feat(pipeline): batched-hatch GPU resources + builder (Phase 4-B, step 1)

Stand-alone module — no consumers yet. Packs an entire `&[HatchModel]`
into four storage buffers + a per-vertex (corner, instance_index)
stream:

- `InstanceBuffer`  — `HatchInstance[]` (112 B each): color, mode,
  gradient params, world_origin, local-space aabb, boundary range,
  family range, visibility flag.
- `BoundaryBuffer`  — flat `vec4<f32>[]` (NaN markers preserved as
  per-path separators, just like the per-hatch shader expects).
- `FamilyBuffer`    — flat `LineFamilyGpu[]` (matches the per-hatch
  family layout one-for-one apart from `dash_offset` indexing into a
  separate dash buffer).
- `DashBuffer`      — flat `f32[]`.

The per-vertex buffer holds `6 × instance_count` records of
`(corner: u32, instance_index: u32)`. Step 2 will add the matching
WGSL shader that uses these to project a per-instance AABB quad and
run the in-polygon test against `BoundaryBuffer[offset..offset+count]`.

iced reports 8 storage buffers per stage, 128 MB binding cap, 256 MB
buffer cap — plenty for ~10 k hatches × 112 B + ~32 MB boundaries.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.7 committed 2026-05-17 19:45:26 +03:00
1 parent a0412534ae
commit fe202f5f8e
2 files changed
+457

