perf(render): instance block geometry

Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
This commit is contained in:
Hakan Seven committed 2026-08-12 02:33:10 +03:00
1 parent 7bfb617745
commit 4fd9b98da4
68 files changed
+3417 -547

No files matched your search

+90 -3
View File
@@ -46,6 +46,30 @@ impl ImageVertex {
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ImageInstance {
pub translation: [f32; 3],
pub translation_low: [f32; 3],
pub draw_depth: f32,
pub _pad: [f32; 3],
}
impl ImageInstance {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute { offset: std::mem::offset_of!(ImageInstance, translation) as u64, shader_location: 3, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(ImageInstance, translation_low) as u64, shader_location: 4, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(ImageInstance, draw_depth) as u64, shader_location: 5, format: wgpu::VertexFormat::Float32 },
];
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: ATTRS,
}
}
}
// ── Uniform ───────────────────────────────────────────────────────────────
#[repr(C)]
@@ -62,9 +86,11 @@ struct ImageParams {
pub struct ImageGpu {
pub vertex_buffer: wgpu::Buffer,
pub instance_buffer: wgpu::Buffer,
/// Number of triangle vertices in `vertex_buffer` — 6 for a plain quad, or
/// more when the raster is clipped to a triangulated polygon.
pub vertex_count: u32,
pub instance_count: u32,
pub bind_group: wgpu::BindGroup,
_texture: wgpu::Texture,
_sampler: wgpu::Sampler,
@@ -72,12 +98,39 @@ pub struct ImageGpu {
}
impl ImageGpu {
pub fn new(
pub fn from_models(
device: &wgpu::Device,
queue: &wgpu::Queue,
model: &ImageModel,
models: &[ImageModel],
bgl1: &wgpu::BindGroupLayout,
) -> Vec<Self> {
let mut slots = rustc_hash::FxHashMap::default();
let mut groups: Vec<Vec<&ImageModel>> = Vec::new();
for (index, model) in models.iter().enumerate() {
let key = model
.render_instance
.map(|instance| (true, instance.source_id))
.unwrap_or((false, index as u64));
let slot = *slots.entry(key).or_insert_with(|| {
let slot = groups.len();
groups.push(Vec::new());
slot
});
groups[slot].push(model);
}
groups
.into_iter()
.filter_map(|group| Self::new(device, queue, &group, bgl1))
.collect()
}
fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
models: &[&ImageModel],
bgl1: &wgpu::BindGroupLayout,
) -> Option<Self> {
let &model = models.first()?;
if model.pixels.is_empty() || model.width == 0 || model.height == 0 {
return None;
}
@@ -129,7 +182,7 @@ impl ImageGpu {
// ── Opacity uniform ───────────────────────────────────────────────
let params = ImageParams {
opacity: model.opacity.clamp(0.0, 1.0),
draw_depth: model.draw_depth,
draw_depth: 0.0,
_pad: [0.0; 2],
};
let _params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
@@ -179,10 +232,44 @@ impl ImageGpu {
contents: bytemuck::cast_slice(&verts),
usage: wgpu::BufferUsages::VERTEX,
});
let base = model
.render_instance
.map_or([0.0; 3], |instance| instance.translation);
let instances: Vec<ImageInstance> = models
.iter()
.map(|model| {
let translation = model
.render_instance
.map_or([0.0; 3], |instance| instance.translation);
let delta = [
translation[0] - base[0],
translation[1] - base[1],
translation[2] - base[2],
];
let high = delta.map(|value| value as f32);
ImageInstance {
translation: high,
translation_low: [
(delta[0] - high[0] as f64) as f32,
(delta[1] - high[1] as f64) as f32,
(delta[2] - high[2] as f64) as f32,
],
draw_depth: model.draw_depth,
_pad: [0.0; 3],
}
})
.collect();
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("image.instances"),
contents: bytemuck::cast_slice(&instances),
usage: wgpu::BufferUsages::VERTEX,
});
Some(Self {
vertex_buffer,
instance_buffer,
vertex_count,
instance_count: instances.len() as u32,
bind_group,
_texture: texture,
_sampler,