
742
+ * 4.1.3 asked it about one.
743
+ *
744
+ * **The guard above was written from a log that named `gpu-driven blend`, and the four render
745
+ * pipelines and eight compute pipelines beside it were left with the shape that caused the
746
+ * report.** Reported again from an Android handset once that fix shipped: the transparent pass
747
+ * now skips itself correctly, the overlay still draws and the frame counter still counts — and
748
+ * the world is black, which is what an invalid *opaque* pipeline looks like once the blended one
749
+ * has stopped taking the command buffer with it.
750
+ *
751
+ * So the whole of `buildPipelines` is built inside one pair of scopes and nothing this pass
752
+ * encodes runs until they come back clean. The blend pipeline pushes its own pair *inside* that
753
+ * region, so the two verdicts stay separate: a device that refuses only the transparent pipeline
754
+ * still draws everything opaque, and a device that refuses anything else turns this pass off
755
+ * rather than encoding against a handle the driver has already rejected.
756
+ *
757
+ * **What it gives up** is the first frames, which draw nothing while the device is still
758
+ * answering. **What would make it wrong** is a device that never resolves an error scope; the
759
+ * `popErrorScope` check below is the same concession the blend guard makes, for the same reason.
760
+ */
761
+ private usable = false;
762
+ /** Why this pass refused itself, in the words the device used, or null while it has not. */
763
+ private refusal: string | null = null;
740
764
  /** Builds the transparent raster's bindings, held until there is a pipeline worth binding to. */
741
765
  private makeBlendGroup: (() => GPUBindGroup) | null = null;
742
766
  private blendResolvePipeline: GPURenderPipeline | null = null;
@@ -997,7 +1021,18 @@ export class GpuDrivenPass implements PassDefinition {
997
1021
  });
998
1022
  }
999
1023
  this.buildBuffers(device.device);
1024
+ /*
1025
+ * **Every pipeline this pass owns, inside one pair of scopes.** See `usable`: the blend
1026
+ * pipeline pushes its own pair within this region, so its refusal stays its own and any other
1027
+ * refusal is caught here and turns the pass off instead of reaching an encoder.
1028
+ */
1029
+ const scoped = typeof device.device.pushErrorScope === 'function';
1030
+ if (scoped) {
1031
+ device.device.pushErrorScope('validation');
1032
+ device.device.pushErrorScope('internal');
1033
+ }
1000
1034
  this.buildPipelines(device.device, device.format, device.samples);
1035
+ this.watchPipelines(device.device, scoped);
1001
1036
  if (this.width > 0) this.buildTargets(device.device);
1002
1037
  }
1003
1038
 
@@ -1359,6 +1394,53 @@ export class GpuDrivenPass implements PassDefinition {
1359
1394
  void device.popErrorScope().then((error) => settle(error, 'validation'));
1360
1395
  }
1361
1396
 
1397
+ /**
1398
+ * Close the scopes every other pipeline was built in, and refuse the pass where one came back.
1399
+ *
1400
+ * **This is `watchBlendPipeline` widened to the rest of the pass**, and the reason it is separate
1401
+ * is that the two refusals mean different things: a blend pipeline nobody can compile costs the
1402
+ * glass, and a raster, shadow, blit or compute pipeline nobody can compile costs the world. The
1403
+ * first degrades; the second has nothing to degrade to, so it says so and draws nothing rather
1404
+ * than encoding a command buffer the driver will reject whole.
1405
+ *
1406
+ * A device with no scopes is taken at its word, exactly as the blend guard takes it: refusing to
1407
+ * draw on hardware that never said no is the worse of the two failures.
1408
+ */
1409
+ private watchPipelines(device: GPUDevice, scoped: boolean): void {
1410
+ if (!scoped || typeof device.popErrorScope !== 'function') {
1411
+ this.usable = true;
1412
+ return;
1413
+ }
1414
+ let outstanding = 2;
1415
+ const settle = (error: GPUError | null, scope: string): void => {
1416
+ outstanding -= 1;
1417
+ if (error !== null && this.refusal === null) {
1418
+ this.refusal = error.message;
1419
+ console.warn(
1420
+ `[driftengine] this device refused a gpu-driven pipeline (${scope}), so this pass draws ` +
1421
+ `nothing and the rest of the frame is unaffected: ${error.message}`,
1422
+ );
1423
+ }
1424
+ /* Usable only once both have come back clean, which is what keeps an invalid handle out. */
1425
+ if (outstanding > 0 || this.refusal !== null) return;
1426
+ this.usable = true;
1427
+ };
1428
+ void device.popErrorScope().then((error) => settle(error, 'internal'));
1429
+ void device.popErrorScope().then((error) => settle(error, 'validation'));
1430
+ }
1431
+
1432
+ /**
1433
+ * Why this pass is drawing nothing, in the words the device used, or null where it is not.
1434
+ *
1435
+ * **Exposed because a black frame that says nothing is the bug this was reported as, twice.** A
1436
+ * pipeline refusal arrives asynchronously, long after `createRenderer` has decided the backend
1437
+ * can run this at all, so there is no earlier place to throw — and a scene that can read this can
1438
+ * tell somebody what happened instead of presenting an empty picture.
1439
+ */
1440
+ refusedBecause(): string | null {
1441
+ return this.refusal;
1442
+ }
1443
+
1362
1444
  private buildPipelines(device: GPUDevice, format: GPUTextureFormat, samples: number): void {
1363
1445
  const compute = (label: string, code: string): GPUComputePipeline =>
1364
1446
  device.createComputePipeline({
@@ -2420,6 +2502,8 @@ export class GpuDrivenPass implements PassDefinition {
2420
2502
 
