refactor(viewport): unify content-viewport clipping on the stencil path
Rectangular paper viewports now go through the same GPU stencil clip as non-rectangular ones: viewport_clip_boundary_ndc returns the four rect corners (a full-target mask) instead of nothing, so the render path has no rect/non-rect special case — every content viewport carries a clip boundary and draws with stencil reference 0xFF. With a single clip path, the old per-wire / -image / -wipeout scissor mechanism is fully dead and removed: compute_*_scissors, the *_pixel_scissors buffers, the project_scissor helper, the per-pass set_scissor_rect blocks, the vp_scissor field threaded through WireModel / ImageModel / HatchModel and their GPU mirrors (WireGpu / ImageGpu / WipeoutGpu / HatchWebGpu), from_run's scissor parameter, the scissor grouping in build_wire_buffers, and the is_arena_eligible gate. Net -245 lines across 54 files. Rectangular viewports still clip exactly via their own render rectangle; the stencil mask is a redundant full-target no-op there, kept only so the clip code path stays uniform. XCLIP keeps its CPU wire clip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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54 changed files with 32 additions and 277 deletions
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@ -119,10 +119,6 @@ pub struct FamilyBatchData {
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pub struct WipeoutGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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/// Mirrors `HatchModel.vp_scissor`. Forwarded to the pipeline so each
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/// frame's `compute_hatch_scissors` can translate the world rect into
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/// a pixel scissor.
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pub vp_scissor: Option<[f32; 4]>,
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/// World-space XY bounding rect [min_x, min_y, max_x, max_y] of the
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/// boundary polygon. Used by the per-frame LOD pass to skip hatches
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/// whose entire footprint projects to less than ~2 px (Phase 3.3).
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@ -382,7 +378,6 @@ impl WipeoutGpu {
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Self {
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vertex_buffer,
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bind_group,
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vp_scissor: model.vp_scissor,
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world_aabb,
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_uniform_buf,
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_boundary_buf,
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