fix: a density grid is bounded in cells, not by the window's pixels
A grid was the axes rect in device pixels, so dragging a window wide made the image wider with it -- and the per-frame pass over it is O(cells): the fade multiplies every cell, a host's ink()/peak() read every cell, and a frame the fade moved converts and uploads every cell as one byte. At 2x device scale a 1520x850 window's axes rect is 2877 device pixels wide, so four rows of one trace are 4.5 M cells and 4.9 MB uploaded a frame; measured headless on llvmpipe with a 2 s window, 12.9 ms of tick and 12.8 ms of draw a frame, every frame under a time fade -- a cost that follows the window and has no ceiling. The grid is now the axes rect up to kDensityCellCap (2^18 cells, a mebibyte of counts), scaled down uniformly past it so cells stay square and the picture keeps the axes' aspect, and magnified back over the rect with a linear filter: a cell is a count, so a fragment between two of them is between their two ink levels, which a point sample cannot give once a cell is several pixels wide. The same four rows at the cap are 1.05 M cells, 3.9 ms of tick and 5.6 ms of draw and 1.0 MB uploaded, while a grid under the cap is untouched -- a 640x360 viewport's 573x313 axes is still 179 349 cells, one a device pixel. The image's footprint is the axes rect rounded up to whole device pixels on both sides of the pipe, so a grid under the cap keeps the exact one-texel-a-pixel mapping it has always had (sx/sy come out exactly 1) and only a capped grid reads its cell index through a scale. Moving the decay itself to the GPU was considered and left out: the CPU grid is what ink()/peak() read, what the deposit adds to and what the per-sweep dedupe keys on, so a GPU image would have to be reconciled with it per frame -- a larger change than this bound, and not one to half-do. Tests: a_density_grid_is_capped_whatever_the_window reads the bound off a 3840x2160 viewport (261 504 cells of a 3784x2138 axes, aspect kept), a_capped_density_is_magnified_over_the_axes_rect reads the screen side of it (569x460 cells covering all 832 of the rect's columns), and the density cases now assert their capped figures. 399 cases, 0 failed.
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@@ -104,10 +104,11 @@ class DensityProgram {
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/// `u_viewport`: render target size in pixels.
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void set_viewport(Vec2 px) const noexcept;
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/// `u_origin` and `u_size`: the quad in `Rect` pixels -- the axes rect's top-left corner and
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/// the grid's own size, which is the axes rect in whole device pixels. They are two uniforms
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/// rather than a rect because a `vec4` uniform would need a fourth setter shape for one
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/// caller; a corner and a size are what the vertex shader builds the quad from anyway.
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/// `u_origin` and `u_size`: the quad in `Rect` pixels -- the axes rect's top-left corner and its
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/// size, which is the area the image is drawn over (its own grid may hold fewer cells than the
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/// rect has pixels: see `kDensityCellCap`). They are two uniforms rather than a rect because a
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/// `vec4` uniform would need a fourth setter shape for one caller; a corner and a size are what
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/// the vertex shader builds the quad from anyway.
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void set_rect(Vec2 origin, Vec2 size) const noexcept;
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/// `u_color`: the tint the cells' luminances are multiplied into.
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void set_color(Color color) const noexcept;
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@@ -533,13 +533,17 @@ class Renderer {
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///
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/// Each trace's image reaches the GPU as an `GL_R8` texture, one texel per cell, converted here
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/// from the grid's counts -- the scale and the gamma are the plot's and this stage derives
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/// neither, so the numbers a host reads back and the picture it sees are one derivation. A frame
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/// whose grids did not change skips the conversion *and* the uploads and costs the draw calls,
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/// which `FrameStats::density_upload_bytes` says per frame.
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/// neither, so the numbers a host reads back and the picture it sees are one derivation. The
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/// texture is magnified over the axes rect with a linear filter, because past `kDensityCellCap` a
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/// cell is several device pixels across. A frame whose grids did not change skips the conversion
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/// *and* the uploads and costs the draw calls, which `FrameStats::density_upload_bytes` says per
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/// frame.
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void draw_density(const Plot& plot, const PlotLayout& layout);
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/// One grid's quad: fills the shared `GL_R8` texture from `grid` (skipping when its revision and
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/// address are the ones already uploaded) and draws it over the axes rect in `tint`. The one
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/// place the density conversion lives, shared by every trace of `draw_density()`.
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/// address are the ones already uploaded) and draws it over the axes rect in `tint` -- the rect,
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/// and not the grid's own cell count, so a capped grid is scaled back over the area it is an
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/// image of. The one place the density conversion lives, shared by every trace of
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/// `draw_density()`.
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void draw_density_grid(const DensityConfig& config, const DensityGrid& grid, Color tint,
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const PlotLayout& layout);
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/// `Plot::invalid_spans()`, as `PlotLayout::invalid_spans` measured them: one fill per span,
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@@ -76,9 +76,9 @@ extern const char* const kTextFS;
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/// nothing to upload (the density's own bytes go to a texture, not to a buffer).
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///
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/// Uniforms: `u_viewport` (vec2, pixels), `u_origin` (vec2, the quad's top-left corner in `Rect`
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/// pixels), `u_size` (vec2, its size in pixels -- the grid's own columns and rows, so one texel
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/// is one pixel on screen and no filtering is needed), `u_color` (vec4), `u_density` (sampler2D,
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/// unit 0).
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/// pixels), `u_size` (vec2, its size in pixels -- the axes rect the image is drawn over, which the
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/// texture's cells are spread across: one texel a cell while the rect is under `kDensityCellCap`,
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/// and a filtered magnification past it), `u_color` (vec4), `u_density` (sampler2D, unit 0).
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///
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/// The fragment shader multiplies the sampled single-channel image into `u_color`'s alpha, which
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/// is the whole of the brightness mapping: a cell's count was turned into a luminance byte on the
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