forked from 1b-agent/opencadstudio-upstream
fix(renderer): add automatic compat fallback
Use packed wire and texture-backed hatches on low-limit adapters. Refs #475
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@@ -1,8 +1,7 @@
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pub mod face3d_gpu;
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pub mod hatch_gpu;
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/// WebGL2 texture-backed hatch renderer (wasm only) — the storage-buffer
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/// `hatch_gpu` path is unavailable on WebGL2, so hatches render through this.
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#[cfg(target_arch = "wasm32")]
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/// Texture-backed compatibility hatch renderer. Used on WebGL2 and on native
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/// adapters that cannot support the storage-buffer batch.
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pub mod hatch_web_gpu;
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pub mod wipeout_gpu;
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pub mod image_gpu;
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@@ -48,22 +47,18 @@ pub struct Pipeline {
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/// Used to draw ghost copies of selected wires through occluding geometry.
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wire_xray_pipeline: wgpu::RenderPipeline,
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/// Layout for the per-wire `WireConst` storage buffer (group 1 of the wire /
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/// xray pipelines). `Some` on native; `None` on web (fat instance, no
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/// storage). Passed to `WireGpu::from_run` / `from_batch` so they can build
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/// each batch's per-wire bind group.
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/// xray pipelines). `Some` only on the fast native path; `None` in packed
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/// compatibility mode. Passed to `WireGpu::from_run` / `from_batch`.
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pub(crate) wire_const_bgl: Option<wgpu::BindGroupLayout>,
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wipeout_pipeline: wgpu::RenderPipeline,
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/// Phase 4-B — single-draw batched hatch pipeline. Per-instance
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/// data lives in storage buffers; one draw call covers every
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/// hatch in the frame. `None` on WebGL2 (wasm), which lacks
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/// vertex-stage storage buffers.
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/// hatch in the frame. `None` in compatibility mode.
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hatch_pipeline: Option<wgpu::RenderPipeline>,
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/// WebGL2 (wasm) texture-backed hatch pipeline + its group-1 layout. Used
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/// where `hatch_pipeline` is `None` because WebGL2 lacks storage buffers.
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#[cfg(target_arch = "wasm32")]
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hatch_web_bgl1: wgpu::BindGroupLayout,
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#[cfg(target_arch = "wasm32")]
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hatch_web_pipeline: wgpu::RenderPipeline,
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/// Texture-backed compatibility hatch pipeline + its group-1 layout.
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/// Present whenever the storage-buffer batch is unavailable or forced off.
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hatch_compat_bgl1: Option<wgpu::BindGroupLayout>,
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hatch_compat_pipeline: Option<wgpu::RenderPipeline>,
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image_pipeline: wgpu::RenderPipeline,
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/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
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/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
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@@ -91,8 +86,8 @@ pub struct Pipeline {
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uniform_bind_group: wgpu::BindGroup,
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wipeout_bgl1: wgpu::BindGroupLayout,
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/// Group-1 layout for the batched hatch pipeline (storage buffers
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/// for instances / boundary / families / dashes). `None` on WebGL2, where
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/// hatches render through `hatch_web_gpu` and this is never read.
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/// for instances / boundary / families / dashes). `None` in compatibility
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/// mode, where hatches render through `hatch_web_gpu`.
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#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
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hatch_bgl1: Option<wgpu::BindGroupLayout>,
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image_bgl1: wgpu::BindGroupLayout,
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@@ -183,12 +178,10 @@ pub struct Pipeline {
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gpu_preview_wires: Vec<WireGpu>,
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/// The canonical hatch fills — a single batched GPU resource drawn in one
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/// call with per-instance visibility masking the rest. All pattern line
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/// families are uploaded (no cap). `None` on WebGL2.
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/// families are uploaded (no cap). `None` in compatibility mode.
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gpu_hatch: Option<hatch_gpu::HatchGpu>,
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/// WebGL2 hatch fills — one texture-backed `HatchWebGpu` per hatch, drawn in
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/// the hatch pass where the batched `gpu_hatch` is `None` (wasm).
