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 9371b65b3b
commit 8a79f6cbaa
17 changed files with 1794 additions and 1124 deletions
+10 -7
View File
@@ -108,8 +108,8 @@ impl Renderer {
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("3d.layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
bind_group_layouts: &[Some(&bind_group_layout)],
immediate_size: 0,
});
// Vertex-Layout: [pos vec3, normal vec3, color vec3], stride 9*4.
@@ -124,13 +124,13 @@ impl Renderer {
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &module,
entry_point: "vs_main",
entry_point: Some("vs_main"),
buffers: &[vertex_layout],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: "fs_main",
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState::REPLACE),
@@ -147,13 +147,13 @@ impl Renderer {
},
depth_stencil: Some(wgpu::DepthStencilState {
format: DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::Less),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
multiview_mask: None,
cache: None,
});
@@ -292,6 +292,8 @@ impl Renderer {
label: Some("3d.pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
// Ziel ist eine 2D-Textur (kein 3D-Volumen) -> kein Depth-Slice.
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
@@ -308,6 +310,7 @@ impl Renderer {
}),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
if let Some(m) = &self.mesh {