fix: MSAA resolve no longer overwrites widget backgrounds

MSAA and depth textures are now sized to the shader widget's clip
bounds instead of the full surface. The resolve writes to a matching
clip-sized intermediate texture; a blit pass (blit.wgsl, viewport
trick) then copies the result to the exact clip region of the surface
target, leaving all other widgets untouched.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Sonnet 4.6 committed 2026-04-08 12:20:47 +03:00
1 parent c12b30ad3d
commit 42048362e2
3 files changed
+235 -47

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+181 -44
View File
@@ -36,6 +36,13 @@ pub struct Pipeline {
depth_view: wgpu::TextureView,
/// 4× MSAA color buffer for the main drawing passes.
msaa_view: wgpu::TextureView,
/// Single-sample texture that receives the MSAA resolve result.
resolve_view: wgpu::TextureView,
/// Pipeline + resources for blitting the resolve texture to the surface target.
blit_pipeline: wgpu::RenderPipeline,
blit_bind_group_layout: wgpu::BindGroupLayout,
blit_sampler: wgpu::Sampler,
blit_bind_group: wgpu::BindGroup,
/// Cached texture format (needed to recreate MSAA / depth textures on resize).
surface_format: wgpu::TextureFormat,
gpu_wires: Vec<WireGpu>,
@@ -355,6 +362,95 @@ impl Pipeline {
let init_size = Size::new(1, 1);
let msaa_view = create_msaa_texture(device, init_size, format)
.create_view(&wgpu::TextureViewDescriptor::default());
let resolve_tex = create_resolve_texture(device, init_size, format);
let resolve_view = resolve_tex.create_view(&wgpu::TextureViewDescriptor::default());
// ── Blit pipeline (resolve texture → surface target) ──────────────
let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("blit.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/blit.wgsl"
))),
});
let blit_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("blit.bgl"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let blit_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("blit.pipeline_layout"),
bind_group_layouts: &[&blit_bgl],
push_constant_ranges: &[],
});
let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("blit.pipeline"),
layout: Some(&blit_layout),
vertex: wgpu::VertexState {
module: &blit_shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &blit_shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
multiview: None,
cache: None,
});
let blit_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("blit.sampler"),
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("blit.bind_group"),
layout: &blit_bgl,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&resolve_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&blit_sampler),
},
],
});
Self {
wire_pipeline,
@@ -368,6 +464,11 @@ impl Pipeline {
depth_texture_size: Size::new(1, 1),
depth_view,
msaa_view,
resolve_view,
blit_pipeline,
blit_bind_group_layout: blit_bgl,
blit_sampler,
blit_bind_group,
surface_format: format,
gpu_wires: vec![],
gpu_hatches: vec![],
@@ -459,14 +560,8 @@ impl Pipeline {
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_viewport(
vp.x as f32,
vp.y as f32,
vp.width as f32,
vp.height as f32,
0.0,
1.0,
);
// MSAA texture is clip-bounds-sized, so viewport starts at (0, 0).
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
if !self.gpu_hatches.is_empty() {
pass.set_pipeline(&self.hatch_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
@@ -502,14 +597,7 @@ impl Pipeline {
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_viewport(
vp.x as f32,
vp.y as f32,
vp.width as f32,
vp.height as f32,
0.0,
1.0,
);
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
pass.set_pipeline(&self.image_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
for img in &self.gpu_images {
@@ -543,14 +631,7 @@ impl Pipeline {
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_viewport(
vp.x as f32,
vp.y as f32,
vp.width as f32,
vp.height as f32,
0.0,
1.0,
);
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
pass.set_pipeline(&self.mesh_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
for mesh in &self.gpu_meshes {
@@ -586,14 +667,7 @@ impl Pipeline {
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_viewport(
vp.x as f32,
vp.y as f32,
vp.width as f32,
vp.height as f32,
0.0,
1.0,
);
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
pass.set_pipeline(&self.wire_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
for wire in &self.gpu_wires {
@@ -628,14 +702,7 @@ impl Pipeline {
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_viewport(
vp.x as f32,
vp.y as f32,
vp.width as f32,
vp.height as f32,
0.0,
1.0,
);
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
pass.set_pipeline(&self.hatch_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
for wipeout in &self.gpu_wipeouts {
@@ -645,16 +712,16 @@ impl Pipeline {
}
}
// ── Resolve MSAA → target ─────────────────────────────────────────
// An empty render pass with resolve_target transfers the MSAA samples
// to the non-multisampled iced target surface.
