From b456eb8ff1a953dd9bf0f8d7825dff954d39bcdd Mon Sep 17 00:00:00 2001 From: Sean Armstrong Date: Tue, 22 Sep 2026 09:53:05 -0600 Subject: [PATCH 1/2] fix(render): keep Cesium's model atmosphere off Apple Metal iPad and iPhone show "An error occurred while rendering. Rendering has stopped." on load. Cesium's AtmosphereStageVS calls czm_computeGroundAtmosphereScattering with its `out` parameters bound directly to varyings: czm_computeGroundAtmosphereScattering( v_positionWC, lightDirection, v_atmosphereRayleighColor, v_atmosphereMieColor, v_atmosphereOpacity); ANGLE's Metal backend wraps each `out` argument in an ANGLE_out(...) helper taking `thread T &`, but vertex-output members live in `__metal_generic` and cannot bind to `thread`, so the program fails to LINK and Cesium tears down the render loop. This is the only shader in Cesium that binds varyings to `out` params -- SkyAtmosphere (czm_computeScattering) and the ground-atmosphere fragment path both route through locals, so they are unaffected and stay on. ModelSceneGraph.configurePipeline attaches the stage under a single condition, `fog.enabled && fog.renderable`, so clearing `fog.renderable` keeps the broken program from ever being built. `renderable` rather than `enabled` is deliberate: Fog.update returns early when `enabled` is false and forfeits the density that drives 3D Tiles screen-space-error scaling, and visualSettings saves/restores `fog.enabled` around IR boost, which would resurrect the broken shader mid-session. Detection is a WebGL2 link probe of the same out-param/varying pattern, so a future driver fix silently restores the effect with no code change, OR'd with iOS/iPadOS platform detection as a backstop for when no probe context can be created. iPadOS desktop mode is identified by the Macintosh UA token plus maxTouchPoints > 1, since real Macs report zero and navigator.platform is deprecated. Co-Authored-By: Claude Opus 5 Claude-Session: https://claude.ai/code/session_01HoRD3yHVgfTHeikTmsUoHf --- CHANGELOG.md | 12 ++ docs/CURRENT-STATE.md | 18 +++ scripts/format-scope.json | 1 + scripts/package-boundaries.json | 3 +- src/app/atmosphereCompat.js | 177 +++++++++++++++++++++++++ src/app/atmosphereCompat.test.mjs | 209 ++++++++++++++++++++++++++++++ src/app/viewer.js | 5 + 7 files changed, 424 insertions(+), 1 deletion(-) create mode 100644 src/app/atmosphereCompat.js create mode 100644 src/app/atmosphereCompat.test.mjs diff --git a/CHANGELOG.md b/CHANGELOG.md index 0bcdebf70..8893a60e5 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -103,6 +103,18 @@ Add feed provenance to analyst/view answers and HUD context while retaining existing response fields and runner ownership (Matt Van Horn, #347). Analyst records for loaded satellites, datacenters and dams, with explicit bounded count/rank coverage (Matt Van Horn, #351). +- Render on iPad and iPhone instead of stopping with "An error occurred while + rendering." Cesium's per-vertex model atmosphere binds shader `out` + parameters directly to varyings, which Apple's Metal/ANGLE backend cannot + link, so the program failed and the render loop was torn down. The stage is + now kept out of the pipeline on affected devices by clearing + `scene.fog.renderable`, which leaves `fog.enabled` — and the fog density that + drives 3D Tiles refinement — untouched. Detection is a WebGL2 link probe of + the same pattern, so a future driver fix restores the effect with no code + change, with iOS/iPadOS detection as a backstop. Sky atmosphere and the + ground-atmosphere fragment path route through locals and are unaffected. + `src/app/atmosphereCompat.test.mjs` pins the probe, the platform matrix and + the `renderable`-not-`enabled` choice. - Remove the spurious scrollbars that appeared on both panel stacks at narrow widths (720px and below) as soon as a panel was expanded. The stacks scroll