No files matched your search

+456
View File
@@ -0,0 +1,456 @@
// Phase 4-B — batched hatch rendering. Single draw call for all
// hatches, per-instance data fetched from storage buffers in the
// vertex shader. Replaces the per-hatch bind group + draw of
// `hatch_gpu.rs` once the new path is wired in.
//
// Data layout — three storage buffers fed from `HatchModel`s:
//
// InstanceBuffer (binding 0) : HatchInstance[] (~96 B each)
// color, color2, mode, gradient,
// pattern angle/scale, world_origin,
// boundary_offset, boundary_count,
// family_offset, family_count,
// dash_offset, dash_count, aabb,
// visibility flag (CPU writes; GPU
// skip)
// BoundaryBuffer (binding 1) : vec4<f32>[] (all boundary
// verts concatenated; NaN markers
// preserved as separators just like
// the per-hatch path)
// FamilyBuffer (binding 2) : LineFamilyGpu[] (all line
// families concatenated)
// DashBuffer (binding 3) : f32[] (all dash
// lengths concatenated)
//
// The vertex buffer holds 6 corner indices repeated per-instance and a
// per-vertex `instance_index` (u32 attribute) — instance_index lets us
// avoid relying on `@builtin(instance_index)` for portability. The
// vertex shader reads the per-instance AABB from the InstanceBuffer
// and emits the quad corner for that instance. When the visibility
// flag is 0, it returns a degenerate position and the fragment shader
// runs zero times for that instance.
//
// Two storage usages — vertex shader reads InstanceBuffer + Boundary
// for the AABB / boundary range; fragment shader reads
// InstanceBuffer + Boundary + Family + Dash. Both stages share group
// 1 with `read_only` access.
use crate::scene::hatch_model::{HatchModel, HatchPattern, PatFamily};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
// ── GPU structs ────────────────────────────────────────────────────────────
//
// Layout matches the WGSL `HatchInstance` exactly. `repr(C)` + manual
// padding keeps WGSL's 16-byte alignment rules satisfied for arrays of
// this struct.
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchInstance {
pub color: [f32; 4], // 0
pub color2: [f32; 4], // 16 (gradient end)
pub aabb: [f32; 4], // 32 (local-space xmin,ymin,xmax,ymax)
pub world_origin: [f32; 2], // 48 (anchor added back in VS)
pub angle_offset: f32, // 56
pub scale: f32, // 60
pub grad_cos: f32, // 64
pub grad_sin: f32, // 68
pub grad_min: f32, // 72
pub grad_range: f32, // 76
pub mode: u32, // 80 (0=pattern, 1=solid, 2=gradient)
pub visible: u32, // 84 (CPU sets to 0 to skip)
pub boundary_offset: u32, // 88 (first boundary vert index)
pub boundary_count: u32, // 92
pub family_offset: u32, // 96
pub family_count: u32, // 100
pub _pad0: [u32; 2], // 104 (pad to 112 = 16-byte stride)
}
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 112);
/// Mirrors the per-family struct used by the existing per-hatch shader,
/// but the dash slice lives in a separate concatenated DashBuffer (the
/// old shader had it embedded). `dash_offset` / `dash_count` index into
/// that flat array.
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineFamilyGpu {
pub cos_a: f32, // 0
pub sin_a: f32, // 4
pub x0: f32, // 8
pub y0: f32, // 12
pub dx: f32, // 16
pub dy: f32, // 20
pub perp_step: f32, // 24
pub along_step: f32, // 28
pub line_width: f32, // 32
pub period: f32, // 36
pub n_dashes: u32, // 40
pub dash_offset: u32, // 44
}
const _: () = assert!(std::mem::size_of::<LineFamilyGpu>() == 48);
/// Per-vertex data — 6 verts per instance. Instance_index here so we
/// can match WebGL2 backends that don't expose builtin(instance_index)
/// uniformly.
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchBatchedVertex {
pub corner: u32, // 0..6 — which AABB corner
pub instance_index: u32, // index into InstanceBuffer
}
impl HatchBatchedVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchBatchedVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Uint32,
},
wgpu::VertexAttribute {
offset: 4,
shader_location: 1,
format: wgpu::VertexFormat::Uint32,
},
],
}
}
}
// ── Batch builder ──────────────────────────────────────────────────────────
/// Pack a list of `HatchModel`s into the four concatenated storage
/// buffers + the per-vertex buffer needed by `hatch_batched.wgsl`.
/// Returns `None` when the input slice is empty (caller skips the
/// hatch render pass entirely).
pub struct HatchBatchedGpu {
pub vertex_buffer: wgpu::Buffer,
pub vertex_count: u32,
pub instance_buffer: wgpu::Buffer,
pub boundary_buffer: wgpu::Buffer,
pub family_buffer: wgpu::Buffer,
pub dash_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
pub instance_count: u32,
/// CPU-side mirror of `HatchInstance.visible` — `compute_hatch_lod`
/// writes 0/1 here, then `upload_visibility` pushes the changed
/// `visible` field through to the GPU `instance_buffer`. Storing
/// just the flag (not the whole HatchInstance) keeps the per-frame
/// upload small.
pub visibility: Vec<u32>,
}
impl HatchBatchedGpu {
/// One-time build from the full hatch list. Re-uploaded only when
/// `geometry_epoch` advances (mirrors the existing per-hatch
/// upload trigger). Per-frame visibility flips go through
/// [`upload_visibility`].
pub fn build(
device: &wgpu::Device,
bgl: &wgpu::BindGroupLayout,
hatches: &[HatchModel],
) -> Option<Self> {
if hatches.is_empty() {
return None;
}
let mut instances: Vec<HatchInstance> = Vec::with_capacity(hatches.len());
let mut boundary: Vec<[f32; 4]> = Vec::new();
let mut families: Vec<LineFamilyGpu> = Vec::new();
let mut dashes: Vec<f32> = Vec::new();
for h in hatches {
let boundary_offset = boundary.len() as u32;
for &[x, y] in h.boundary.iter() {
boundary.push([x, y, 0.0, 0.0]);
}
let boundary_count = boundary.len() as u32 - boundary_offset;
let family_offset = families.len() as u32;
let mut family_count = 0u32;
let (mode, color2, grad_cos, grad_sin, grad_min, grad_range) = match &h.pattern {
HatchPattern::Solid => (1u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
// Gradient projection range (proj_min / proj_range) —
// computed at upload time, identical to per-hatch path.
let (gmin, gmax) = boundary_projection_range(&h.boundary, r);
let grange = (gmax - gmin).max(1.0);
(2u32, *color2, r.cos(), r.sin(), gmin, grange)
}
HatchPattern::Pattern(fams) => {
for fam in fams {
let dash_offset = dashes.len() as u32;
for &d in &fam.dashes {
dashes.push(d);
}
