wgpu 22 → 29, glyphon 0.6 → 0.11: requestDevice-Shim entfällt

glyphon 0.11 ist die neueste zu wgpu 29 passende Version (wgpu 30 existiert
bereits, glyphon pinnt aber ^29). Das 22er-Limit maxInterStageShaderComponents
wird von 29 nicht mehr in requiredLimits gesendet — src/engine/requestDeviceShim.ts
komplett entfernt, beide Hook-Importstellen (useWasmPlanRenderer, useWasm3dRenderer)
angepasst. pollster 0.3→0.4, naga 22→29 mitgezogen. Alle Draw-/Text-Pfade
(draw_sequence, glyphon ColorMode::Web, widthScreen-Polylinien, Headless/Golden)
unverändert funktionsfähig.

Verifiziert: cargo check nativ (render2d/render3d/src-tauri) grün, cargo test
render2d 17/17 + Golden bit-exakt, render3d 29/29, wasm32 --features web für
beide grün, npx tsc -b + npm run build grün.
This commit is contained in:
2026-07-03 18:17:41 +02:00
parent 382771b2e7
commit b4c4a2cc6b
17 changed files with 1794 additions and 1124 deletions
+25 -14
View File
@@ -222,8 +222,8 @@ impl Renderer {
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("2d.layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
// Alpha-Blending (SRC_ALPHA, ONE_MINUS_SRC_ALPHA) wie im WebGL-Pfad.
@@ -245,13 +245,13 @@ impl Renderer {
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &fill_module,
entry_point: "vs_main",
entry_point: Some("vs_main"),
buffers: &[fill_vertex_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &fill_module,
entry_point: "fs_main",
entry_point: Some("fs_main"),
targets: &[Some(color_target.clone())],
compilation_options: Default::default(),
}),
@@ -267,7 +267,7 @@ impl Renderer {
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
multiview_mask: None,
cache: None,
});
@@ -282,13 +282,13 @@ impl Renderer {
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &line_module,
entry_point: "vs_main",
entry_point: Some("vs_main"),
buffers: &[line_vertex_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &line_module,
entry_point: "fs_main",
entry_point: Some("fs_main"),
targets: &[Some(color_target)],
compilation_options: Default::default(),
}),
@@ -303,7 +303,7 @@ impl Renderer {
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
multiview_mask: None,
cache: None,
});
@@ -332,8 +332,8 @@ impl Renderer {
let arc_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("arc.pipeline.layout"),
bind_group_layouts: &[&arc_bind_group_layout],
push_constant_ranges: &[],
bind_group_layouts: &[Some(&arc_bind_group_layout)],
immediate_size: 0,
});
// Instanz-Layout: [center vec2, geom vec4, color vec4, wdash vec4, dash vec4],
// stride 18*4, step_mode Instance. Das Quad kommt aus @builtin(vertex_index).
@@ -349,13 +349,13 @@ impl Renderer {
layout: Some(&arc_pipeline_layout),
vertex: wgpu::VertexState {
module: &arc_module,
entry_point: "vs_main",
entry_point: Some("vs_main"),
buffers: &[arc_instance_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &arc_module,
entry_point: "fs_main",
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend,
@@ -374,7 +374,7 @@ impl Renderer {
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
multiview_mask: None,
cache: None,
});
let arc_uniform = device.create_buffer(&wgpu::BufferDescriptor {
@@ -724,7 +724,15 @@ impl Renderer {
);
// Unbegrenzt: eine Zeile, kein Umbruch (Zeilen sind vorgeflacht).
buffer.set_size(&mut ts.font_system, None, None);
buffer.set_text(&mut ts.font_system, &t.content, attrs, glyphon::Shaping::Advanced);
// Kein Align-Override (None): die Ausrichtung rechnet der
// Platzierungscode unten selbst ueber die gemessene Zeilenbreite.
buffer.set_text(
&mut ts.font_system,
&t.content,
&attrs,
glyphon::Shaping::Advanced,
None,
);
// Gemessene Breite + Baseline fuer Ausrichtung/Anker.
let (line_w, baseline) = buffer
@@ -817,6 +825,8 @@ impl Renderer {
label: Some("2d.pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: msaa_view,
// Ziel ist eine 2D-Textur (kein 3D-Volumen) -> kein Depth-Slice.
depth_slice: None,
resolve_target: Some(view),
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
@@ -826,6 +836,7 @@ impl Renderer {
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
if let (Some(scene), Some(u)) = (&self.scene, &self.uniform) {