diff --git a/docs/CURRENT-STATE.md b/docs/CURRENT-STATE.md index 67acfffce..6592915f9 100644 --- a/docs/CURRENT-STATE.md +++ b/docs/CURRENT-STATE.md @@ -664,6 +664,24 @@ snapshots, lifecycle actions and row descriptors. Remount and teardown remove listeners and row subscriptions; obsolete completions do not repaint old rows. The clear control presents busy state while its existing action owns the transaction. + +## Model atmosphere on Apple Metal + +Cesium's per-vertex model atmosphere is kept out of the pipeline on devices +whose driver cannot link it. `AtmosphereStageVS` binds shader `out` parameters +directly to varyings, which ANGLE's Metal backend rejects at link time, tearing +down the render loop on iPadOS and iOS. `ModelSceneGraph.configurePipeline` +attaches that stage only when `fog.enabled && fog.renderable`, so the viewer +clears `scene.fog.renderable` and leaves `fog.enabled` — and the fog density +that drives 3D Tiles screen-space-error scaling — intact. Sky atmosphere and the +ground-atmosphere fragment path route through locals and are unaffected. + +Detection is a WebGL2 link probe of the same out-parameter/varying pattern, so a +future driver fix restores the effect with no code change; iOS/iPadOS platform +detection is the backstop for when no probe context can be created. Applied +during viewer construction, before any tile builds a draw command. + + ## Map Source control ownership Map Source controls own chip listeners, source-state subscriptions and selection diff --git a/scripts/format-scope.json b/scripts/format-scope.json index 97bb0b8f2..01e429d0d 100644 --- a/scripts/format-scope.json +++ b/scripts/format-scope.json @@ -31,6 +31,7 @@ "src/app/mapLifecycle.test.mjs", "src/app/startupCamera.test.mjs", "src/app/viewer.js", + "src/app/atmosphereCompat.test.mjs", "src/standalone/application.js", "src/standalone/controls.js", "src/standalone/data.js", diff --git a/scripts/package-boundaries.json b/scripts/package-boundaries.json index 5273abbf8..097ac488e 100644 --- a/scripts/package-boundaries.json +++ b/scripts/package-boundaries.json @@ -20,7 +20,7 @@ }, "viewer": { "exports": ["./application/viewer"], - "modules": ["src/app/viewer.js"], + "modules": ["src/app/viewer.js", "src/app/atmosphereCompat.js"], "external": ["cesium"] }, "vite-build": { @@ -1287,6 +1287,7 @@ "src/app/surfaceServices.js", "src/app/tools.js", "src/app/viewer.js", + "src/app/atmosphereCompat.js", "src/bloom.js", "src/camera.js", "src/cameraVerbs.js", diff --git a/src/app/atmosphereCompat.js b/src/app/atmosphereCompat.js new file mode 100644 index 000000000..802f2b212 --- /dev/null +++ b/src/app/atmosphereCompat.js @@ -0,0 +1,177 @@ +/** + * Workaround for Apple's Metal/ANGLE shader translator rejecting Cesium's + * per-vertex model atmosphere. + * + * Cesium's `AtmosphereStageVS` calls a function whose `out` parameters are + * bound DIRECTLY to varyings: + * + * czm_computeGroundAtmosphereScattering( + * v_positionWC, lightDirection, + * v_atmosphereRayleighColor, v_atmosphereMieColor, v_atmosphereOpacity); + * + * ANGLE's Metal backend wraps each `out` argument in an `ANGLE_out(...)` + * helper that takes a `thread T &`. Vertex-output struct members live in + * `__metal_generic`, which cannot bind to `thread`, so the program fails to + * LINK (not compile) and Cesium tears the render loop down: + * + * RuntimeError: Program failed to link. ... MSL compilation error: + * reference to type 'thread float3' could not bind to an lvalue of type + * '__metal_generic float3' + * + * This is the only shader in Cesium that binds varyings to `out` params -- + * SkyAtmosphere and the ground-atmosphere fragment path both route through + * locals first, so they are unaffected and stay on. + * + * Cesium attaches that stage in `ModelSceneGraph.configurePipeline` under a + * single condition: + * + * const fogRenderable = frameState.fog.enabled && frameState.fog.renderable; + * if (fogRenderable) modelPipelineStages.push(AtmospherePipelineStage); + * + * so clearing `scene.fog.renderable` keeps the broken stage out of the + * pipeline entirely -- the program is never built, so it cannot fail to link. + * + * We clear `renderable` rather than `enabled` deliberately: + * - `Fog.update` still computes fog density when only `renderable` is off, + * preserving the distance-based screen-space-error scaling that governs + * 3D Tiles refinement. Clearing `enabled` returns early and forfeits it. + * - `visualSettings.js` saves and restores `scene.fog.enabled` around IR + * boost. Parking our fix on `enabled` would let that restore resurrect + * the broken shader mid-session; `renderable` is orthogonal to it. + * + * @module app/atmosphereCompat + */ + +/** Minimal vertex shader reproducing the exact out-param-to-varying bind. */ +const PROBE_VERTEX_SHADER = `#version 300 es +precision highp float; +in vec3 a_position; +out vec3 v_probe; +void writeOut(out vec3 value) { value = vec3(1.0); } +void main() { + writeOut(v_probe); + gl_Position = vec4(a_position, 1.0); +}`; + +const PROBE_FRAGMENT_SHADER = `#version 300 es +precision highp float; +in vec3 v_probe; +out vec4 fragColor; +void main() { fragColor = vec4(v_probe, 1.0); }`; + +/** + * True when the user agent is iOS or iPadOS. + * + * iPadOS 13+ defaults to desktop-mode browsing and reports `MacIntel` with no + * iPad token, so it is identified by touch points instead -- real Macs report + * `maxTouchPoints` of 0, including Apple Silicon ones that also claim + * `MacIntel`. Brave/Chrome/Firefox on iOS are all WebKit underneath and share + * the same Metal backend, so matching the platform rather than the browser is + * what we want. + */ +export function isAppleMobilePlatform(navigatorLike = globalThis.navigator) { + if (!navigatorLike) return false; + const ua = String(navigatorLike.userAgent || ''); + if (/\b(iPad|iPhone|iPod)\b/.test(ua)) return true; + // Desktop-mode iPadOS presents as a Mac. What separates it from a real Mac + // is touch: Macs report 0 touch points, including Apple Silicon ones that + // also claim `MacIntel`. `navigator.platform` is deprecated and may be + // empty, so the UA's Macintosh token is accepted as an equal signal rather + // than relying on platform alone. + const platform = String(navigatorLike.platform || ''); + const macLike = + platform === 'MacIntel' || + platform === 'MacARM' || + /\bMacintosh\b/.test(ua); + const touchPoints = Number(navigatorLike.maxTouchPoints) || 0; + return macLike && touchPoints > 1; +} + +/** + * Link the probe program and report whether the driver rejects the pattern. + * + * Returns `false` when WebGL2 is unavailable so that a missing context is + * never mistaken for a broken driver -- Cesium has its own handling for that, + * and the caller still falls back to platform detection. + */ +export function probeOutParamVaryingLinkFailure(gl) { + if (!gl) return false; + const vs = gl.createShader(gl.VERTEX_SHADER); + const fs = gl.createShader(gl.FRAGMENT_SHADER); + const program = gl.createProgram(); + if (!vs || !fs || !program) return false; + try { + gl.shaderSource(vs, PROBE_VERTEX_SHADER); + gl.compileShader(vs); + gl.shaderSource(fs, PROBE_FRAGMENT_SHADER); + gl.compileShader(fs); + // A compile failure here is not the bug we are probing for: the driver + // rejects this pattern at LINK time, after both stages compile cleanly. + if ( + !gl.getShaderParameter(vs, gl.COMPILE_STATUS) || + !gl.getShaderParameter(fs, gl.COMPILE_STATUS) + ) + return false; + gl.attachShader(program, vs); + gl.attachShader(program, fs); + gl.linkProgram(program); + return !gl.getProgramParameter(program, gl.LINK_STATUS); + } catch { + return false; + } finally { + gl.deleteShader(vs); + gl.deleteShader(fs); + gl.deleteProgram(program); + } +} + +/** Build