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Port CollisionFilterExtension to WebGPU - #11026
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[Medium impact] The PR appears safe to merge; no actionable issues were found. SummaryAdds WebGPU collision filtering while retaining the GLSL path.
No actionable issues were found. This review checked source code; it did not run builds or render tests.
Reviews (1) · Last reviewed commit: "chore: remove unrelated collision extens..." · Reviewed by Greptile |
chrisgervang
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Reviewed 4578ccb after merge; follow-ups below. No P1s.
P2: developer-guide/webgpu.md:103 still marks CollisionFilterExtension ❌ on WebGPU. The table text is proposed in the #11024 follow-up. Line 78 also says TextLayer collision filtering requires WebGL, and the WebGPU render cases cover ScatterplotLayer only. Is TextLayer collision expected to work on WebGPU now, so that sentence can drop it?
Labels: P1 settle before this is merged, P2 can follow, Non-blocking optional.
| // Cover the map and orthographic collision variants on WebGPU. | ||
| describe('webgpu', () => { | ||
| runRenderTestSuite( | ||
| testCases.filter(testCase => !testCase.name.endsWith('-globe')), |
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Non-blocking: GlobeView cases are left out on WebGPU, and collision-filter-extension.md says nothing about WebGPU. Is collision filtering in GlobeView expected to work on WebGPU? If not, could Limitations say so? If it is, could a WebGPU golden cover it?
Background
CollisionFilter uses an offscreen picking map to hide overlapping features. This adds WebGPU collision ordering and visibility sampling.
Change List
Validation
yarn buildandyarn lintWebGPU globe comparisons differ from WebGL goldens, including with collision filtering disabled. Picking parity remains to be verified.
Note
Low Risk
Low risk; adds WGSL shader definitions and render test coverage for collision filtering without altering existing WebGL functionality.
Overview
Adds WebGPU support to
CollisionFilterExtensionby introducing WGSL shader implementations alongside existing GLSL shaders.The shader module defines WGSL uniforms, texture bindings, coordinate mapping adjusted for WebGPU's top-left texture convention, and depth sorting normalized to the
[0, 1]range. Priority attributes and inter-stage fade variables are now declared throughShaderPluginmetadata instead of manual GLSL declarations.Also adds WebGPU test runs for map and orthographic views in the collision filter render test suite.
Reviewed by Cursor Bugbot for commit 4578ccb. Bugbot is set up for automated code reviews on this repo. Configure here.