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Upgrade to pixi v8 #2728

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@davidfig davidfig commented Apr 15, 2025

Upgrade pixi to v8

  • renderWorker/cellsLabel.ts
  • cellsImage.resizeImage
  • viewport.ts
  • cellsFills.ts
  • shader w/tint

@cla-bot cla-bot bot added the cla-signed label Apr 15, 2025
@davidfig davidfig self-assigned this Apr 15, 2025
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QA Wolf here! As you write new code it's important that your test coverage is keeping up.
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@davidfig davidfig added the prototype exploring an idea that can be played with label Apr 15, 2025
@davidfig davidfig changed the title better implementation Upgrade to pixi v8 Apr 16, 2025
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Preview - Build, Deploy & Tests-E2E

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Codecov Report

All modified and coverable lines are covered by tests ✅

Project coverage is 91.06%. Comparing base (75a3cba) to head (cb07128).

Additional details and impacted files
@@           Coverage Diff           @@
##               qa    #2728   +/-   ##
=======================================
  Coverage   91.06%   91.06%           
=======================================
  Files         401      401           
  Lines       93279    93279           
=======================================
  Hits        84949    84949           
  Misses       8330     8330           

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};

@vertex
fn mainVertex(@location(0) aPosition : vec2<f32>, @location(1) aUV : vec2<f32>, ) -> VertexOutput {
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There's a syntax error in the WGSL shader code - the parameter list for the mainVertex function has a trailing comma after the last parameter that should be removed:

fn mainVertex(@location(0) aPosition : vec2<f32>, @location(1) aUV : vec2<f32>, ) -> VertexOutput {

Should be:

fn mainVertex(@location(0) aPosition : vec2<f32>, @location(1) aUV : vec2<f32>) -> VertexOutput {

This trailing comma could cause shader compilation errors in WebGPU implementations.

Suggested change
fn mainVertex(@location(0) aPosition : vec2<f32>, @location(1) aUV : vec2<f32>, ) -> VertexOutput {
fn mainVertex(@location(0) aPosition : vec2<f32>, @location(1) aUV : vec2<f32>) -> VertexOutput {

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});
}
export class CellsDrawRects extends Graphics {
update(drawRects: DrawRects[]) {}
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The update method is empty but should implement drawing rectangles based on the drawRects parameter. Without implementation, text decorations like strikethrough won't be rendered. Consider implementing the drawing logic similar to how it was done in the previous version, but adapted for PixiJS v8's new graphics API.

Suggested change
update(drawRects: DrawRects[]) {}
update(drawRects: DrawRects[]) {
this.clear();
if (!drawRects.length) return;
for (const rect of drawRects) {
this.beginFill(rect.color);
this.drawRect(rect.x, rect.y, rect.width, rect.height);
this.endFill();
}
}

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}

// Return the final color with alpha
return vec4<f32>(0.0, 0.0, 0.0, alpha);
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In the WGSL fragment shader in cellLabelShaderTint.ts, the function returns a hardcoded black color with alpha:

return vec4<f32>(0.0, 0.0, 0.0, alpha);

This should use the vertex color input parameter instead, matching the behavior in the main shader. Consider changing to:

return vec4<f32>(vColors.rgb, alpha);

This ensures text colors are properly applied when using the tinted shader variant.

Suggested change
return vec4<f32>(0.0, 0.0, 0.0, alpha);
return vec4<f32>(vColors.rgb, alpha);

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@AyushAgrawal-A2 AyushAgrawal-A2 linked an issue Jun 5, 2025 that may be closed by this pull request
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Upgrade pixi.js
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