a throwaway WebGL2 context for the probe, or null if unavailable. */ +function defaultProbeContext() { + try { + const canvas = + typeof OffscreenCanvas === 'function' + ? new OffscreenCanvas(1, 1) + : globalThis.document?.createElement('canvas'); + return canvas?.getContext('webgl2') ?? null; + } catch { + return null; + } +} + +/** + * Decide whether the per-vertex model atmosphere must be kept out of the + * pipeline on this device. + * + * The probe is authoritative when it fires, so a future driver fix silently + * restores the effect without a code change. Platform detection is the + * backstop for the case where no context can be created -- on Apple mobile a + * link failure is fatal and unrecoverable, so we would rather lose fog than + * gamble the whole render loop on the probe having run. + */ +export function shouldDisableModelAtmosphere({ + navigatorLike = globalThis.navigator, + createProbeContext = defaultProbeContext, +} = {}) { + const gl = createProbeContext(); + if (gl) { + if (probeOutParamVaryingLinkFailure(gl)) return true; + // Probe ran and the driver accepted the pattern. Apple mobile is still + // quarantined: the probe program is far simpler than Cesium's, and a + // false negative there costs the entire scene. + return isAppleMobilePlatform(navigatorLike); + } + return isAppleMobilePlatform(navigatorLike); +} + +/** + * Keep Cesium's broken model-atmosphere stage out of the pipeline. + * + * Returns true when the workaround was applied. Safe to call on any scene; + * scenes without a fog object are left untouched. + */ +export function applyModelAtmosphereWorkaround(scene, options = {}) { + if (!scene?.fog) return false; + if (!shouldDisableModelAtmosphere(options)) return false; + scene.fog.renderable = false; + return true; +} diff --git a/src/app/atmosphereCompat.test.mjs b/src/app/atmosphereCompat.test.mjs new file mode 100644 index 000000000..7f601512b --- /dev/null +++ b/src/app/atmosphereCompat.test.mjs @@ -0,0 +1,209 @@ +import { test } from 'node:test'; +import assert from 'node:assert/strict'; +import { + isAppleMobilePlatform, + probeOutParamVaryingLinkFailure, + shouldDisableModelAtmosphere, + applyModelAtmosphereWorkaround, +} from './atmosphereCompat.js'; + +const IPAD_OS12 = { + userAgent: + 'Mozilla/5.0 (iPad; CPU OS 12_5 like Mac OS X) AppleWebKit/605.1.15', + platform: 'iPad', + maxTouchPoints: 5, +}; +// iPadOS 13+ desktop mode: no iPad token, reports as a Mac. +const IPAD_DESKTOP_MODE = { + userAgent: + 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15', + platform: 'MacIntel', + maxTouchPoints: 5, +}; +const MAC_DESKTOP = { + userAgent: + 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15', + platform: 'MacIntel', + maxTouchPoints: 0, +}; +const LINUX_DESKTOP = { + userAgent: 'Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 Chrome/141', + platform: 'Linux x86_64', + maxTouchPoints: 0, +}; + +/** Minimal GL double. `linkOk: false` mimics the Metal translator's refusal. */ +function fakeGl({ linkOk = true, compileOk = true, throwOn = null } = {}) { + const deleted = { shaders: 0, programs: 0 }; + return { + deleted, + VERTEX_SHADER: 1, + FRAGMENT_SHADER: 2, + COMPILE_STATUS: 3, + LINK_STATUS: 4, + createShader: () => ({}), + createProgram: () => ({}), + shaderSource() { + if (throwOn === 'shaderSource') throw new Error('context lost'); + }, + compileShader() {}, + attachShader() {}, + linkProgram() {}, + getShaderParameter: () => compileOk, + getProgramParameter: () => linkOk, + deleteShader: () => (deleted.shaders += 1), + deleteProgram: () => (deleted.programs += 1), + }; +} + +test('identifies iPadOS in both legacy and desktop-mode guises', () => { + assert.equal(isAppleMobilePlatform(IPAD_OS12), true); + assert.equal(isAppleMobilePlatform(IPAD_DESKTOP_MODE), true); +}); + +test('does