feat(web): render hatches on WebGL2 via a texture-backed renderer
WebGL2 has no vertex/fragment storage buffers, so the batched storage-buffer hatch renderer (hatch_gpu) is disabled on wasm and real hatch fills never rendered on the web build — the pick highlighted the boundary and the command then appeared to cancel (issue #204). Add a wasm-only per-hatch renderer (hatch_web_gpu + hatch_web.wgsl) that packs the variable-length boundary / family / dash arrays into one RGBA32F data texture read with textureLoad, instead of the fixed-size uniforms of the wipeout path. This removes the MAX_FAMILIES (16) / MAX_HATCH_BOUNDARY_VERTS (1024) / MAX_DASHES (128) caps, so every hatch — solid, gradient, and arbitrarily complex line patterns — renders on the web. The fill algorithm (in_polygon, per-family line/dash/dot, gradient, LOD, double-single vertex transform) is identical to the desktop path; only the array ACCESS changes. Pattern phase is anchored at world_origin with the boundary stored raw, and scale / gradient-range clamped, to match the desktop batched renderer exactly. Native (hatch_gpu + hatch.wgsl) and the wipeout mask renderer are untouched; the new module and pipeline are gated on target_arch = "wasm32". Also silence the resulting (and pre-existing) wasm-only dead-code warnings for native-only paths so both the native and web builds compile clean. Closes #204. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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11 changed files with 745 additions and 13 deletions
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@ -1,5 +1,9 @@
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pub mod face3d_gpu;
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pub mod hatch_gpu;
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/// WebGL2 texture-backed hatch renderer (wasm only) — the storage-buffer
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/// `hatch_gpu` path is unavailable on WebGL2, so hatches render through this.
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#[cfg(target_arch = "wasm32")]
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pub mod hatch_web_gpu;
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pub mod wipeout_gpu;
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pub mod image_gpu;
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pub mod mesh_gpu;
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@ -47,6 +51,12 @@ pub struct Pipeline {
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/// hatch in the frame. `None` on WebGL2 (wasm), which lacks
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/// vertex-stage storage buffers.
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hatch_pipeline: Option<wgpu::RenderPipeline>,
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/// WebGL2 (wasm) texture-backed hatch pipeline + its group-1 layout. Used
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/// where `hatch_pipeline` is `None` because WebGL2 lacks storage buffers.
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#[cfg(target_arch = "wasm32")]
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hatch_web_bgl1: wgpu::BindGroupLayout,
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#[cfg(target_arch = "wasm32")]
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hatch_web_pipeline: wgpu::RenderPipeline,
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image_pipeline: wgpu::RenderPipeline,
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/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
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/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
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@ -74,7 +84,9 @@ pub struct Pipeline {
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uniform_bind_group: wgpu::BindGroup,
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wipeout_bgl1: wgpu::BindGroupLayout,
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/// Group-1 layout for the batched hatch pipeline (storage buffers
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/// for instances / boundary / families / dashes). `None` on WebGL2.
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/// for instances / boundary / families / dashes). `None` on WebGL2, where
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/// hatches render through `hatch_web_gpu` and this is never read.
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#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
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hatch_bgl1: Option<wgpu::BindGroupLayout>,
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image_bgl1: wgpu::BindGroupLayout,
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/// Group-1 layout for the text pipeline (atlas texture + sampler).
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@ -137,6 +149,10 @@ pub struct Pipeline {
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/// call with per-instance visibility masking the rest. All pattern line
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/// families are uploaded (no cap). `None` on WebGL2.
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gpu_hatch: Option<hatch_gpu::HatchGpu>,
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/// WebGL2 hatch fills — one texture-backed `HatchWebGpu` per hatch, drawn in
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/// the hatch pass where the batched `gpu_hatch` is `None` (wasm).
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#[cfg(target_arch = "wasm32")]
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gpu_hatches_web: Vec<hatch_web_gpu::HatchWebGpu>,
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/// Wipeout masks — solid fills rendered after wires in a separate pass via
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/// the legacy per-primitive `WipeoutGpu` renderer.
