render: add opaque CPU sampling and bounded mip chains (#1459)
Co-Authored-By: selune <[email protected]> Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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# Opaque CPU mip reference
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The numerical follow-up #1332 reuses the reference sampler in #1327 through
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`solidcraft_render::texture_sampling::mips`. It adds no installed renderer,
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resource storage, normalization, file decoder, worker, cache or GPU capability.
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The visible wood consumer remains separate work.
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`MipChain::prepare(base, max_tail_bytes, cancelled)` borrows a validated
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`TextureView` as level zero. Each following level has dimensions
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`[max(1, width / 2), max(1, height / 2)]` until 1x1, at most 12 levels including
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the base. All derived levels are immutable and allocated through fallible reserve.
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The base is not copied. `level` borrows a prepared view without another whole-image
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admission scan; `dimensions`, `level_count` and `tail_bytes` expose its accounting.
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The caller chooses a derived pixel capacity budget no larger than 32 MiB.
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The complete required pixel size is checked before work, and retained Vec capacity
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is checked before filling each level. A maximum admitted 2048x2048 base requires
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22,369,616 derived pixel bytes. The borrowed base (up to 64 MiB), small bounded
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level metadata, allocator overhead and other normalization/preparation allocations
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are separate. This is not a total process-memory bound. The existing resource host
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must count both the retained base lease and derived levels against its cache budget.
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`retained_bytes()` includes the actual pixel and level-vector capacities and the
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chain value. The host must also budget allocator overhead conservatively; this
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helper's cap is not an additional allowance outside #1237's shared preparation pool.
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Keep the borrowed base alive through its existing prepared-result/lease.
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`MIP_RECIPE_ID` is `solidcraft.opaque-linear-area-mips/1`: include it in preparation
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and cache identity alongside source digest, role, normalization policies and host
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generation. This recipe fixes floor-halving, linear area filtering and opaque alpha.
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It must not alias level-zero-only output, a normal filter or another alpha policy.
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Future changes to those semantics need a new recipe identity.
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Every destination texel is an area average over its equal-sized cell in the source
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image, treating source texels as piecewise constant. Integer overlap numerators
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include partial source cells. Thus odd edges are neither discarded nor given the
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weight of a complete destination cell. For example, [0,0,0,0,1] reduces to [0,0.4]
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then [0.2], preserving its original mean. Intermediates use f64 and each generated
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level is stored in f32, so successive levels include f32 rounding. No transfer
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function is applied; the input must already be linear normalized color/data.
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The API is deliberately opaque: alpha is ignored in RGB filtering and generated
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levels have alpha=1. This is not premultiplied filtering or transparent compositing.
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Normal maps need a separate role-aware vector filtering policy and must not use
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this helper as though scalar averaging produced valid unit normals. There is no
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hidden Y flip, tangent basis, grain-axis inference or source orientation transform.
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Cancellation is checked before work, at each level, before every destination row,
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after a level and before returning the complete chain. Failure/cancellation drops
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local partial results; callers receive no partial chain. Preparation is synchronous
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and belongs to the existing caller-owned host. Cancellation polls do not yield the
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browser event loop, schedule a worker or establish browser responsiveness.
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`sample_repeat_lod_opaque(uv, lod)` applies the #1327 periodic bilinear convention
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within each level and interpolates adjacent levels in linear space. LOD must be
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finite in [0, level_count - 1]; out-of-range values refuse. Signed/unwrapped UVs
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keep the sampler's existing finite 2^20 repeat bound. Sampling performs no
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allocation or full-image validation scan. GPU/f32 parity is not inferred from
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the CPU arithmetic.
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LOD is supplied explicitly. Screen-space derivatives, footprint selection,
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anisotropic filtering and grazing-angle grain remain consumer work; a mip chain
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alone is not a proof of alias-free wood. Typed bindings, local mm mapping and
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inverse-instance placement, CPU/GPU consumers, PNG/offline reopen and real native
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visual evidence are still required. HDRI and final rendering are not enabled.
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Original generated tests cover linear checkerboard and fractional LOD values,
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area-weighted odd/rectangular means, 1x1 and single-axis images, budget boundaries,
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hostile LOD/UVs and cancellation at every publication checkpoint. No third-party
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assets, code or dependencies are added. This numerical helper has no app screenshot.
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# CPU texture reference sampler
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`solidcraft_render::texture_sampling` supplies the independent numerical unit in
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#1327. It does not install a texture consumer or close the wood rendering work.
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Construct `TextureView::new(rgba, [width, height])` from immutable normalized float
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RGBA. Dimensions must be positive and no larger than the existing admission edge
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limit (2048); storage is exactly `width * height * 4` floats, at most 64 MiB.
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Every channel, including alpha, must be finite and within [0, 1]. Construction
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scans once and borrows the caller's storage. Sampling does constant work without
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allocating. The sampler neither decodes nor converts color, and owns no cache.
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The normalization contribution #1267 can provide the inputs directly through
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`NormalizedTexture::rgba()` and `receipt().output_dimensions`; no normalization
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implementation or dependency is copied into this module. Raw encoded RGBA8 from
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the older admission utility is not interchangeable with normalized linear color.
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`sample_repeat_opaque([u, v])` returns three f64 channels. Both axes use periodic
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bilinear level-zero addressing. UV (0, 0) is the top-left image boundary; v grows
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downwards. Texel (x, y) is centered at ((x + 0.5) / width, (y + 0.5) / height).
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An integer coordinate lies halfway between the last and first texels. Negative
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and unwrapped coordinates repeat; nothing clamps UVs or flips rows a second time.
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Interpolation is in the supplied linear color or data space, with f64 arithmetic
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on f32 input samples. The helper applies no sRGB transfer, normal-vector decoding,
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tangent basis or engineering grain-axis interpretation. Alpha is deliberately
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ignored for this opaque API: even zero-alpha RGB participates. It must not be used
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as a transparent compositor; there is no claim of premultiplied-alpha filtering.
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Coordinates must be finite and have magnitude at most 2^20 repeats. Reduction
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precedes multiplication by dimensions. Around this bound, f64 input spacing is
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at most 2^-32 repeats, or 2^-21 texels at maximum width. Smaller sub-ULP offsets
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cannot be recovered. Tests use a 1e-9 absolute channel tolerance for analytic
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fixtures; this is not a universal error bound or f32 GPU parity certification.
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Consumers must reject or explicitly reconcile larger mapping ranges rather than
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silently clamp them. GPU upload/filtering precision requires separate evidence.
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Original generated 1x1/2x2 and rectangular constant fixtures check centers, row
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orientation, linear black/white mixing, interpolation, both seams, signed/integer
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repeats, alpha policy and hostile storage/coordinate refusal. No third-party
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assets or code are added. This invisible helper has no useful app screenshot.
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Still required for visible wood: typed bindings and persistence, local millimetre
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mapping with one inverse-instance transform, resource lifetime/budgets, product
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CPU/GPU integration, minification/mips, PNG and offline reopen evidence. Bilinear
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level-zero filtering alone does not prevent aliasing of oblique/minified grain.
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HDRI, glass, final integration and mechanical wood properties are separate work.
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