not mistake a real Mac or a Linux desktop for Apple mobile', () => { + // Regression guard: the desktop-mode check keys on touch points, and a Mac + // reports the same MacIntel platform string with zero of them. + assert.equal(isAppleMobilePlatform(MAC_DESKTOP), false); + assert.equal(isAppleMobilePlatform(LINUX_DESKTOP), false); +}); + +test('treats a missing navigator as not-Apple rather than throwing', () => { + assert.equal(isAppleMobilePlatform(undefined), false); + assert.equal(isAppleMobilePlatform(null), false); +}); + +test('detects desktop-mode iPadOS without navigator.platform', () => { + // `navigator.platform` is deprecated and can be absent or stripped; the UA's + // Macintosh token plus touch points has to carry the detection on its own. + assert.equal( + isAppleMobilePlatform({ + userAgent: + 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15', + maxTouchPoints: 5, + }), + true, + ); + // Same UA, no touch: a real Mac, which must stay untouched. + assert.equal( + isAppleMobilePlatform({ + userAgent: + 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15', + maxTouchPoints: 0, + }), + false, + ); +}); + +test('probe reports failure only when the program fails to link', () => { + assert.equal( + probeOutParamVaryingLinkFailure(fakeGl({ linkOk: false })), + true, + ); + assert.equal( + probeOutParamVaryingLinkFailure(fakeGl({ linkOk: true })), + false, + ); +}); + +test('a compile failure is not reported as the link bug', () => { + // The Metal defect surfaces at link time; both stages compile cleanly. + // Treating a compile error as the bug would disable fog for the wrong reason. + assert.equal( + probeOutParamVaryingLinkFailure( + fakeGl({ compileOk: false, linkOk: false }), + ), + false, + ); +}); + +test('probe releases its GL objects on both paths', () => { + const ok = fakeGl({ linkOk: true }); + probeOutParamVaryingLinkFailure(ok); + assert.equal(ok.deleted.shaders, 2); + assert.equal(ok.deleted.programs, 1); + + const thrown = fakeGl({ throwOn: 'shaderSource' }); + probeOutParamVaryingLinkFailure(thrown); + assert.equal(thrown.deleted.shaders, 2, 'shaders freed even when GL throws'); + assert.equal(thrown.deleted.programs, 1); +}); + +test('probe treats a null context as healthy, not broken', () => { + assert.equal(probeOutParamVaryingLinkFailure(null), false); +}); + +test('a failing probe disables the stage on any platform', () => { + assert.equal( + shouldDisableModelAtmosphere({ + navigatorLike: LINUX_DESKTOP, + createProbeContext: () => fakeGl({ linkOk: false }), + }), + true, + ); +}); + +test('a passing probe still quarantines Apple mobile but frees desktops', () => { + const createProbeContext = () => fakeGl({ linkOk: true }); + assert.equal( + shouldDisableModelAtmosphere({ + navigatorLike: IPAD_DESKTOP_MODE, + createProbeContext, + }), + true, + ); + assert.equal( + shouldDisableModelAtmosphere({ + navigatorLike: LINUX_DESKTOP, + createProbeContext, + }), + false, + ); +}); + +test('falls back to platform detection when no context can be made', () => { + const createProbeContext = () => null; + assert.equal( + shouldDisableModelAtmosphere({ + navigatorLike: IPAD_OS12, + createProbeContext, + }), + true, + ); + assert.equal( + shouldDisableModelAtmosphere({ + navigatorLike: MAC_DESKTOP, + createProbeContext, + }), + false, + ); +}); + +test('applies to the scene by clearing renderable, never enabled', () => { + // `enabled` must survive: Fog.update short-circuits when it is false, which + // forfeits the density used for 3D Tiles screen-space-error scaling, and + // visualSettings' IR boost saves/restores that same flag. + const scene = { fog: { enabled: true, renderable: true } }; + const applied = applyModelAtmosphereWorkaround(scene, { + navigatorLike: IPAD_DESKTOP_MODE, + createProbeContext: () => null, + }); + assert.equal(applied, true); + assert.equal(scene.fog.renderable, false); + assert.equal(scene.fog.enabled, true); +}); + +test('leaves unaffected devices completely untouched', () => { + const scene = { fog: { enabled: true, renderable: true } }; + const applied = applyModelAtmosphereWorkaround(scene, { + navigatorLike: LINUX_DESKTOP, + createProbeContext: () => fakeGl({ linkOk: true }), + }); + assert.equal(applied, false); + assert.equal(scene.fog.renderable, true); +}); + +test('tolerates a scene with no fog object', () => { + assert.equal(applyModelAtmosphereWorkaround({}, {}), false); + assert.equal(applyModelAtmosphereWorkaround(null, {}), false); +}); diff --git a/src/app/viewer.js b/src/app/viewer.js index ec58f52dc..9b6e7f631 100644 --- a/src/app/viewer.js +++ b/src/app/viewer.js @@ -1,4 +1,5 @@ import * as Cesium from 'cesium'; +import { applyModelAtmosphereWorkaround } from './atmosphereCompat.js'; const PINCH_ZOOM_MULTIPLIER = 8; const MAX_PINCH_PIXEL_DELTA = 120; @@ -124,6 +125,10 @@ export function createApplicationViewer({ container, creditContainer }) { }); try { viewer.targetFrameRate = 60; + // Before any tile builds a draw command: Cesium's per-vertex model + // atmosphere fails to LINK on Apple's Metal backend and kills the + // render loop. See app/atmosphereCompat.js. + applyModelAtmosphereWorkaround(viewer.scene); viewer.scene.globe.show = false; viewer.scene.skyAtmosphere.show = true; viewer.scene.skyAtmosphere.atmosphereLightIntensity = 18; From 20a03aad8789cef7d39d469cea968d80254b6dda Mon Sep 17 00:00:00 2001 From: Sameh Khamis Date: Thu, 24 Sep 2026 21:53:06 -0700 Subject: [PATCH 2/2] 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) --- CHANGELOG.md | 27 ++++++++++++++------------- docs/CURRENT-STATE.md | 5 +++-- src/app/atmosphereCompat.js | 14 +++++++++++++- src/app/atmosphereCompat.test.mjs | 12 ++++++++++++ 4 files changed, 42 insertions(+), 16 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index a74edbbae..dceec6a9c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,19 @@ # Changelog +- Render on iPad and iPhone instead of stopping with "An error occurred while + rendering." Cesium's per-vertex model atmosphere binds shader `out` + parameters directly to varyings, which Apple's Metal/ANGLE backend cannot + link, so the program failed and the render loop was torn down. The stage is + now kept out of the pipeline on affected devices by clearing + `scene.fog.renderable`, which leaves `fog.enabled` — and the fog density that + drives 3D Tiles refinement — untouched. Detection is a WebGL2 link probe of + the same pattern, so a future driver fix restores the effect with no code + change, with iOS/iPadOS detection as a backstop. Sky atmosphere and the + ground-atmosphere fragment path route through locals and are unaffected; + affected devices lose distance fog on 3D tiles and on the globe basemaps. + `src/app/atmosphereCompat.test.mjs` pins the probe, the platform matrix and + the `renderable`-not-`enabled` choice (KnottyDyes, #705). + - Region scopes in voice analyst queries ("in the Gulf of Mexico", "over the Alps") work again in the dev server: the bundled Natural Earth and neighborhood packs are fetched as JSON in the browser @@ -196,19 +210,6 @@ Analyst records for loaded satellites, datacenters and dams, with explicit bound retain geometry; incident-link checks abort on disable or selection change, and the row includes a containment legend. -- Render on iPad and iPhone instead of stopping with "An error occurred while - rendering." Cesium's per-vertex model atmosphere binds shader `out` - parameters directly to varyings, which Apple's Metal/ANGLE backend cannot - link, so the program failed and the render loop was torn down. The stage is - now kept out of the pipeline on affected devices by clearing - `scene.fog.renderable`, which leaves `fog.enabled` — and the fog density that - drives 3D