forked from 1b-agent/opencadstudio-upstream
perf(scene): batch the selection-overlay wire pass too
Follow-up to 3.3. The selection xray pass still built one buffer + one draw call per selected wire, so select-all over a large drawing issued a draw per entity. That pass applies neither scissor nor mesh-edge skip, so all selected wires merge into one order-preserving run via from_run. Removes the now-dead WireGpu::new / build per-wire constructors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -900,13 +900,6 @@ impl Pipeline {
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wires: &[WireModel],
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depth_map: &rustc_hash::FxHashMap<u64, f32>,
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) {
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let depth_of = |w: &WireModel| -> f32 {
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w.name
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.parse::<u64>()
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.ok()
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.and_then(|h| depth_map.get(&h).copied())
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.unwrap_or(0.0)
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};
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// Batch the wire pass: instead of one GPU buffer + one draw call per
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// WireModel (tens of thousands on a large drawing), merge maximal runs
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// of *consecutive* wires that share scissor + mesh-edge state into one
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@@ -934,13 +927,12 @@ impl Pipeline {
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self.gpu_wires = batches;
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// Full-brightness copies of selected wires, drawn on top of everything
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// in the selection overlay pass so they're always visible. Kept
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// per-wire — the selection set is small and this overlay is separate.
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self.gpu_selected_wires = wires
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.iter()
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.filter(|w| w.selected)
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.map(|w| WireGpu::new(device, w, depth_of(w)))
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.collect();
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// in the selection overlay pass so they're always visible. The xray
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// pass applies neither scissor nor mesh-edge skip, so all selected
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// wires batch into one run (None / false) — select-all over a large
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// drawing no longer costs one draw call per entity. Order preserved.
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let selected: Vec<WireModel> = wires.iter().filter(|w| w.selected).cloned().collect();
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self.gpu_selected_wires = WireGpu::from_run(device, &selected, depth_map, None, false);
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}
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/// Recompute pixel scissor rects for viewport-clipped wires from the current view_proj.
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