Files
OneCAD-Draft/src/scene/pipeline/hatch_gpu/storage.rs
T
Hakan Seven 5b9fffdfba fix(hatch): clip fill with kernel mesh
Resolve boundary topology before rendering so corner-aligned pattern rows cannot flip shader parity. Chunk indexed geometry to device buffer limits and retain the texture compatibility transport.

Refs #489
2026-08-13 00:29:03 +03:00

681 lines
28 KiB
Rust

// Batched hatch rendering. The kernel triangulates each boundary once; the
// fragment shader only evaluates the fill pattern inside that mesh.
use crate::scene::model::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 high half, added back in VS)
pub world_origin_low: [f32; 2], // 56 (anchor low residual — double-single)
pub angle_offset: f32, // 64
pub scale: f32, // 68
pub grad_cos: f32, // 72
pub grad_sin: f32, // 76
pub grad_min: f32, // 80
pub grad_range: f32, // 84
pub mode: u32, // 88 (0=pattern, 1=solid, 2=gradient)
pub visible: u32, // 92 (CPU sets to 0 to skip)
pub family_offset: u32, // 96
pub family_count: u32, // 100
/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
/// bias in the vertex shader so this fill orders against other types.
pub draw_depth: f32, // 104
/// Gradient shape (`GradientKind::shader_kind`), bit 4 = inverted stops.
pub grad_kind: u32, // 108
}
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 112);
/// Split a hatch's f64 world-origin anchor into double-single (high, low) f32
/// pairs so the GPU keeps sub-unit precision at UTM-scale coordinates.
#[inline]
fn split_origin_ds(o: [f64; 2]) -> ([f32; 2], [f32; 2]) {
let hx = o[0] as f32;
let hy = o[1] as f32;
([hx, hy], [(o[0] - hx as f64) as f32, (o[1] - hy as f64) as f32])
}
/// 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);
/// Kernel mesh vertex in local space with its source instance.
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub(super) struct HatchVertex {
pub local_xy: [f32; 2], // 0 — local-space position
pub instance_index: u32, // 8 — index into InstanceBuffer
}
impl HatchVertex {
pub(super) fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: 8,
shader_location: 1,
format: wgpu::VertexFormat::Uint32,
},
],
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub(super) struct HatchPlacement {
pub translation: [f32; 2],
pub translation_low: [f32; 2],
pub draw_depth: f32,
pub visible: u32,
}
impl HatchPlacement {
pub(super) fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute { offset: 0, shader_location: 2, format: wgpu::VertexFormat::Float32x2 },
wgpu::VertexAttribute { offset: 8, shader_location: 3, format: wgpu::VertexFormat::Float32x2 },
wgpu::VertexAttribute { offset: 16, shader_location: 4, format: wgpu::VertexFormat::Float32 },
wgpu::VertexAttribute { offset: 20, shader_location: 5, 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.wgsl`.
/// Returns `None` when the input slice is empty (caller skips the
/// hatch render pass entirely).
pub(super) struct StorageHatchBatch {
pub vertex_buffer: wgpu::Buffer,
pub index_buffer: wgpu::Buffer,
pub placement_buffer: wgpu::Buffer,
pub draws: Vec<(std::ops::Range<u32>, std::ops::Range<u32>)>,
// The four storage buffers below are referenced via `bind_group` —
// dropping them would invalidate it, but the bind group is the
// only direct consumer. Keep them as fields to keep ownership in
// one place; `#[allow(dead_code)]` silences the read-never warning.
#[allow(dead_code)] pub instance_buffer: wgpu::Buffer,
#[allow(dead_code)] pub family_buffer: wgpu::Buffer,
#[allow(dead_code)] pub dash_buffer: wgpu::Buffer,
/// Per-instance visibility flag (1=draw, 0=skip). Stored in its
/// own small storage buffer so per-frame updates don't have to
/// touch the large `instance_buffer`. Vertex shader reads
/// `visibility[instance_index]` — when 0 it emits an out-of-NDC
/// clip position so the GPU clips the primitive before the
/// fragment stage runs.