Tiles refinement — untouched. Detection is a WebGL2 link probe of - the same pattern, so a future driver fix restores the effect with no code - change, with iOS/iPadOS detection as a backstop. Sky atmosphere and the - ground-atmosphere fragment path route through locals and are unaffected. - `src/app/atmosphereCompat.test.mjs` pins the probe, the platform matrix and - the `renderable`-not-`enabled` choice. - - Remove the spurious scrollbars that appeared on both panel stacks at narrow widths (720px and below) as soon as a panel was expanded. The stacks scroll vertically there, and each panel's decorative glow, absolutely positioned diff --git a/docs/CURRENT-STATE.md b/docs/CURRENT-STATE.md index 92eccb9bd..348a25329 100644 --- a/docs/CURRENT-STATE.md +++ b/docs/CURRENT-STATE.md @@ -701,7 +701,6 @@ snapshots, lifecycle actions and row descriptors. Remount and teardown remove listeners and row subscriptions; obsolete completions do not repaint old rows. The clear control presents busy state while its existing action owns the transaction. - ## Model atmosphere on Apple Metal Cesium's per-vertex model atmosphere is kept out of the pipeline on devices @@ -712,13 +711,15 @@ attaches that stage only when `fog.enabled && fog.renderable`, so the viewer clears `scene.fog.renderable` and leaves `fog.enabled` — and the fog density that drives 3D Tiles screen-space-error scaling — intact. Sky atmosphere and the ground-atmosphere fragment path route through locals and are unaffected. +Affected devices lose distance fog on 3D tiles and on globe basemaps (Esri, +Bing, keyless), since the globe fog shader uses the same `renderable` flag. +The probe releases its throwaway WebGL2 context immediately. Detection is a WebGL2 link probe of the same out-parameter/varying pattern, so a future driver fix restores the effect with no code change; iOS/iPadOS platform detection is the backstop for when no probe context can be created. Applied during viewer construction, before any tile builds a draw command. - ## Map Source control ownership Map Source controls own chip listeners, source-state subscriptions and selection diff --git a/src/app/atmosphereCompat.js b/src/app/atmosphereCompat.js index 802f2b212..1bd23c8ea 100644 --- a/src/app/atmosphereCompat.js +++ b/src/app/atmosphereCompat.js @@ -154,7 +154,19 @@ export function shouldDisableModelAtmosphere({ } = {}) { const gl = createProbeContext(); if (gl) { - if (probeOutParamVaryingLinkFailure(gl)) return true; + let linkFails; + try { + linkFails = probeOutParamVaryingLinkFailure(gl); + } finally { + // Browsers cap live WebGL contexts (Safari especially); release the + // throwaway probe context now rather than waiting for GC. + try { + gl.getExtension?.('WEBGL_lose_context')?.loseContext(); + } catch { + // A context that cannot be released is left to GC. + } + } + if (linkFails) return true; // Probe ran and the driver accepted the pattern. Apple mobile is still // quarantined: the probe program is far simpler than Cesium's, and a // false negative there costs the entire scene. diff --git a/src/app/atmosphereCompat.test.mjs b/src/app/atmosphereCompat.test.mjs index 7f601512b..f1c1d43bf 100644 --- a/src/app/atmosphereCompat.test.mjs +++ b/src/app/atmosphereCompat.test.mjs @@ -207,3 +207,15 @@ test('tolerates a scene with no fog object', () => { assert.equal(applyModelAtmosphereWorkaround({}, {}), false); assert.equal(applyModelAtmosphereWorkaround(null, {}), false); }); + +test('releases the throwaway probe context after probing', () => { + let lost = 0; + const gl = fakeGl({ linkOk: true }); + gl.getExtension = (name) => + name === 'WEBGL_lose_context' ? { loseContext: () => (lost += 1) } : null; + shouldDisableModelAtmosphere({ + navigatorLike: LINUX_DESKTOP, + createProbeContext: () => gl, + }); + assert.equal(lost, 1, 'probe context must not linger until GC'); +});