Fix the startup crash on D3D12 with FXC: CPU fallback for the tessellation pipeline, FXC-friendly shader (#1098) (#1099)

* GPU tessellation: a pipeline the device cannot build falls back to CPU meshing instead of crashing (#1098)

Build the tessellation compute pipeline inside error scopes; TessGpu::new returns an error,
and the viewport logs it and meshes bodies on the CPU. A Windows CI job builds the pipeline
with D3D12's FXC on the WARP adapter.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

* Tessellation shader: basis functions in one-dimensional local arrays, so D3D12's FXC compiles it (#1098)

FXC has to unroll loops that write an array inside a struct (Basis.n0/n1) or a 2-D array
(ndu) by a counter, and cannot with run-time trip counts (X3511). A2.2 basis functions in a
local 1-D array returned whole; derivatives from the degree p-1 functions; the pole step
offsets computed rather than indexed.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

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Co-authored-by: Claude Opus 5.5 <[email protected]>
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bherbruckandClaude Opus 5.5 authored and GitHub committed 2026-10-14 10:40:24 -04:00
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@@ -62,6 +62,7 @@ web-time = "1"
egui-wgpu = "0.36"
# the wgpu egui-wgpu uses, for compute (crates/gpu); backends come from the apps' features
wgpu = { version = "30", default-features = false, features = ["std", "wgsl"] }
naga = { version = "30", default-features = false }
pollster = "0.4"
rfd = "0.17"