2421
2503
  prepare(ctx: PrepareContext): void {
2422
2504
  if (ctx.backend !== 'webgpu') return;
2505
+ /* Nothing is encoded until the device has answered for the pipelines. See `usable`. */
2506
+ if (!this.usable) return;
2423
2507
  const device = this.device;
2424
2508
  if (device === null || this.levels.length === 0) return;
2425
2509
  /* Before `writeFrame`, which reads what this took, and before the groups it may invalidate. */
@@ -2658,6 +2742,25 @@ export class GpuDrivenPass implements PassDefinition {
2658
2742
  return;
2659
2743
  }
2660
2744
  case 'blendResolve': {
2745
+ /*
2746
+ * **Skipped on the same verdict as the draw, because the draw is what clears what this
2747
+ * reads.** This is the whole of the reported black frame, and the line above it predicted
2748
+ * it: the blend pass clears reveal to one, meaning nothing has covered this pixel yet, and
2749
+ * says in as many words that cleared to zero "the resolve would show no scene anywhere the
2750
+ * pass ran, which is a black frame that looks like the blend working".
2751
+ *
2752
+ * 4.1.2 skipped the draw and took its clear with it, and left this running against textures
2753
+ * nothing had written — a reveal of zero over every pixel, which is exactly "fully covered".
2754
+ * Reported from a Galaxy S23 Ultra and then an Adreno 740, both of which refuse only
2755
+ * `gpu-driven blend` and both of which drew the city into a buffer this then wiped: the
2756
+ * page's own readout said 43 fps and 1,087 clusters drawn while the screen was black.
2757
+ *
2758
+ * There is nothing to composite when nothing was rasterised, so the honest answer is not to
2759
+ * composite. **What would make it wrong** is a caller that expects this pass to have run for
2760
+ * some other reason; nothing does, and the opaque image is already in `colourView` before
2761
+ * this would load it.
2762
+ */
2763
+ if (!this.blendUsable) return;
2661
2764
  const pass = encoder.beginRenderPass({
2662
2765
  label: 'gpu-driven blend resolve',
2663
2766
  colorAttachments: [
@@ -2988,6 +3091,8 @@ export class GpuDrivenPass implements PassDefinition {
2988
3091
 
2989
3092
  draw(ctx: PassContext): void {
2990
3093
  if (ctx.backend !== 'webgpu') return;
3094
+ /* The same gate as `prepare`: an unanswered or refused pipeline set encodes nothing at all. */
3095
+ if (!this.usable) return;
2991
3096
  if (this.blitPipeline === null || this.blitGroup === null) return;
2992
3097
  if (ctx.outputTransform !== 0 && !this.gradeWarned) {
2993
3098
  this.gradeWarned = true;
@@ -289,6 +289,19 @@ export class GpuPointShadowMap implements PointShadowSource {
289
289
  return this.image.sourceRadius;
290
290
  }
291
291
 
