runtime(zones,#804): D3D11-service published wish goes binary - #808
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…er never enters the wish Service leg of the #801/#803 backend-parity port. The standalone wish-over-IPC publish still rastered the union-of-zone-rects mask with the old implicit 16px ring feather (8 steps x 2px), which leaked cosmetic fractional M into the hardware-facing wish the per-client DP samples (fuzzy weave-vs-crisp-2D edges at zone boundaries, pre-#800 semantics). Per #800/#801 (ADR-027: the wish is HARDWARE-only, hard-edged by default): - service_update_zone_wish_mask now rasters BINARY (M=1 per zone rect via one ClearView, 0 outside) - no rings, no per-zone inset clamp needed. - One-shot log keeps the greppable mode tag (mode=zones-binary-wish). Scope notes (from code inspection, recorded on #804): - The service has NO compositor-side weave-vs-2D lerp - zones visuals are the pre-weave per-view atlas blits, where Local2D already composites by alpha (the VK invisible-toast bug never existed here), so #801's MODE_ZONES composite has no service counterpart. - #803's XrDisplayZoneFeatherDXR is a composite cosmetic and never enters the wish, so a feather request is a documented no-op on this path (a feathered service composite would need a second, non-wish mask channel through the DP vtable - out of scope). - Workspace mode is untouched (wish INERT, ADR-027 v1); the visible delta is standalone zones clients' zone edges going hard at the DP lerp. Refs #800, #801, #803. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This was referenced Jul 27, 2026
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Service leg of the #801/#803 backend-parity port (#804, leg 1 of the ordered plan: D3D11-service first, then in-proc D3D11/D3D12, Metal, GL).
What
service_update_zone_wish_maskstill rastered the per-client published wish with the old implicit 16px ring feather. Per #800/#801 (ADR-027: the wish is HARDWARE-only, hard by default), the raster is now binary — M=1 per zone rect, 0 outside. One-shot log keeps a greppable mode tag (mode=zones-binary-wish).Why nothing else changes on this path
From code inspection (details in the #804 comment):
Expected hardware delta
Standalone (non-workspace) zones clients over IPC: zone weave-vs-crisp-2D edges go hard at the DP lerp. Shell/workspace scenarios: expected pixel-identical (wish inert) — the #804 regression matrix (Unity tile, Unreal, Local2D chrome over engine tiles, cube_handle_d3d11_win control) still needs the usual eyeball pass.
Refs #800 #801 #803 #804.
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