Drawing the tiled background noise built a viewport-sized pre-tiled
texture and re-created it whenever the viewport changed, copying the
256x256 noise tile across the whole screen in memory.
- On GL the draw now samples the resident 256x256 tile directly with
GL_REPEAT, computing UVs from the screen rect over the tile size with
the phase anchored at the viewport origin. The result is pixel-
identical to the old pre-tiled texture (same generator, same origin)
with no per-viewport copy.
- DX11 keeps the pre-tiled viewport-sized texture, since its sampler is
CLAMP and cannot repeat.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>