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#[cfg(target_arch = "wasm32")]
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gpu_hatches_web: Vec<hatch_web_gpu::HatchWebGpu>,
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/// Compatibility hatch fills — one texture-backed GPU object per hatch.
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gpu_hatches_compat: Vec<hatch_web_gpu::HatchWebGpu>,
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/// Wipeout masks — solid fills rendered after wires in a separate pass via
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/// the legacy per-primitive `WipeoutGpu` renderer.
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gpu_wipeouts: Vec<WipeoutGpu>,
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@@ -321,19 +314,38 @@ impl Pipeline {
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});
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// ── Wire pipeline ──────────────────────────────────────────────────
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// Native: per-wire constants live in a storage buffer (group 1), so the
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// slim instance only carries per-segment data. WebGL2 has no
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// vertex-stage storage buffers, so the wasm build keeps the fat instance
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// and a single bind group.
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// Select once per device. The fast native path hoists shared constants
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// into storage; compatibility mode keeps them in 10 packed attributes.
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let wire_mode = wire_gpu::WirePipelineMode::select(device);
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let renderer_mode_name =
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if wire_mode.uses_storage() { "fast-storage" } else { "packed-compat" };
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#[cfg(not(target_arch = "wasm32"))]
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let wire_const_bgl = wire_gpu::WireConst::bind_group_layout(device);
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#[cfg(not(target_arch = "wasm32"))]
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let wire_bgls: &[&wgpu::BindGroupLayout] = &[&frame_bgl, &wire_const_bgl];
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if std::env::var_os("RUST_LOG").is_some() {
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eprintln!(
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"renderer pipeline: {} (storage buffers/stage: {})",
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renderer_mode_name,
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device.limits().max_storage_buffers_per_shader_stage
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);
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}
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#[cfg(target_arch = "wasm32")]
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let wire_bgls: &[&wgpu::BindGroupLayout] = &[&frame_bgl];
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log::info!(
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"renderer pipeline: {} (storage buffers/stage: {})",
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renderer_mode_name,
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device.limits().max_storage_buffers_per_shader_stage
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);
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#[cfg(not(target_arch = "wasm32"))]
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let wire_const_bgl = wire_mode
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.uses_storage()
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.then(|| wire_gpu::WireConst::bind_group_layout(device));
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#[cfg(target_arch = "wasm32")]
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let wire_const_bgl: Option<wgpu::BindGroupLayout> = None;
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let mut wire_bgls: Vec<&wgpu::BindGroupLayout> = vec![&frame_bgl];
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if let Some(bgl) = &wire_const_bgl {
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wire_bgls.push(bgl);
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}
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let wire_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("wire.pipeline_layout"),
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bind_group_layouts: wire_bgls,
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bind_group_layouts: &wire_bgls,
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push_constant_ranges: &[],
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});
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@@ -342,14 +354,13 @@ impl Pipeline {
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let wire_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("wire.shader"),
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#[cfg(not(target_arch = "wasm32"))]
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/wire_indexed.wgsl"
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))),
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#[cfg(target_arch = "wasm32")]
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/wire.wgsl"
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))),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(match wire_mode {
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#[cfg(not(target_arch = "wasm32"))]
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wire_gpu::WirePipelineMode::IndexedStorage => {
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include_str!("../../shaders/wire_indexed.wgsl")
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}
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wire_gpu::WirePipelineMode::Packed => include_str!("../../shaders/wire.wgsl"),
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})),
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});
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// Stencil test shared by every paper content pipeline: draw only where
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@@ -377,7 +388,7 @@ impl Pipeline {
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireInstance::layout()],
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buffers: &[wire_mode.layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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@@ -498,7 +509,7 @@ impl Pipeline {
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireInstance::layout()],
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buffers: &[wire_mode.layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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@@ -541,7 +552,7 @@ impl Pipeline {
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireInstance::layout()],
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buffers: &[wire_mode.layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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@@ -663,94 +674,85 @@ impl Pipeline {
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cache: None,
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});
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// ── Hatch batched pipeline (Phase 4-B) ─────────────────────────────
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// WebGL2 (the wasm fallback backend) has no vertex-stage storage
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// buffers, which this pipeline's bind group requires. Skip it on wasm
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// and run without the batched-hatch optimization.
