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web: the page's device keeps WebGPU's default texture and compute limits for now
e204fa1b asked for GL 4.1's and 4.3's limits, and the page context became
GL 4.6 -- and Unity's 4.x shader variants then drew Muck's 3D scene as
black silhouettes (U, mp26 on edger; sky, clouds and UI right). Back to
the defaults (GL 4.0, with 707e84b8's version fit for 4.1-4.6 sources)
until the 4.x path is fixed. The decoder's full 4.1-4.6 requirement report
stays.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_d2453757b8a84fdbb4ee7c9e093141df
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@@ -98,21 +98,10 @@
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// sample, so any wider attachment set fails on it -- GL 3.2 wants
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// eight draw buffers of whatever format the application chose.
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maxColorAttachmentBytesPerSample: 64,
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// GL 4.1 wants 16384 texels a side and 2048 array layers
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// (compute_version), and WebGPU's defaults are 8192 and 256: without
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// asking, every context settled at 4.0 and GLSL 4.00, and Unity's
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// #version 410 geometry stages (Muck's grass) failed to compile. GL
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// 4.3's compute shaders want 1024 invocations a workgroup and 32 KiB
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// of shared memory (WebGPU: 256 and 16 KiB). All clamped to the adapter.
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maxTextureDimension1D: 16384,
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maxTextureDimension2D: 16384,
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maxTextureDimension3D: 2048,
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maxTextureArrayLayers: 2048,
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maxComputeInvocationsPerWorkgroup: 1024,
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maxComputeWorkgroupSizeX: 1024,
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maxComputeWorkgroupSizeY: 1024,
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maxComputeWorkgroupSizeZ: 64,
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maxComputeWorkgroupStorageSize: 32768,
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// Not yet: asking for GL 4.1's texture limits (16384 texels, 2048
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// layers) and GL 4.3's compute ones makes the context GL 4.6, and then
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// Unity's 4.x shader variants draw Muck's 3D scene black (U, mp26).
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// Back once that is fixed; see docs/gl-path.md.
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};
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const requiredLimits = {};
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for (const [limit, wanted] of Object.entries(want)) {
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+4
-15
@@ -44,21 +44,10 @@ export function requestGexDevice() {
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maxStorageBuffersInVertexStage: 16,
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maxStorageBuffersInFragmentStage: 16,
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maxColorAttachmentBytesPerSample: 64,
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// GL 4.1 wants 16384 texels a side and 2048 array layers
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// (compute_version), and WebGPU's defaults are 8192 and 256: without
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// asking, every context settled at 4.0 and GLSL 4.00, and Unity's
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// #version 410 geometry stages (Muck's grass) failed to compile. GL
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// 4.3's compute shaders want 1024 invocations a workgroup and 32 KiB
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// of shared memory (WebGPU: 256 and 16 KiB). All clamped to the adapter.
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maxTextureDimension1D: 16384,
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maxTextureDimension2D: 16384,
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maxTextureDimension3D: 2048,
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maxTextureArrayLayers: 2048,
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maxComputeInvocationsPerWorkgroup: 1024,
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maxComputeWorkgroupSizeX: 1024,
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maxComputeWorkgroupSizeY: 1024,
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maxComputeWorkgroupSizeZ: 64,
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maxComputeWorkgroupStorageSize: 32768,
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// Not yet: asking for GL 4.1's texture limits (16384 texels, 2048
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// layers) and GL 4.3's compute ones makes the context GL 4.6, and then
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// Unity's 4.x shader variants draw Muck's 3D scene black (U, mp26).
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// Back once that is fixed; see docs/gl-path.md.
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};
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const requiredLimits = {};
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for (const [limit, wanted] of Object.entries(want)) {
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