forked from 1b-agent/opencadstudio-upstream
Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
4407 lines
201 KiB
Rust
4407 lines
201 KiB
Rust
mod device_capabilities;
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pub mod face3d_gpu;
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pub mod hatch_gpu;
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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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pub mod mesh_gpu;
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pub mod text_gpu;
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pub mod uniforms;
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pub mod viewcube;
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/// Persistent per-entity wire instance arena. Its indexed-storage and packed
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/// adapters share the same patch/cull lifecycle across native, WebGPU, and
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/// WebGL2.
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pub mod wire_arena;
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pub mod wire_gpu;
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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use iced::{Rectangle, Size};
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pub use face3d_gpu::Face3DGpu;
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pub use wipeout_gpu::WipeoutGpu;
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pub use image_gpu::ImageGpu;
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pub use uniforms::Uniforms;
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pub use viewcube::ViewCubePipeline;
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pub use wire_gpu::WireGpu;
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use crate::scene::model::hatch_model::HatchModel;
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use crate::scene::model::image_model::ImageModel;
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use crate::scene::model::mesh_model::MeshLodSet;
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use crate::scene::model::wire_model::WireModel;
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use device_capabilities::DeviceCapabilities;
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/// MSAA sample count for the main drawing pipelines.
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const MSAA_SAMPLES: u32 = 4;
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#[derive(Clone, Copy, PartialEq, Eq)]
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enum MeshHighlightKind {
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Selected,
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Hover,
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}
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#[derive(Clone, Copy)]
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struct MeshResidentRange {
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chunk: usize,
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dynamic: bool,
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index_start: u32,
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index_count: u32,
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transparent: bool,
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instance_start: u32,
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instance_count: u32,
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}
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#[derive(Clone, Copy)]
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struct MeshHighlightDraw {
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range: MeshResidentRange,
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kind: MeshHighlightKind,
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}
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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struct MeshCullItem {
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min: [f32; 4],
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max: [f32; 4],
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counts: [u32; 4],
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meta: [u32; 4],
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}
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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struct MeshCullUniform {
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view_rot: [f32; 16],
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eye: [f32; 4],
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count: [u32; 4],
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}
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pub struct Pipeline {
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wire_pipeline: wgpu::RenderPipeline,
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/// Stamps clip-boundary polygons into the stencil buffer (viewports + XCLIP).
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clip_mask_pipeline: wgpu::RenderPipeline,
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/// Black-fragment variant of `wire_pipeline` for 3D mesh outline edges in
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/// filled render modes.
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wire_black_pipeline: wgpu::RenderPipeline,
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/// Same shader as wire_pipeline but depth_compare=Greater, depth_write_enabled=false.
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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 any storage-capable device; `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` in compatibility mode.
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hatch_pipeline: Option<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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text_pipeline: wgpu::RenderPipeline,
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/// Depth-independent variant used by selection / rollover highlighting.
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text_highlight_pipeline: wgpu::RenderPipeline,
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mesh_pipeline: wgpu::RenderPipeline,
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/// Depth-write-disabled variant of `mesh_pipeline` for non-opaque solids.
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mesh_transparent_pipeline: wgpu::RenderPipeline,
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mesh_selected_pipeline: wgpu::RenderPipeline,
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mesh_hover_pipeline: wgpu::RenderPipeline,
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/// Wireframe variant of the mesh pipeline (LineList topology, same
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/// vertex layout / shader). Used when the active render mode is
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/// Wireframe 2D or Wireframe 3D so 3D solids draw as their
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/// triangle edges instead of filled faces.
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mesh_wireframe_pipeline: wgpu::RenderPipeline,
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/// Edge pipeline that forces black, for the edge overlay in filled modes.
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mesh_edge_black_pipeline: wgpu::RenderPipeline,
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/// Depth-only variant of the mesh pipeline (TriangleList, no color
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/// writes, writes depth). Used in HiddenLine mode so 3D solids
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/// occlude wires behind them without painting visible pixels.
