Keep only where two selections agree, as a third way to join a mask part

A layer's parts could be added to the mask or taken out of it, and nothing
else. The selections that need composing most are the ones that are
neither: the sky that is also bright, the subject that is also skin. With
union and subtract alone, "this and that" had to be spelled as "this minus
everything that is not that", which needs a second part that selects the
complement and rarely exists.

Join gains Intersect, stored as "intersect" in the part block of a sidecar.
It is the product of the two coverages, dst * src, which is one more
fixed-function blend state beside union's max and subtract's
dst * (1 - src) (mask-editing.md 5.2): the same scratch texture, the same
three vertices, no shader arithmetic. The product equals the minimum
wherever either side is fully in or out, and is the softer reading where
two soft edges overlap. Join::apply spells the three operations on the CPU
so the GPU tests can be held to one definition.

A layer that intersects with a part covering nothing now reports that it
covers nothing, so it is not rasterised as an empty slice. Old sidecars
never contain the word, so they read as before; a build from before this
reads "intersect" as a union, the existing unknown-join fallback, which
keeps the part visible rather than dropping it. Join::ALL keeps union and
subtract at indices 0 and 1 so a stored panel index still means the same
join.
This commit is contained in:
2026-09-24 21:25:48 -04:00
parent 229def0afc
commit 8cdad3863d
7 changed files with 286 additions and 14 deletions
+13
View File
@@ -395,6 +395,7 @@ pub struct MaskPass {
combine_layout: wgpu::BindGroupLayout,
combine_union: wgpu::RenderPipeline,
combine_subtract: wgpu::RenderPipeline,
combine_intersect: wgpu::RenderPipeline,
/// Where a part is drawn before it is joined.
///
/// One texture for the whole stack rather than one per layer, because
@@ -651,6 +652,16 @@ impl MaskPass {
"mask-combine-subtract",
blend_state(wgpu::BlendFactor::Zero, wgpu::BlendFactor::OneMinusSrc),
);
// TRACES: FR-DEV-19a
// `dst * src`: what the mask had, kept only in proportion to how much
// of it this part also covers. The same three vertices and the same
// scratch, so a third set operation is a third blend state and
// nothing more — which is what `Join::apply` states on the CPU and
// `the_joins_match_their_definition` holds this to.
let combine_intersect = combine(
"mask-combine-intersect",
blend_state(wgpu::BlendFactor::Zero, wgpu::BlendFactor::Src),
);
// The same, with the deposit thrown away: coverage is only ever taken
// off what earlier strokes on this layer put down. There is no negative
@@ -681,6 +692,7 @@ impl MaskPass {
combine_layout,
combine_union,
combine_subtract,
combine_intersect,
scratch: None,
array: None,
allocations: 0,
@@ -1376,6 +1388,7 @@ impl MaskPass {
pass.set_pipeline(match join {
Join::Union => &self.combine_union,
Join::Subtract => &self.combine_subtract,
Join::Intersect => &self.combine_intersect,
});
pass.set_bind_group(0, &bind_group, &[]);
pass.draw(0..3, 0..1);