292
+ /** Where the image was rendered from, not where the light is now. See the image. */
293
+ get originX(): number {
294
+ return this.image.originX;
295
+ }
296
+
297
+ get originY(): number {
298
+ return this.image.originY;
299
+ }
300
+
301
+ get originZ(): number {
302
+ return this.image.originZ;
303
+ }
304
+
292
305
  get hasBaked(): boolean {
293
306
  return this.image.hasBaked;
294
307
  }
@@ -150,6 +150,7 @@ import {
150
150
  type GpuTextCube,
151
151
  } from './textPass.ts';
152
152
  import type { TextStyle } from '../../textLayout.ts';
153
+ import { deviceSnappedCellSize, deviceSnappedOrigin } from '../../textLayout.ts';
153
154
  import { GpuSurfaceTexture } from './surfaceTexturePass.ts';
154
155
  import {
155
156
  createSdfTextBindGroup,
@@ -3178,8 +3179,19 @@ export class WebGPURenderer implements RendererApi {
3178
3179
  const at = (name: string): number => TEXT_VERT_FIELDS[name]?.offset ?? 0;
3179
3180
  const v = this.textVerts;
3180
3181
  v.writeFloats(vertexSlot, at('uViewport'), [viewportWidth, viewportHeight]);
3181
- v.writeFloats(vertexSlot, at('uOrigin'), [originX, originY]);
3182
- v.writeFloat(vertexSlot, at('uCellSize'), style.cellSize);
3182
+ /* Snapped with the cell below: a whole pitch on a fractional origin still splits a stroke.
3183
+ See `deviceSnappedOrigin`. */
3184
+ v.writeFloats(vertexSlot, at('uOrigin'), [
3185
+ deviceSnappedOrigin(originX, viewportWidth, this.surface.canvas.width),
3186
+ deviceSnappedOrigin(originY, viewportHeight, this.surface.canvas.height),
3187
+ ]);
3188
+ /* Whole device pixels per cell, or a 5x7 face draws strokes of two different widths. The
3189
+ decision is shared with WebGL2; only this binding is per-backend. See `textLayout.ts`. */
3190
+ v.writeFloat(
3191
+ vertexSlot,
3192
+ at('uCellSize'),
3193
+ deviceSnappedCellSize(style.cellSize, viewportWidth, this.surface.canvas.width),
3194
+ );
3183
3195
  /* Far enough that a whole line barely converges, near enough that a turn reads as a turn. */
3184
3196
  v.writeFloat(vertexSlot, at('uDepth'), Math.max(viewportWidth, 600) * 1.4);
3185
3197
  v.writeFloat(vertexSlot, at('uReveal'), style.reveal);
@@ -7708,7 +7720,12 @@ export class WebGPURenderer implements RendererApi {
7708
7720
  this.clearShadowSelection(f, i, 'uLivePointShadowLayer', 'uLivePointShadowWeight');
7709
7721
  } else {
7710
7722
  this.writeShadowSelection(f, i, 'uPointShadow', resolved.layers, resolved.presence);
7711
- this.writeShadowParams(f, 'uPointShadowFar', resolved.far);
7723
+ /*
7724
+ * A `vec4` row carrying the bake origin and the far plane, so `scatterInto` rather than
7725
+ * `writeShadowParams` — it reads the stride out of the generated layout instead of
7726
+ * counting rows, which is what AGENTS.md's 2026-09-20 alignment rule asks for.
7727
+ */
7728
+ scatterInto(f, this.fragment.fields['uPointShadowProjection'], resolved.projections, 4);
7712
7729
  this.writeShadowParams(f, 'uPointShadowNear', resolved.near);
7713
7730
  this.writeShadowParams(f, 'uPointShadowSize', resolved.sourceRadius);
7714
7731
  this.writeShadowSelection(
@@ -7718,7 +7735,12 @@ export class WebGPURenderer implements RendererApi {
7718
7735
  resolved.liveLayers,
7719
7736
  resolved.liveWeights,
7720
7737
  );
7721
- this.writeShadowParams(f, 'uLivePointShadowFar', resolved.liveFar);
7738
+ scatterInto(
7739
+ f,
7740
+ this.fragment.fields['uLivePointShadowProjection'],
7741
+ resolved.liveProjections,
7742
+ 4,
7743
+ );
7722
7744
  this.writeShadowParams(f, 'uLivePointShadowNear', resolved.liveNear);
7723
7745
  this.writeShadowParams(f, 'uLivePointShadowSize', resolved.liveSourceRadius);
7724
7746
  }