#[allow(dead_code)] pub visibility_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
#[allow(dead_code)] pub instance_count: u32,
/// CPU mirror — `update_visibility` re-uploads this whole slice
/// when any flag changes. ~4 B per hatch, so 40 KB / 10 k hatches
/// per pan tick. Far cheaper than touching the instance data.
pub placements: Vec<HatchPlacement>,
pub source_visibility: Vec<u32>,
pub source_aabbs: Vec<[f32; 4]>,
pub unique_source_count: usize,
/// CPU-side mirror of each instance's local-space AABB (world-
/// offset-subtracted, world_origin already added back). Used by
/// `compute_hatch_lod` to evaluate the sub-pixel + frustum cull
/// without reading back from the GPU.
pub instance_aabbs: Vec<[f32; 4]>,
}
fn hatch_buffer_cost(hatch: &HatchModel) -> [u64; 7] {
let boundary = hatch.boundary.len() as u64;
let (families, dashes) = match &hatch.pattern {
HatchPattern::Pattern(families) => (
families.len() as u64,
families.iter().map(|family| family.dashes.len() as u64).sum(),
),
_ => (0, 0),
};
[
boundary.saturating_mul(std::mem::size_of::<HatchVertex>() as u64),
boundary.saturating_mul(24),
std::mem::size_of::<HatchInstance>() as u64,
families.saturating_mul(std::mem::size_of::<LineFamilyGpu>() as u64),
dashes.saturating_mul(std::mem::size_of::<f32>() as u64),
std::mem::size_of::<u32>() as u64,
std::mem::size_of::<HatchPlacement>() as u64,
]
}
impl StorageHatchBatch {
/// Builds whole-hatch chunks within the device's buffer limits.
pub(super) fn build(
device: &wgpu::Device,
bgl: &wgpu::BindGroupLayout,
hatches: &[HatchModel],
) -> Vec<Self> {
if hatches.is_empty() {
return Vec::new();
}
let limits = device.limits();
let chunk_limit = limits
.max_buffer_size
.min(limits.max_storage_buffer_binding_size as u64);
let mut ranges = Vec::new();
let mut start = 0;
let mut used = [0u64; 7];
for (index, hatch) in hatches.iter().enumerate() {
let cost = hatch_buffer_cost(hatch);
let overflow = used
.iter()
.zip(cost)
.any(|(used, cost)| used.saturating_add(cost) > chunk_limit);
if overflow && index > start {
ranges.push(start..index);
start = index;
used = [0; 7];
}
for (used, cost) in used.iter_mut().zip(cost) {
*used = used.saturating_add(cost);
}
}
ranges.push(start..hatches.len());
ranges
.into_iter()
.filter_map(|range| Self::build_chunk(device, bgl, &hatches[range]))
.collect()
}
fn build_chunk(
device: &wgpu::Device,
bgl: &wgpu::BindGroupLayout,
hatches: &[HatchModel],
) -> Option<Self> {
let mut instances: Vec<HatchInstance> = Vec::with_capacity(hatches.len());
let mut families: Vec<LineFamilyGpu> = Vec::new();
let mut dashes: Vec<f32> = Vec::new();
let mut meshes = Vec::with_capacity(hatches.len());
let mut slots = rustc_hash::FxHashMap::default();
let mut groups: Vec<Vec<&HatchModel>> = Vec::new();
for (index, hatch) in hatches.iter().enumerate() {
let key = hatch
.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(hatch);
}
groups.sort_by_key(|group| std::cmp::Reverse(group.len() == 1));
let unique_source_count = groups.iter().take_while(|group| group.len() == 1).count();
for group in &groups {
let h = group[0];
let mesh = h.fill_mesh();
let has_mesh = !mesh.0.is_empty() && !mesh.1.is_empty();
meshes.push(mesh);
let family_offset = families.len() as u32;
let mut family_count = 0u32;
let mut grad_kind = 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, kind, invert } => {
grad_kind = kind.shader_kind() | if *invert { 16 } else { 0 };
if kind.radial() {
// Radial fill: the boundary is stored relative to its
// centre (`world_origin`), so the centre is the local
// origin; radius = the farthest boundary vertex. mode 3.
