Files
gods-eye-view/src/app/atmosphereCompat.js
T
Sameh KhamisandClaude Opus 5.5 20a03aad87 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]>
2026-09-24 21:53:06 -07:00

190 lines
7.1 KiB
JavaScript

/**
* 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) {
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.
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;
}