forked from 1b-agent/opencadstudio-upstream
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]>
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// blit.wgsl
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// Copies the MSAA-resolved texture to the surface target.
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// A full-screen NDC quad is drawn; the render pass viewport positions it
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// exactly over the shader widget's clip bounds in the surface.
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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}
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var<private> POSITIONS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(-1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, 1.0),
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vec2<f32>(-1.0, -1.0),
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vec2<f32>( 1.0, -1.0),
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vec2<f32>( 1.0, 1.0),
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);
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// NDC Y is up; texture V is down — flip Y.
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var<private> UVS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(0.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 0.0),
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vec2<f32>(0.0, 1.0),
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vec2<f32>(1.0, 1.0),
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vec2<f32>(1.0, 0.0),
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);
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@vertex
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fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput {
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var out: VertexOutput;
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out.position = vec4<f32>(POSITIONS[idx], 0.0, 1.0);
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out.uv = UVS[idx];
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return out;
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}
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@group(0) @binding(0) var t_resolved: texture_2d<f32>;
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@group(0) @binding(1) var s_resolved: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_resolved, s_resolved, in.uv);
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}
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