refactor(hatch): unify capability backends
Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
This commit is contained in:
parent
dc7d03dbe1
commit
d80637cda7
7 changed files with 385 additions and 322 deletions
|
|
@ -5,7 +5,7 @@
|
|||
// positions so we don't depend on @builtin(instance_index) edge cases
|
||||
// across backends).
|
||||
//
|
||||
// Layout — matches `hatch_gpu.rs`:
|
||||
// Layout — matches `hatch_gpu/storage.rs`:
|
||||
// group 1 binding 0 InstanceBuffer HatchInstance[] (128 B / inst)
|
||||
// group 1 binding 1 BoundaryBuffer vec4<f32>[] (xy in .xy)
|
||||
// group 1 binding 2 FamilyBuffer LineFamilyGpu[] (48 B / fam)
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
// Hatch shader (WebGL2) — texture-backed, UNCAPPED variant of wipeout.wgsl.
|
||||
// Hatch texture shader — storage-free, UNCAPPED variant of wipeout.wgsl.
|
||||
//
|
||||
// Devices without vertex/fragment storage buffers cannot use the batched
|
||||
// storage-buffer renderer (hatch.wgsl). This shader keeps the exact
|
||||
Loading…
Reference in a new issue