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Commit a2e851b25 (#1223) replaced the classical Graphic3d_Structure-based grid rendering with a single shader path driven by Aspect_GridParams. This change brings the CPU rendering back as a coexisting backend so consumers can pick CPU or GPU per use case. Snap math on Aspect_Grid is unchanged; only the presentation layer is split.
V3d layer:
- V3d_RectangularGrid / V3d_CircularGrid restore the nested custom Graphic3d_Structure, myStructure / myGroup, DefineLines / DefinePoints and the myCur* change-detection cache. UpdateDisplay rebuilds the primitive arrays with the same SetTransformation + CalculateBoundBox flow as before #1223.
- DefineLines / DefinePoints use NCollection_LinearVector<gp_Pnt> pre-sized from XStep / YStep / Radius to avoid reallocations.
- V3d_CircularGrid emits a one-shot warning when an arc range is set (CPU cannot honor it; use the shader path for arcs).
V3d_View layer:
- V3d_View tracks myShaderGridActive. SetGrid erases the shader grid on this view before activating the CPU grid; GridDisplay erases the viewer-wide CPU rendering (snap geometry preserved) before enabling the shader grid. Remove tears both down.
Aspect / Viewer:
- Aspect_GridParams comment clarifies it is consumed only by the GPU path. V3d_Viewer.hxx grid block is annotated as the legacy CPU entry.