Vendor wgpu-hal 29.0.4 and i-slint-renderer-skia 1.17.1, unmodified
The Android develop view reads its frame back through memory (TD-1) because wgpu's Vulkan swapchain never pre-rotates, and a portrait window on this tablet's landscape panel then tears. The fix is a small patch to each of these two crates, and this commit is only the ground it lands on: both are byte-for-byte the crates.io sources the lockfile already resolved, so the commits that follow are the patch and nothing else. third_party/ is excluded from the workspace, or every path dependency under the root would become a member and `--workspace` would test and lint upstream code as ours. The README says how to carry the patches across a Slint or wgpu bump, which matters because a stale version here does not fail the build — cargo just warns and uses the unpatched crate.
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enable wgpu_ray_query;
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struct Uniforms {
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view_inv: mat4x4<f32>,
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proj_inv: mat4x4<f32>,
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};
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@group(0) @binding(0)
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var<uniform> uniforms: Uniforms;
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@group(0) @binding(1)
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var output: texture_storage_2d<rgba8unorm, write>;
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@group(0) @binding(2)
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var acc_struct: acceleration_structure;
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@compute @workgroup_size(8, 8)
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fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let target_size = textureDimensions(output);
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let pixel_center = vec2<f32>(global_id.xy) + vec2<f32>(0.5);
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let in_uv = pixel_center / vec2<f32>(target_size.xy);
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let d = in_uv * 2.0 - 1.0;
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let origin = (uniforms.view_inv * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
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let temp = uniforms.proj_inv * vec4<f32>(d.x, d.y, 1.0, 1.0);
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let direction = (uniforms.view_inv * vec4<f32>(normalize(temp.xyz), 0.0)).xyz;
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var rq: ray_query;
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rayQueryInitialize(&rq, acc_struct, RayDesc(0u, 0xFFu, 0.1, 200.0, origin, direction));
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rayQueryProceed(&rq);
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var color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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let intersection = rayQueryGetCommittedIntersection(&rq);
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if intersection.kind != RAY_QUERY_INTERSECTION_NONE {
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color = vec4<f32>(intersection.barycentrics, 1.0 - intersection.barycentrics.x - intersection.barycentrics.y, 1.0);
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}
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textureStore(output, global_id.xy, color);
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}
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