let n_dashes = (dashes.len() as u32 - dash_offset).min(u32::MAX);
let perp_step = -fam.dx * fam.angle_deg.to_radians().sin()
+ fam.dy * fam.angle_deg.to_radians().cos();
let along_step = fam.dx * fam.angle_deg.to_radians().cos()
+ fam.dy * fam.angle_deg.to_radians().sin();
let line_width = perp_step.abs() * 0.08;
let period: f32 = fam.dashes.iter().map(|d| d.abs()).sum();
families.push(LineFamilyGpu {
cos_a: fam.angle_deg.to_radians().cos(),
sin_a: fam.angle_deg.to_radians().sin(),
x0: fam.x0,
y0: fam.y0,
dx: fam.dx,
dy: fam.dy,
perp_step,
along_step,
line_width,
period,
n_dashes,
dash_offset,
});
family_count += 1;
}
(0u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0)
}
};
// Boundary AABB in local space (matches the corner quad
// emitted by the vertex shader). The verts are already in
// `world_origin`-relative coords (see scene/mod.rs hatch
// packing), so this AABB lives in that frame.
let mut min_x = f32::INFINITY;
let mut min_y = f32::INFINITY;
let mut max_x = f32::NEG_INFINITY;
let mut max_y = f32::NEG_INFINITY;
for &[x, y] in h.boundary.iter() {
if x.is_finite() && y.is_finite() {
if x < min_x { min_x = x; }
if y < min_y { min_y = y; }
if x > max_x { max_x = x; }
if y > max_y { max_y = y; }
}
}
if !min_x.is_finite() {
// Empty / all-NaN — skip but keep the slot so indices
// stay in lockstep with the input list (visibility=0).
instances.push(HatchInstance {
color: h.color,
color2,
aabb: [0.0, 0.0, 0.0, 0.0],
world_origin: h.world_origin.map(|v| v as f32),
angle_offset: h.angle_offset,
scale: h.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
mode,
visible: 0,
boundary_offset,
boundary_count,
family_offset,
family_count,
_pad0: [0; 2],
});
continue;
}
// Pad the AABB so the quad covers any pattern halo + the
// family origin. Mirrors the per-hatch shader's quad sizing
// logic — `diag * 0.8 + max_spacing * 2 * scale`.
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
let max_spacing = match &h.pattern {
HatchPattern::Pattern(fs) => fs
.iter()
.map(|f| {
let a = f.angle_deg.to_radians();
(-f.dx * a.sin() + f.dy * a.cos()).abs()
})
.fold(0.0f32, f32::max),
_ => 5.0,
};
let pad = (diag * 0.8 + max_spacing * 2.0 * h.scale).max(1.0);
instances.push(HatchInstance {
color: h.color,
color2,
aabb: [min_x - pad, min_y - pad, max_x + pad, max_y + pad],
world_origin: h.world_origin.map(|v| v as f32),
angle_offset: h.angle_offset,
scale: h.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
mode,
visible: 1,
boundary_offset,
boundary_count,
family_offset,
family_count,
_pad0: [0; 2],
});
}
// Empty fallbacks — storage buffers can't be zero-sized.
if boundary.is_empty() {
boundary.push([0.0; 4]);
}
if families.is_empty() {
families.push(LineFamilyGpu::default_filler());
}
if dashes.is_empty() {
dashes.push(0.0);
}
// Vertex buffer — 6 verts per instance (two triangles for the
// AABB quad), indexed by (corner, instance_index).
let mut verts: Vec<HatchBatchedVertex> = Vec::with_capacity(instances.len() * 6);
for (i, _) in instances.iter().enumerate() {
for corner in 0u32..6 {
verts.push(HatchBatchedVertex {
corner,
instance_index: i as u32,
});
}
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.vertex"),
contents: bytemuck::cast_slice(&verts),
usage: wgpu::BufferUsages::VERTEX,
});
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.instances"),
contents: bytemuck::cast_slice(&instances),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let boundary_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.boundary"),
contents: bytemuck::cast_slice(&boundary),
usage: wgpu::BufferUsages::STORAGE,
});
let family_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.families"),
contents: bytemuck::cast_slice(&families),
usage: wgpu::BufferUsages::STORAGE,
});
let dash_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.dashes"),
contents: bytemuck::cast_slice(&dashes),
usage: wgpu::BufferUsages::STORAGE,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch_batched.bg"),
layout: bgl,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: instance_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: boundary_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: family_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: dash_buffer.as_entire_binding(),
},
],
});
let visibility = instances.iter().map(|i| i.visible).collect();
Some(Self {
vertex_buffer,
vertex_count: verts.len() as u32,
instance_buffer,
boundary_buffer,
family_buffer,
dash_buffer,
bind_group,
instance_count: instances.len() as u32,
visibility,
})
}
/// Group-1 bind group layout — shared by the pipeline so it can be
/// constructed once at startup. All four bindings are read-only
/// storage and visible to both VS (AABB+visibility lookup) and FS
/// (boundary / family / dash sampling).
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
let entry = |binding: u32| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
};
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch_batched.bgl"),
entries: &[entry(0), entry(1), entry(2), entry(3)],
})
}
}
impl LineFamilyGpu {
fn default_filler() -> Self {
Self {
cos_a: 1.0,
sin_a: 0.0,
x0: 0.0,
y0: 0.0,
dx: 1.0,
dy: 0.0,
perp_step: 1.0,
along_step: 1.0,
line_width: 0.0,
period: 0.0,
n_dashes: 0,
dash_offset: 0,
}
}
}
// ── Helpers ───────────────────────────────────────────────────────────────
/// Project every boundary vertex onto the gradient direction
/// `(cos θ, sin θ)` and return the (min, max) projection. Used to set
/// up the gradient's normalized parameter range. Same math as the
/// per-hatch path; duplicated here to keep this module self-contained.
fn boundary_projection_range(boundary: &[[f32; 2]], theta: f32) -> (f32, f32) {
let (cs, sn) = (theta.cos(), theta.sin());
let mut lo = f32::INFINITY;
let mut hi = f32::NEG_INFINITY;
for &[x, y] in boundary {
if !x.is_finite() || !y.is_finite() {
continue;
}
let p = x * cs + y * sn;
if p < lo { lo = p; }
if p > hi { hi = p; }
}
if !lo.is_finite() {
return (0.0, 1.0);
}
(lo, hi)
}
// PatFamily is re-exported by hatch_model so we don't need to import
// it explicitly anywhere else — but rust needs the type referenced to
// confirm the layout assumption above.
#[allow(dead_code)]
fn _assert_patfamily_fields(f: &PatFamily) -> (f32, f32, f32) {
(f.angle_deg, f.x0, f.y0)
}
+1
View File
@@ -1,4 +1,5 @@
pub mod face3d_gpu;
pub mod hatch_batched_gpu;
pub mod hatch_gpu;
pub mod image_gpu;
pub mod mesh_gpu;