Merge pull request #1076 from mechpanos/pr/skip-partition-on-patch

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Hakan Seven committed 2026-09-08 17:17:59 +03:00
commit 2b510c1a1e
4 files changed
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@@ -1715,6 +1715,12 @@ pub struct Scene {
/// constants. `[depth, half]` retains a fixed child sub-range for block
/// composition. Full sort/layout/block changes rebuild the labels.
draw_depth_cache: RefCell<Option<DrawDepthCache>>,
/// Bumped only when the draw-order map is rebuilt from scratch, which is
/// the one case that can change an existing entity's depth — an
/// incremental insert allocates into the reserved label gap and leaves
/// every other label alone. Consumers that cached anything carrying a baked
/// depth compare this before reusing it.
draw_depth_generation: std::cell::Cell<u64>,
/// Shared empty map for 3-D wireframe, where true depth wins instead of
/// the entity submission order used by the optimized 2-D style.
no_draw_depths: Arc<HashMap<u64, [f32; 2]>>,
@@ -2075,6 +2081,7 @@ impl Scene {
interaction_handle_index_cache: RefCell::new(None),
sort_cache: RefCell::new(None),
draw_depth_cache: RefCell::new(None),
draw_depth_generation: std::cell::Cell::new(0),
no_draw_depths: Arc::new(HashMap::default()),
hatch_cache: RefCell::new(HashMap::default()),
wipeout_cache: RefCell::new(HashMap::default()),
@@ -6030,6 +6037,11 @@ impl Scene {
/// A full build assigns sparse labels in effective draw order. Incremental
/// Add/Remove then changes only the named handle: existing siblings retain
/// their depth, avoiding an O(all entities) map rewrite and GPU const upload.
/// See [`Self::draw_depth_generation`].
pub(in crate::scene) fn draw_depth_generation(&self) -> u64 {
self.draw_depth_generation.get()
}
pub(super) fn draw_depth_map(&self) -> Arc<HashMap<u64, [f32; 2]>> {
{
let cache = self.draw_depth_cache.borrow();
@@ -6159,6 +6171,11 @@ impl Scene {
}
}
// From here the labels are assigned afresh, so an existing entity's
// depth can move. Anything holding a baked depth has to rebuild.
self.draw_depth_generation
.set(self.draw_depth_generation.get().wrapping_add(1));
use acadrust::objects::ObjectType;
// Per-block SortEntitiesTable overrides: block -> (entity_val -> sort_val).
let mut overrides: HashMap<Handle, HashMap<u64, u64>> = HashMap::default();
@@ -10675,6 +10692,90 @@ mod journal_tests {
// Differential oracle: the incrementally-patched entity index must always
// equal a from-scratch rebuild after any add / move / erase.
#[test]
/// The partition skip turns on a membership test, and the test has to tell
/// a drawn line from a drawn circle. A line carries a tangent geom for
/// snapping and no triangles, so the cheap structural filter admits it —
/// deciding on that alone called every line a contributor and the skip
/// never fired once in a real session.
#[test]
fn the_partition_membership_test_separates_lines_from_curves() {
use acadrust::entities::{Circle, Line};
use acadrust::types::Vector3;
use crate::scene::pipeline::wire_arena::feeds_analytical_uploads;
let mut scene = Scene::new();
let feeds = |scene: &Scene, handle: Handle| {
let entity = scene.document.get_entity(handle).unwrap().clone();
scene
.tessellate_one(&entity)
.iter()
.any(feeds_analytical_uploads)
};
let line = scene.add_entity(EntityType::Line(Line::from_points(
Vector3::new(0.0, 0.0, 0.0),
Vector3::new(10.0, 5.0, 0.0),
)));
assert!(
!feeds(&scene, line),
"a drawn line must not force the partition walk",
);
let mut circle = Circle::new();
circle.radius = 4.0;
let circle = scene.add_entity(EntityType::Circle(circle));
assert!(
feeds(&scene, circle),
"a drawn circle feeds the analytical uploads and must force the walk",
);
}
/// The partition skip reuses uploads that bake a draw depth, and it is only
/// sound while existing depths hold still. An incremental add must leave
/// them alone and must not bump the generation; a rebuild from scratch may
/// move them and must bump it.
#[test]
fn adding_an_entity_leaves_existing_draw_depths_alone() {
use acadrust::entities::Line;
use acadrust::types::Vector3;
fn add(scene: &mut Scene, x: f64) -> Handle {
scene.add_entity(EntityType::Line(Line::from_points(
Vector3::new(x, 0.0, 0.0),
Vector3::new(x + 1.0, 0.0, 0.0),
)))
}
let mut scene = Scene::new();
let first = add(&mut scene, 0.0);
let second = add(&mut scene, 1.0);
let before = scene.draw_depth_map();
let generation = scene.draw_depth_generation();
add(&mut scene, 2.0);
let after = scene.draw_depth_map();
assert_eq!(
scene.draw_depth_generation(),
generation,
"an incremental add must not invalidate baked depths",
);
for handle in [first, second] {
assert_eq!(
after.get(&handle.value()),
before.get(&handle.value()),
"an existing entity's depth must not move when another is added",
);
}
// A rebuild from scratch reassigns labels, so it has to say so.
scene.draw_depth_cache.borrow_mut().take();
let _ = scene.draw_depth_map();
assert_ne!(
scene.draw_depth_generation(),
generation,
"a full rebuild must invalidate anything holding a baked depth",
);
}
/// Folding a lone addition must land the handle where the full walk would
/// have put it — at the end of its block's list, because that list is in
/// document order and document order is draw order.