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gpu_wipeouts: Vec<WipeoutGpu>,
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@ -579,6 +595,77 @@ impl Pipeline {
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(Some(hatch_bgl1), Some(hatch_pipeline))
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};
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// WebGL2 hatch pipeline: texture-backed, replaces the storage-buffer
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// batched path (disabled above on wasm). Same frame layout / depth /
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// MSAA state as the wipeout pass.
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#[cfg(target_arch = "wasm32")]
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let (hatch_web_bgl1, hatch_web_pipeline) = {
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let bgl1 = hatch_web_gpu::HatchWebGpu::bind_group_layout(device);
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("hatch_web.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &bgl1],
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push_constant_ranges: &[],
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("hatch_web.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/hatch_web.wgsl"
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))),
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("hatch_web.pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: 16,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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}],
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}],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState {
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constant: 1,
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slope_scale: 1.0,
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clamp: 0.0,
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},
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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(bgl1, pipeline)
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};
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// ── Mesh pipeline ──────────────────────────────────────────────────
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let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("mesh.shader"),
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@ -1167,6 +1254,10 @@ impl Pipeline {
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wire_const_bgl: None,
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wipeout_pipeline,
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hatch_pipeline,
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#[cfg(target_arch = "wasm32")]
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hatch_web_bgl1,
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#[cfg(target_arch = "wasm32")]
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hatch_web_pipeline,
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image_pipeline,
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text_pipeline,
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text_atlas_bgl,
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@ -1208,6 +1299,8 @@ impl Pipeline {
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gpu_selected_wires: vec![],
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gpu_preview_wires: vec![],
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gpu_hatch: None,
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#[cfg(target_arch = "wasm32")]
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gpu_hatches_web: vec![],
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gpu_wipeouts: vec![],
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wipeout_skip_flags: vec![],
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wipeout_pixel_scissors: vec![],
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@ -1628,16 +1721,34 @@ impl Pipeline {
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.collect();
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}
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pub fn upload_hatches(&mut self, device: &wgpu::Device, hatches: &[HatchModel]) {
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// No batched pipeline (WebGL2) → nothing to upload.
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let Some(bgl1) = &self.hatch_bgl1 else {
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self.gpu_hatch = None;
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return;
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};
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let renderable: Vec<HatchModel> =
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hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
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self.gpu_hatch =
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hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
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pub fn upload_hatches(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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hatches: &[HatchModel],
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) {
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// WebGL2: no storage-buffer batched pipeline — render each hatch through
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// the texture-backed per-hatch renderer instead (issue #204).
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#[cfg(target_arch = "wasm32")]
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{
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let webs: Vec<hatch_web_gpu::HatchWebGpu> = hatches
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.iter()
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.filter(|h| h.boundary.len() >= 3)
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.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, &self.hatch_web_bgl1))
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.collect();
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self.gpu_hatches_web = webs;
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}
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#[cfg(not(target_arch = "wasm32"))]
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{
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let _ = queue;
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let Some(bgl1) = &self.hatch_bgl1 else {
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self.gpu_hatch = None;
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return;
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};
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let renderable: Vec<HatchModel> =
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hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
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self.gpu_hatch = hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
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}
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}
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pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
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@ -1794,6 +1905,20 @@ impl Pipeline {
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pass.draw(0..batch.vertex_count, 0..1);
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}
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}
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// WebGL2: the batched `gpu_hatch` is always None (no storage
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// buffers), so draw the texture-backed per-hatch renderer in this
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// same pass (before wires, so wires stay on top). (#204)
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#[cfg(target_arch = "wasm32")]
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if !self.skip_hatch_frame {
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pass.set_pipeline(&self.hatch_web_pipeline);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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for hatch in &self.gpu_hatches_web {
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pass.set_bind_group(1, &hatch.bind_group, &[]);
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pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
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pass.draw(0..6, 0..1);
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}
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}
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}
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// ── Pass 2: raster images ─────────────────────────────────────────
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