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#[cfg(target_arch = "wasm32")]
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let (hatch_bgl1, hatch_pipeline): (
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Option<wgpu::BindGroupLayout>,
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Option<wgpu::RenderPipeline>,
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) = (None, None);
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#[cfg(not(target_arch = "wasm32"))]
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let (hatch_bgl1, hatch_pipeline) = {
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let hatch_bgl1 = hatch_gpu::HatchGpu::bind_group_layout(device);
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let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("hatch.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &hatch_bgl1],
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push_constant_ranges: &[],
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});
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let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("hatch.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/hatch.wgsl"
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))),
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});
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let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("hatch.pipeline"),
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layout: Some(&hatch_layout),
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vertex: wgpu::VertexState {
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module: &hatch_shader,
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entry_point: Some("vs_main"),
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buffers: &[hatch_gpu::HatchVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth24PlusStencil8,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: content_stencil.clone(),
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bias: wgpu::DepthBiasState {
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constant: 1,
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slope_scale: 1.0,
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clamp: 0.0,
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// ── Hatch pipelines ────────────────────────────────────────────────
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// Fast mode batches every hatch through five storage buffers. Compat
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// mode uses one data texture per hatch and therefore needs no storage.
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let (hatch_bgl1, hatch_pipeline) = if wire_mode.uses_storage() {
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let hatch_bgl1 = hatch_gpu::HatchGpu::bind_group_layout(device);
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let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("hatch.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &hatch_bgl1],
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push_constant_ranges: &[],
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});
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let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("hatch.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/hatch.wgsl"
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))),
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});
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let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("hatch.pipeline"),
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layout: Some(&hatch_layout),
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vertex: wgpu::VertexState {
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module: &hatch_shader,
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entry_point: Some("vs_main"),
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buffers: &[hatch_gpu::HatchVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &hatch_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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(Some(hatch_bgl1), Some(hatch_pipeline))
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth24PlusStencil8,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: content_stencil.clone(),
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bias: wgpu::DepthBiasState {
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constant: 1,
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slope_scale: 1.0,
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clamp: 0.0,
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},
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &hatch_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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(Some(hatch_bgl1), Some(hatch_pipeline))
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} else {
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(None, None)
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};
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// WebGL2 hatch pipeline: texture-backed, replaces the storage-buffer
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// batched path (disabled above on wasm). Same frame layout / depth /
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// MSAA state as the wipeout pass.