let radius = radial_radius(&h.boundary);
(3u32, *color2, 0.0, 0.0, 0.0, radius)
} else {
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);
// PAT local frame: perpendicular spacing and
// along-line phase.
let perp_step = fam.dy;
let along_step = fam.dx;
// Screen-space derivative drives 1-px line width
// in the shader; this stored field is unused.
let line_width = 0.0_f32;
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: if n_dashes > 0 { period } else { 0.0 },
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).
let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
instances.push(HatchInstance {
color: h.color,
color2,
aabb: [0.0, 0.0, 0.0, 0.0],
world_origin: wo_hi,
world_origin_low: wo_lo,
angle_offset: h.angle_offset,
scale: h.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
mode,
visible: 0,
family_offset,
family_count,
draw_depth: if group.len() == 1 { h.draw_depth } else { 0.0 },
grad_kind,
});
continue;
}
let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
instances.push(HatchInstance {
color: h.color,
color2,
aabb: [min_x, min_y, max_x, max_y],
world_origin: wo_hi,
world_origin_low: wo_lo,
angle_offset: h.angle_offset,
scale: h.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
mode,
visible: u32::from(has_mesh),
family_offset,
family_count,
draw_depth: if group.len() == 1 { h.draw_depth } else { 0.0 },
grad_kind,
});
}
// Empty fallbacks — storage buffers can't be zero-sized.
if families.is_empty() {
families.push(LineFamilyGpu::default_filler());
}
if dashes.is_empty() {
dashes.push(0.0);
}
let mut verts = Vec::new();
let mut indices = Vec::new();
let mut mesh_ranges = Vec::with_capacity(meshes.len());
for (instance_index, (points, mesh_indices)) in meshes.into_iter().enumerate() {
let Ok(base) = u32::try_from(verts.len()) else {
return None;
};
let Ok(start) = u32::try_from(indices.len()) else {
return None;
};
verts.extend(points.into_iter().map(|local_xy| HatchVertex {
local_xy,
instance_index: instance_index as u32,
}));
for index in mesh_indices {
let Some(index) = base.checked_add(index) else {
return None;
};
indices.push(index);
}
let Ok(end) = u32::try_from(indices.len()) else {
return None;
};
mesh_ranges.push(start..end);
}
if indices.is_empty() {
return None;
}
let mut placements = Vec::new();
let mut draws = Vec::with_capacity(groups.len());
let mut instance_aabbs = Vec::new();
if unique_source_count > 0 {
placements.push(HatchPlacement {
translation: [0.0; 2],
translation_low: [0.0; 2],
draw_depth: 0.0,
visible: 1,
});
let end = mesh_ranges[unique_source_count - 1].end;
if end > 0 {
draws.push((0..end, 0..1));
}
let mut union = [f32::INFINITY, f32::INFINITY, f32::NEG_INFINITY, f32::NEG_INFINITY];
for inst in instances.iter().take(unique_source_count) {
union[0] = union[0].min(inst.aabb[0] + inst.world_origin[0]);
union[1] = union[1].min(inst.aabb[1] + inst.world_origin[1]);
union[2] = union[2].max(inst.aabb[2] + inst.world_origin[0]);
union[3] = union[3].max(inst.aabb[3] + inst.world_origin[1]);
}
instance_aabbs.push(union);
}
for (source_index, group) in groups.iter().enumerate().skip(unique_source_count) {
let source = group[0];
let base = source
.render_instance
.map_or([0.0; 3], |instance| instance.translation);
let placement_start = placements.len() as u32;
for hatch in group {
let translation = hatch
.render_instance
.map_or([0.0; 3], |instance| instance.translation);
let delta = [translation[0] - base[0], translation[1] - base[1]];
let high = [delta[0] as f32, delta[1] as f32];
placements.push(HatchPlacement {
translation: high,
translation_low: [
(delta[0] - high[0] as f64) as f32,
(delta[1] - high[1] as f64) as f32,
],
draw_depth: hatch.draw_depth,
visible: 1,
});
let inst = &instances[source_index];
instance_aabbs.push([
inst.aabb[0] + inst.world_origin[0] + high[0],
inst.aabb[1] + inst.world_origin[1] + high[1],
inst.aabb[2] + inst.world_origin[0] + high[0],
