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fix(render): release the atmosphere probe's WebGL context
Lose the throwaway WebGL2 probe context right after the link probe instead of leaving it for GC; browsers (Safari especially) cap live contexts. Note that affected devices also lose globe-basemap fog, credit the changelog entry and move it to the top. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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@@ -1,5 +1,19 @@
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# Changelog
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- Render on iPad and iPhone instead of stopping with "An error occurred while
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rendering." Cesium's per-vertex model atmosphere binds shader `out`
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parameters directly to varyings, which Apple's Metal/ANGLE backend cannot
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link, so the program failed and the render loop was torn down. The stage is
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now kept out of the pipeline on affected devices by clearing
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`scene.fog.renderable`, which leaves `fog.enabled` — and the fog density that
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drives 3D Tiles refinement — untouched. Detection is a WebGL2 link probe of
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the same pattern, so a future driver fix restores the effect with no code
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change, with iOS/iPadOS detection as a backstop. Sky atmosphere and the
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ground-atmosphere fragment path route through locals and are unaffected;
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affected devices lose distance fog on 3D tiles and on the globe basemaps.
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`src/app/atmosphereCompat.test.mjs` pins the probe, the platform matrix and
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the `renderable`-not-`enabled` choice (KnottyDyes, #705).
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- Region scopes in voice analyst queries ("in the Gulf of Mexico", "over
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the Alps") work again in the dev server: the bundled Natural Earth and
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neighborhood packs are fetched as JSON in the browser
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@@ -196,19 +210,6 @@ Analyst records for loaded satellites, datacenters and dams, with explicit bound
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retain geometry; incident-link checks abort on disable or selection change,
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and the row includes a containment legend.
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- Render on iPad and iPhone instead of stopping with "An error occurred while
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rendering." Cesium's per-vertex model atmosphere binds shader `out`
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parameters directly to varyings, which Apple's Metal/ANGLE backend cannot
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link, so the program failed and the render loop was torn down. The stage is
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now kept out of the pipeline on affected devices by clearing
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`scene.fog.renderable`, which leaves `fog.enabled` — and the fog density that
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drives 3D Tiles refinement — untouched. Detection is a WebGL2 link probe of
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the same pattern, so a future driver fix restores the effect with no code
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change, with iOS/iPadOS detection as a backstop. Sky atmosphere and the
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ground-atmosphere fragment path route through locals and are unaffected.
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`src/app/atmosphereCompat.test.mjs` pins the probe, the platform matrix and
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the `renderable`-not-`enabled` choice.
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- Remove the spurious scrollbars that appeared on both panel stacks at narrow
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widths (720px and below) as soon as a panel was expanded. The stacks scroll
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vertically there, and each panel's decorative glow, absolutely positioned
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@@ -701,7 +701,6 @@ snapshots, lifecycle actions and row descriptors. Remount and teardown remove
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listeners and row subscriptions; obsolete completions do not repaint old rows.
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The clear control presents busy state while its existing action owns the transaction.
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## Model atmosphere on Apple Metal
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Cesium's per-vertex model atmosphere is kept out of the pipeline on devices
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@@ -712,13 +711,15 @@ attaches that stage only when `fog.enabled && fog.renderable`, so the viewer
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clears `scene.fog.renderable` and leaves `fog.enabled` — and the fog density
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that drives 3D Tiles screen-space-error scaling — intact. Sky atmosphere and the
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ground-atmosphere fragment path route through locals and are unaffected.
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Affected devices lose distance fog on 3D tiles and on globe basemaps (Esri,
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Bing, keyless), since the globe fog shader uses the same `renderable` flag.
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The probe releases its throwaway WebGL2 context immediately.
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Detection is a WebGL2 link probe of the same out-parameter/varying pattern, so a
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future driver fix restores the effect with no code change; iOS/iPadOS platform
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detection is the backstop for when no probe context can be created. Applied
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during viewer construction, before any tile builds a draw command.
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## Map Source control ownership
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Map Source controls own chip listeners, source-state subscriptions and selection
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@@ -154,7 +154,19 @@ export function shouldDisableModelAtmosphere({
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} = {}) {
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const gl = createProbeContext();
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if (gl) {
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if (probeOutParamVaryingLinkFailure(gl)) return true;
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let linkFails;
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try {
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linkFails = probeOutParamVaryingLinkFailure(gl);
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} finally {
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// Browsers cap live WebGL contexts (Safari especially); release the
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// throwaway probe context now rather than waiting for GC.
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try {
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gl.getExtension?.('WEBGL_lose_context')?.loseContext();
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} catch {
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// A context that cannot be released is left to GC.
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}
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}
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if (linkFails) return true;
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// Probe ran and the driver accepted the pattern. Apple mobile is still
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// quarantined: the probe program is far simpler than Cesium's, and a
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// false negative there costs the entire scene.
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@@ -207,3 +207,15 @@ test('tolerates a scene with no fog object', () => {
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assert.equal(applyModelAtmosphereWorkaround({}, {}), false);
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assert.equal(applyModelAtmosphereWorkaround(null, {}), false);
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});
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test('releases the throwaway probe context after probing', () => {
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let lost = 0;
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const gl = fakeGl({ linkOk: true });
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gl.getExtension = (name) =>
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name === 'WEBGL_lose_context' ? { loseContext: () => (lost += 1) } : null;
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shouldDisableModelAtmosphere({
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navigatorLike: LINUX_DESKTOP,
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createProbeContext: () => gl,
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});
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assert.equal(lost, 1, 'probe context must not linger until GC');
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});
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