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mesh_depth_pipeline: wgpu::RenderPipeline,
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mesh_material_bgl: wgpu::BindGroupLayout,
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mesh_default_material_bind_group: wgpu::BindGroup,
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mesh_cull_pipeline: Option<wgpu::ComputePipeline>,
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mesh_cull_bgl: Option<wgpu::BindGroupLayout>,
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mesh_cull_uniform: Option<wgpu::Buffer>,
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mesh_cull_items: Option<wgpu::Buffer>,
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mesh_cull_bind_group: Option<wgpu::BindGroup>,
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mesh_opaque_indirect: Option<wgpu::Buffer>,
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mesh_transparent_indirect: Option<wgpu::Buffer>,
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mesh_wire_indirect: Option<wgpu::Buffer>,
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mesh_edge_indirect: Option<wgpu::Buffer>,
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mesh_cull_count: u32,
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face3d_pipeline: wgpu::RenderPipeline,
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/// Depth-only variant of the face3d pipeline (no color writes,
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/// writes depth). Paired with `mesh_depth_pipeline` for HiddenLine.
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face3d_depth_pipeline: wgpu::RenderPipeline,
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uniform_buffer: wgpu::Buffer,
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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` 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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/// Group-1 layout for the text pipeline (atlas texture + sampler).
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text_atlas_bgl: wgpu::BindGroupLayout,
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/// GPU glyph atlas (texture + sampler + bind group). Rebuilt when the shared
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/// CPU atlas grows (new glyphs baked). `None` until the first text upload.
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text_atlas_gpu: Option<text_gpu::TextAtlasGpu>,
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/// All glyph-quad vertices for the frame, one buffer, `None` when empty.
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text_vbuf: Option<wgpu::Buffer>,
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text_vcount: u32,
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/// Tinted glyph quads of just the selected / hovered text, drawn over the
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/// base text pass so a selection / rollover recolours the glyphs (the text
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/// analogue of the selected-wire xray overlay). Rebuilt on selection change.
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text_highlight_vbuf: Option<wgpu::Buffer>,
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text_highlight_vcount: u32,
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/// Live grip-drag / command-preview SDF glyph quads. The base text buffer
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/// only re-uploads on a geometry-epoch change, but a grip drag hides the
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/// dragged entity from the base wire set and shows it as a per-frame
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/// overlay — so its glyphs ride here, re-uploaded every frame like
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/// `gpu_preview_wires`, or the dragged text vanishes until release re-tesses
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/// it back into the base set (issue #316).
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text_preview_vbuf: Option<wgpu::Buffer>,
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text_preview_vcount: u32,
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/// Per-frame DISPSILH silhouette line list — rebuilt every prepare() from
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/// the mesh sets' curved-face generators and the current view direction, so
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/// the outline tracks the camera. Reuses the mesh vertex format / pipeline.
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silhouette_vbuf: Option<wgpu::Buffer>,
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silhouette_vcount: u32,
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/// Last requested render size (the full viewport rect, in pixels). The
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/// geometry passes render at this size; the blit UV is scaled by
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/// `depth_texture_size / alloc_size` so it samples only the filled region.
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depth_texture_size: Size<u32>,
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/// Actual allocated size of the depth / MSAA / resolve textures. Rounded
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/// up from the requested size to a coarse grid so a divider drag (which
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/// changes the pane size a few pixels every frame) doesn't recreate these
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/// textures every frame. Recreation is what hangs the ANGLE → D3D11 path
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/// on Windows-Firefox (issue #191); grow-only bucketing makes it rare.
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alloc_size: Size<u32>,
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depth_view: wgpu::TextureView,
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/// 4× MSAA color buffer for the main drawing passes.
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msaa_view: wgpu::TextureView,
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/// Single-sample texture that receives the MSAA resolve result.
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resolve_view: wgpu::TextureView,
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/// Pipeline + resources for blitting the resolve texture to the surface target.
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blit_pipeline: wgpu::RenderPipeline,
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blit_bind_group_layout: wgpu::BindGroupLayout,
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blit_sampler: wgpu::Sampler,
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blit_bind_group: wgpu::BindGroup,
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/// UV transform (offset + scale) consumed by the blit shader so a
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/// partially off-canvas viewport still composites the right portion of
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/// its resolve texture to the visible portion of the surface.
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blit_uniform_buffer: wgpu::Buffer,
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/// Cached texture format (needed to recreate MSAA / depth textures on resize).