inst.aabb[3] + inst.world_origin[1] + high[1],
]);
}
if !mesh_ranges[source_index].is_empty() {
draws.push((
mesh_ranges[source_index].clone(),
placement_start..placements.len() as u32,
));
}
}
let visibility: Vec<u32> = instances.iter().map(|instance| instance.visible).collect();
let limits = device.limits();
let buffer_fits = |count: usize, stride: usize| {
(count as u64).saturating_mul(stride as u64) <= limits.max_buffer_size
};
let storage_fits = |count: usize, stride: usize| {
(count as u64).saturating_mul(stride as u64)
<= limits.max_storage_buffer_binding_size as u64
};
if !buffer_fits(verts.len(), std::mem::size_of::<HatchVertex>())
|| !buffer_fits(indices.len(), std::mem::size_of::<u32>())
|| !buffer_fits(placements.len(), std::mem::size_of::<HatchPlacement>())
|| !storage_fits(instances.len(), std::mem::size_of::<HatchInstance>())
|| !storage_fits(families.len(), std::mem::size_of::<LineFamilyGpu>())
|| !storage_fits(dashes.len(), std::mem::size_of::<f32>())
|| !storage_fits(visibility.len(), std::mem::size_of::<u32>())
{
return None;
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.vertex"),
contents: bytemuck::cast_slice(&verts),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.index"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
let placement_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.placements"),
contents: bytemuck::cast_slice(&placements),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.instances"),
contents: bytemuck::cast_slice(&instances),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let family_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.families"),
contents: bytemuck::cast_slice(&families),
usage: wgpu::BufferUsages::STORAGE,
});
let dash_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.dashes"),
contents: bytemuck::cast_slice(&dashes),
usage: wgpu::BufferUsages::STORAGE,
});
let visibility_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.visibility"),
contents: bytemuck::cast_slice(&visibility),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch.bg"),
layout: bgl,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: instance_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: family_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: dash_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: visibility_buffer.as_entire_binding(),
},
],
});
let source_aabbs = instances
.iter()
.map(|inst| [
inst.aabb[0] + inst.world_origin[0],
inst.aabb[1] + inst.world_origin[1],
inst.aabb[2] + inst.world_origin[0],
inst.aabb[3] + inst.world_origin[1],
])
.collect();
Some(Self {
vertex_buffer,
index_buffer,
placement_buffer,
draws,
instance_buffer,
family_buffer,
dash_buffer,
visibility_buffer,
bind_group,
instance_count: instances.len() as u32,
placements,
source_visibility: visibility,
source_aabbs,
unique_source_count,
instance_aabbs,
})
}
/// Push the CPU `visibility` slice to GPU. Call when any
/// element changes (typically per-frame from compute_hatch_lod).
pub(super) fn upload_visibility(&self, queue: &wgpu::Queue) {
queue.write_buffer(
&self.placement_buffer,
0,
bytemuck::cast_slice(&self.placements),
);
queue.write_buffer(
&self.visibility_buffer,
0,
bytemuck::cast_slice(&self.source_visibility),
);
}
/// Shared layout for instance, family, dash, and visibility storage.
#[allow(dead_code)]
pub(super) 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.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)
}
/// Radius of a radial gradient — the distance from the boundary centre (the
/// local origin, since vertices are stored relative to it) to the farthest
/// vertex, so `t = 1` (the end colour) reaches the corners.
fn radial_radius(boundary: &[[f32; 2]]) -> f32 {
boundary
.iter()
.filter(|p| p[0].is_finite() && p[1].is_finite())
.map(|p| (p[0] * p[0] + p[1] * p[1]).sqrt())
.fold(0.0_f32, f32::max)
.max(1.0)
}
// 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)
}