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Feat/scaling - #1150
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r2dliu wants to merge 71 commits into
Closed
Feat/scaling#1150r2dliu wants to merge 71 commits into
r2dliu wants to merge 71 commits into
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fix rebase
creates own layer that overlays on top of the sliceviews
…y 3d subvolumes using an interactive gizmo
…ad of dataset center
* hoist out stamp logic shared between eraser and brush. use sqrt instead of hypotenuse * merge brush and eraser into one paint tool * use fullres voxels only for paint * fix: survive files rewritten under cached indexes * feat: strokeChecksum, the parity value a stroke carries to the server * various fixes for failed chunk reads
Rendering for the app's instance-scaling work:
- SegmentAttributeTables: per-id class/flags and per-class colour/root/flags
hash tables the app fills; the 2D segmentation shader and the 3D mesh paths
colour and hide by them while enabled (CPU twin + GLSL in attributes.ts /
attributes_shader.ts).
- Chunk labels: the chunk worker records each segmentation chunk's distinct
labels and hands them to the frontend chunk.
- Layer mesh: draco fragments may carry a per-vertex feature id (decoded in
neuroglancer_draco), mapped to per-feature pick ids, colours and hiding;
multilod fragments can be read whole from node files ("fragments": "nodes").
- chunkEvents (added/removed) on ChunkQueueManager for the embedding app; mesh
sources wait on visible 2D chunks before downloading.
Fork-review fixes:
- Segmentation render layer no longer pushes its display state into chunk
sources (B10).
- 2D hover highlight under attributes (B5); 3D hover highlight per feature,
whole merge group via the layer's equivalences (B7).
- Class colour split from the draw test, so hidden ids keep their class colour
(B8).
- Feature plumbing limited to the multiscale mesh path (D3).
- Disposed chunk sources emit removed for their chunks; chunkEvents scoped per
viewer (D14); formatting churn reverted (C1).
- 3D cross-section brush overlay colours by the attribute tables.
Soft refetch (fork-review B13, B14): - A refetched chunk replaces the frontend's copy through the normal new-chunk path, freeing the old chunk's GPU memory first. The soft-swap branch and the `new: false` override are gone; it never ran for visible chunks, and the overwritten chunks leaked their textures. - A soft invalidate completes only after its chunks ship, and the completion is queued behind the frontend's pending chunk updates, so the brush overlay is never reaped before the new data is drawn (the commit flicker). - Re-queued chunks the worker drops (cached, not visible) expire on the frontend; overlapping soft invalidates complete together. Mesh queue (B4, D1): mesh sources are back on upstream's queue level 0 and the level-1 gate behind visible 2D chunks is removed; the layer mesh's node files don't crowd out 2D. Picking (B2, B3): per-feature pick IDs only when the shader adds the feature index, and once per fragment per frame. Mesh feature ids (D2): the precomputed mesh info declares "vertex_feature_ids": true; without it the draco feature attribute is ignored. chunk_labels (C4): one word-pair path for uint64 data.
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