fix(web-ui): skip idle render pipeline and fix FSR vertical flip#625
Merged
Conversation
Stop the WebGL render pipeline entirely when both auto-deinterlace and picture enhancement are off, since it would only reproduce the raw video; fall back to the plain <video> element like an ineligible resolution. Also drop the now-redundant passthrough filter GPU pass by sampling the uploaded frame texture directly when no source stage runs. Fixes a regression this exposed: EASU/RCAS sample gl_FragCoord directly instead of the vertex shader's v_texCoord, so the existing u_flipY uniform never reached them and raw-texture presents rendered upside down. Add a matching u_flipY uniform to both fragment shaders. Also relocate in-shader GLSL comments in fsr.ts to JSDoc above each shader (comments in template literals ship raw into the bundle), and add observability logging for FSR enablement and canvas resize.
Contributor
Documentation previewThe documentation preview has been deployed for this pull request. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
<video>element like an ineligible resolutiongl_FragCoorddirectly instead of the vertex shader'sv_texCoord, so the existingu_flipYuniform never reached them and raw-texture presents rendered upside down — add a matchingu_flipYuniform to both fragment shadersfsr.tsto JSDoc above each shader constant (comments inside template literals ship raw into the production bundle)Test plan
pnpm run type-check:tsc/pnpm run lint:biomepass<video>fallback, pipeline stopped