fix: disable blending when generating SOG centers into an integer render target - #9224
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Pull request overview
Ensures SOG center generation works on WebGPU integer render targets.
Changes:
- Disables blending before rendering centers into the RGBA32U texture.
- Documents the
RenderPassQuadblend-state requirement.
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mvaligursky
reviewed
Aug 25, 2026
Addresses review feedback: RenderPassShaderQuad manages all draw states declaratively (blendState defaults to NOBLEND), so the explicit blend call is no longer needed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
mvaligursky
approved these changes
Aug 25, 2026
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Problem
On WebGPU, picking a SOG scene (e.g. double-clicking in SuperSplat Viewer) produces Dawn validation errors and a broken pick:
GSplatSogData.generateCenters()lazily renders splat centers into an RGBA32U texture viaRenderPassQuad. Since #8535,RenderPassQuaddeliberately preserves the device blend state (callers own it), so the pass inherits the alpha blending left over from splat rendering. WebGPU rejects blending on integer formats, the pipeline is invalid, the pass silently no-ops, and the subsequent centers readback returns garbage — so picking on SOG scenes under WebGPU fails entirely. WebGL ignores blend state on integer targets, which is why only WebGPU surfaces this.Fix
Set
BlendState.NOBLENDon the device before rendering the quad, matching the caller contract established in #8535 and the pattern used by otherdrawQuadWithShader/RenderPassQuadcallers.