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#[cfg(target_arch = "wasm32")]
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let (hatch_web_bgl1, hatch_web_pipeline) = {
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let (hatch_compat_bgl1, hatch_compat_pipeline) = if !wire_mode.uses_storage() {
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let bgl1 = hatch_web_gpu::HatchWebGpu::bind_group_layout(device);
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("hatch_web.pipeline_layout"),
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label: Some("hatch_compat.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &bgl1],
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push_constant_ranges: &[],
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("hatch_web.shader"),
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label: Some("hatch_compat.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/hatch_web.wgsl"
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))),
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("hatch_web.pipeline"),
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label: Some("hatch_compat.pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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@@ -800,7 +802,9 @@ impl Pipeline {
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multiview: None,
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cache: None,
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});
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(bgl1, pipeline)
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(Some(bgl1), Some(pipeline))
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} else {
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(None, None)
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};
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// ── Mesh pipeline ──────────────────────────────────────────────────
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@@ -1386,16 +1390,11 @@ impl Pipeline {
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clip_mask_pipeline,
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wire_black_pipeline,
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wire_xray_pipeline,
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#[cfg(not(target_arch = "wasm32"))]
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wire_const_bgl: Some(wire_const_bgl),
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#[cfg(target_arch = "wasm32")]
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wire_const_bgl: None,
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wire_const_bgl,
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wipeout_pipeline,
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hatch_pipeline,
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#[cfg(target_arch = "wasm32")]
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hatch_web_bgl1,
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#[cfg(target_arch = "wasm32")]
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hatch_web_pipeline,
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hatch_compat_bgl1,
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hatch_compat_pipeline,
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image_pipeline,
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text_pipeline,
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text_atlas_bgl,
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@@ -1445,8 +1444,7 @@ impl Pipeline {
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gpu_selected_wires: vec![],
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gpu_preview_wires: vec![],
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gpu_hatch: None,
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#[cfg(target_arch = "wasm32")]
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gpu_hatches_web: vec![],
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gpu_hatches_compat: vec![],
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gpu_wipeouts: vec![],
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wipeout_skip_flags: vec![],
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gpu_images: vec![],
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@@ -2044,28 +2042,25 @@ impl Pipeline {
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queue: &wgpu::Queue,
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hatches: &[HatchModel],
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) {
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// WebGL2: no storage-buffer batched pipeline — render each hatch through
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// the texture-backed per-hatch renderer instead (issue #204).
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#[cfg(target_arch = "wasm32")]
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{
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let webs: Vec<hatch_web_gpu::HatchWebGpu> = hatches
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if let Some(bgl1) = &self.hatch_compat_bgl1 {
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self.gpu_hatches_compat = hatches
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.iter()
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.filter(|h| h.boundary.len() >= 3)
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.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, &self.hatch_web_bgl1))
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.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, bgl1))
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.collect();
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self.gpu_hatches_web = webs;
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}
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#[cfg(not(target_arch = "wasm32"))]
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{
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let _ = queue;
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let Some(bgl1) = &self.hatch_bgl1 else {
|
||||
self.gpu_hatch = None;
|
||||
return;
|
||||
};
|
||||
let renderable: Vec<HatchModel> =
|
||||
hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
|
||||
self.gpu_hatch = hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
|
||||
self.gpu_hatch = None;
|
||||
return;
|
||||
}
|
||||
|
||||
self.gpu_hatches_compat.clear();
|
||||
let _ = queue;
|
||||
let Some(bgl1) = &self.hatch_bgl1 else {
|
||||
self.gpu_hatch = None;
|
||||
return;
|
||||
};
|
||||
let renderable: Vec<HatchModel> =
|
||||
hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
|
||||
self.gpu_hatch = hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
|
||||
}
|
||||
|
||||
pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
|
||||
@@ -2244,18 +2239,18 @@ impl Pipeline {
|
||||
}
|
||||
}
|
||||
|
||||
// WebGL2: the batched `gpu_hatch` is always None (no storage
|
||||
// buffers), so draw the texture-backed per-hatch renderer in this
|
||||
// same pass (before wires, so wires stay on top). (#204)
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
// Storage-free compatibility path. Draw before wires so outlines
|
||||
// remain on top, matching the batched path.
|
||||
if !self.skip_hatch_frame {
|
||||
pass.set_pipeline(&self.hatch_web_pipeline);
|
||||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||||
pass.set_stencil_reference(stencil_ref);
|
||||
for hatch in &self.gpu_hatches_web {
|
||||
pass.set_bind_group(1, &hatch.bind_group, &[]);
|
||||
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
|
||||
pass.draw(0..6, 0..1);
|
||||
if let Some(pipeline) = &self.hatch_compat_pipeline {
|
||||
pass.set_pipeline(pipeline);
|
||||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||||
pass.set_stencil_reference(stencil_ref);
|
||||
for hatch in &self.gpu_hatches_compat {
|
||||
pass.set_bind_group(1, &hatch.bind_group, &[]);
|
||||
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
|
||||
pass.draw(0..6, 0..1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user