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authorcashmere <cashmere@autistici.org>2026-08-02 19:59:59 +0200
committercashmere <cashmere@autistici.org>2026-08-08 10:40:16 +0200
commit29f1c9932a5c50c36e6a35f6d6539c2aceee983e (patch)
tree162da445db5ea24718ef8d5c24068e5579649be1 /apps/web/src/lib/text
parentd972d31223cb4f19dfd5e6ec0fe1e342bc3be0f2 (diff)
downloadopencut-29f1c9932a5c50c36e6a35f6d6539c2aceee983e.tar.gz
fix: keep GPU effect previews from clobbering the preview canvas
On the WebGL backend wgpu can only present to the single canvas its GL context is bound to, which is also the compositor's output canvas. The effect tile previews (and mask feather) rendered through that canvas and resized it behind the compositor's back, leaving the main preview showing the preview image stretched until a full reload. TS side (works with the published wasm): after every applyEffectPasses/ applyMaskFeather call the gpu renderer restores the canvas size, using a one-pixel intermediate resize to force a surface reconfigure, then notifies the preview component to re-render the current frame. Rust side (next wasm publish): the GL canvas detour saves and restores the canvas size, and resizeCompositor always reconfigures the surface.
Diffstat (limited to 'apps/web/src/lib/text')
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