// ── Resolve MSAA → clip-sized resolve texture ─────────────────────
// Both msaa_view and resolve_view are sized to clip_bounds, so the
// resolve does NOT touch any pixels outside the shader widget's area.
{
let _resolve = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("msaa.resolve_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: msaa,
depth_slice: None,
resolve_target: Some(target),
resolve_target: Some(&self.resolve_view),
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Discard,
@@ -666,6 +733,38 @@ impl Pipeline {
});
// No draw calls — the pass itself triggers the MSAA resolve.
}
// ── Blit resolve texture → surface target at clip_bounds position ──
// The viewport maps the full-screen NDC quad to exactly clip_bounds
// in the surface, leaving all other widgets untouched.
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("blit.render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_viewport(
vp.x as f32,
vp.y as f32,
vp.width as f32,
vp.height as f32,
0.0,
1.0,
);
pass.set_pipeline(&self.blit_pipeline);
pass.set_bind_group(0, &self.blit_bind_group, &[]);
pass.draw(0..6, 0..1);
}
}
pub fn ensure_depth_texture(&mut self, device: &wgpu::Device, size: Size<u32>) {
@@ -674,6 +773,23 @@ impl Pipeline {
self.depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
let msaa_tex = create_msaa_texture(device, size, self.surface_format);
self.msaa_view = msaa_tex.create_view(&wgpu::TextureViewDescriptor::default());
let resolve_tex = create_resolve_texture(device, size, self.surface_format);
let resolve_view = resolve_tex.create_view(&wgpu::TextureViewDescriptor::default());
self.blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("blit.bind_group"),
layout: &self.blit_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&resolve_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.blit_sampler),
},
],
});
self.resolve_view = resolve_view;
self.depth_texture_size = size;
}
}
@@ -696,6 +812,27 @@ fn create_depth_texture(device: &wgpu::Device, size: Size<u32>) -> wgpu::Texture
})
}
fn create_resolve_texture(
device: &wgpu::Device,
size: Size<u32>,
format: wgpu::TextureFormat,
) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: Some("viewer.resolve_texture"),
size: wgpu::Extent3d {
width: size.width.max(1),
height: size.height.max(1),
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
})
}
fn create_msaa_texture(
device: &wgpu::Device,
size: Size<u32>,
+10 -3
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@@ -132,9 +132,16 @@ impl shader::Primitive for Primitive {
viewport: &Viewport,
) {
let phys = viewport.physical_size();
let size = Size::new(phys.width, phys.height);
pipeline.ensure_depth_texture(device, size);
pipeline.viewcube.ensure_depth_texture(device, size);
let full_size = Size::new(phys.width, phys.height);
// MSAA and depth textures are sized to the shader widget's clip bounds,
// not the full surface — so the MSAA resolve can't overwrite other widgets.
let scale = viewport.scale_factor() as f32;
let clip_size = Size::new(
(_bounds.width * scale).ceil() as u32,
(_bounds.height * scale).ceil() as u32,
);
pipeline.ensure_depth_texture(device, clip_size);
pipeline.viewcube.ensure_depth_texture(device, full_size);
pipeline.upload_uniforms(queue, &self.uniforms);
pipeline.upload_hatches(device, &self.hatches);
pipeline.upload_wipeouts(device, &self.wipeout_hatches);
+44
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@@ -0,0 +1,44 @@
// blit.wgsl
// Copies the MSAA-resolved texture to the surface target.
// A full-screen NDC quad is drawn; the render pass viewport positions it
// exactly over the shader widget's clip bounds in the surface.
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
var<private> POSITIONS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>( 1.0, 1.0),
);
// NDC Y is up; texture V is down — flip Y.
var<private> UVS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, 0.0),
);
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput {
var out: VertexOutput;
out.position = vec4<f32>(POSITIONS[idx], 0.0, 1.0);
out.uv = UVS[idx];
return out;
}
@group(0) @binding(0) var t_resolved: texture_2d<f32>;
@group(0) @binding(1) var s_resolved: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_resolved, s_resolved, in.uv);
}