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OpenFrontIO/src/client/render/gl
Evan 075547b7b6 Incremental GPU scatter recompute for tile borders (#4166)
## Description:

Incremental GPU border recompute — sequel to #4159.

On 10 yo low-end chrome book this increased performance by ~5fps. I'm
now able to get 40fps on GWM.

`BorderComputePass` previously re-ran its fragment shader over every
tile on
the map every time any input changed (tile flip, highlight, relation,
defense post). Cost was O(mapW × mapH) per invalidation, and tile flips
invalidate it ~every render frame in live play.

This PR adds `BorderScatterPass`, which runs the same fragment shader
but
rasterizes only one POINT per dirty tile (plus its 4 cardinal neighbors,
to
cover the cardinal-neighbor read in the border shader). Cost is O(dirty
tiles) regardless of map size or spatial distribution.

### What changed

- New `BorderScatterPass` — owns its own FBO, VAO, and instance buffer;
  shares the border fragment shader with `BorderComputePass` so the two
  paths can't diverge in output.
- `BorderComputePass.draw()` now picks per frame:
- **Full recompute** — when `globalDirty` is set by highlight / relation
/
    defense-post changes (those affect tiles across the whole map).
  - **Scatter** — when only per-tile patches have been queued via
    `patchTile()`.
- `TerritoryPass.flushTileTexture()` now returns `"none" | "full" |
  "scatter"` instead of `boolean`, so the renderer can pick the right
  downstream invalidation:
- `"full"` → `borderPass.markGlobalDirty()` (full tile upload supersedes
    per-tile patches).
  - `"scatter"` → no-op; per-tile patches were already pushed via the
    wired `borderPatchConsumer` callback during drip drain.
- Renderer wires `territoryPass.setBorderPatchConsumer((x, y) =>
borderPass.patchTile(x, y))` so every per-tile scatter write to
`tileTex`
  also schedules an incremental border recompute for that tile + its
  neighbors.

### Known limitation

Highlight-thicken rings (within `uHighlightThicken` of a changed tile)
are
NOT incrementally repainted — they'll lag visually until the next full
recompute. In practice this is short-lived (the next highlight change or
seek triggers a full recompute) and not visible during normal play; the
trade is documented in the `BorderScatterPass` header.


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-06-05 13:29:50 -07:00
..
2026-06-05 07:07:03 -07:00
2026-06-02 11:48:52 -07:00
2026-05-16 08:54:20 -07:00