Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
The wipeout pass ran after the wire pass with no draw-order bias, so
the mask erased its own boundary frame (and everything else at its
plane regardless of draw order). The mask uniform now carries the
entity's draw-order depth (uniform grows 80 → 96 bytes) and biases its
clip-z like every other pipeline, and the frame wire rides a
+half-rank override — the later mask pass fails the depth test at the
frame's pixels, so the boundary stays visible, while entities drawn
above the wipeout are no longer erased.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Hatch/wipeout boundary sub-loops were separated by NaN vertices that the
fill shaders detected with `p.x == p.x`. Intel Mesa folds that NaN
self-compare to `true` under fast math, so separators read as real
vertices, the ray-cast crossing count broke, and fills bled outside
their boundary — only on Intel iGPUs. GPU uploads now rewrite the
separators to a finite 1e30 sentinel (GPU_BOUNDARY_SEP) and the shaders
test `abs(x) < 1e29`, which every driver evaluates identically. The
CPU-side NaN representation is unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tint (Chrome/Edge WebGPU) rejects derivative builtins reached after the
family loop's non-uniform early return, invalidating hatch_web/wipeout
shaders on Windows. Take dpdx/dpdy(xz) once at fs_main top and rotate
into the family frame in check_family — same math, uniform flow.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The batched path is the sole hatch renderer and has no family cap, yet it
was named hatch_batched_gpu while the old capped per-primitive renderer
kept the hatch_gpu / MAX_FAMILIES name — which reads as if visible hatch
fills are truncated at 16 families (they are not). Swap the names so the
active renderer is hatch_gpu.rs / hatch.wgsl and the legacy one, now used
only for wipeout masks, is wipeout_gpu.rs / wipeout.wgsl. MAX_FAMILIES now
lives only in the wipeout module. Pure rename; no behaviour change.
Refs #323.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>