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surface_format: wgpu::TextureFormat,
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/// The resident wire batches, shared by `std::sync::Arc` with every other
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/// pipeline slot rendering the *same* `wire_content_id` (see
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/// `MultiPipeline::wire_buffer_cache`). A `wgpu::Buffer` is internally
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/// ref-counted, so N paper viewports (or Model tiles) drawing one identical
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/// resident set hold one copy of the GPU vertex buffers between them —
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/// their camera uniforms + scissor stay per-slot, only the geometry is
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/// deduplicated. Never mutated in place; an arena-backed slot may also
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/// replace this thin draw-range list on camera changes without touching the
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/// shared resident buffer.
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pub(crate) gpu_wires: std::sync::Arc<Vec<WireGpu>>,
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/// Persistent per-entity wire instance arena (capability-selected format).
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/// When active, `gpu_wires` is a thin wrapper over this arena's buffers and an
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/// edit patches one entity's slab in place instead of rebuilding every wire.
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pub(crate) wire_arena: Option<wire_arena::PersistentWireArena>,
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/// Second arena for the mesh/solid EDGE wires (drawn with the mesh-edge skip /
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/// black treatment); the resident set is split into this + `wire_arena` so
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/// both patch incrementally. Shares `wire_arena_id`.
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pub(crate) wire_arena_mesh: Option<wire_arena::PersistentWireArena>,
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/// Chunked resident buffers for whichever arena partition exceeded one
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/// GPU buffer. `Some(false)` = regular wires, `Some(true)` = mesh edges.
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pub(crate) wire_arena_fallback: std::sync::Arc<Vec<WireGpu>>,
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pub(crate) wire_arena_fallback_kind: Option<bool>,
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pub(crate) wire_arena_fallback_handles: rustc_hash::FxHashSet<acadrust::Handle>,
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/// The Model content id both arenas currently mirror (`u64::MAX` = none).
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pub(crate) wire_arena_id: u64,
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/// Last content/camera/viewport tuple used to derive visible instance
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/// ranges from the resident arena.
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pub(crate) wire_cull_key: (u64, u64, u32, u32),
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/// View/source keys for CPU visibility passes. A plain entity edit changes
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/// the scene render signature, but it must not rescan every unchanged hatch,
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/// wipeout, or mesh AABB when the camera and corresponding source stayed
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/// identical.
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pub(crate) hatch_lod_key: (usize, u64, u32, u32, bool),
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pub(crate) wipeout_lod_key: (usize, u64, u32, u32, bool),
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pub(crate) mesh_lod_key: (usize, u64, u32, u32),
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/// This content viewport's non-rectangular clip boundary as a triangle-fan
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/// vertex buffer in the render target's normalized device coords (`None` =
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/// rectangular / unclipped, where the viewport's own render rectangle does
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/// the clipping). Stamped into the stencil once per frame; every content
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/// pass then draws with stencil reference 1 so only the interior survives.
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clip_boundary: Option<(wgpu::Buffer, u32)>,
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/// Ghost copies (25% alpha) of selected wires for the X-ray depth pass.
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gpu_selected_wires: Vec<WireGpu>,
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/// Command-preview / interim / grip-drag overlay wires. Re-uploaded every
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/// frame they are present (small), drawn on top of the base wire pass — so
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/// a live drag never re-uploads the resident base buffer.
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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` in compatibility mode.
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gpu_hatch: Option<hatch_gpu::HatchGpu>,
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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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/// Tiny live hatch batch used by grip previews. Separate from the resident
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/// batch so an interactive edit uploads only the hatch being changed.
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gpu_preview_hatch: Option<hatch_gpu::HatchGpu>,
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gpu_preview_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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/// Per-wipeout draw-time skip flag (Phase 2.3 frustum cull). `true`
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/// when the wipeout's projected AABB sits entirely outside the
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/// viewport rect. Recomputed by `compute_wipeout_lod`.
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wipeout_skip_flags: Vec<bool>,
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gpu_images: Vec<ImageGpu>,
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/// Batched mesh geometry — every solid's LOD0 concatenated into a few large
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/// buffers so the whole set draws in a handful of calls instead of one per
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/// solid. Hover / selection never re-pack it.
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gpu_mesh_batch: Vec<mesh_gpu::MeshBatchChunk>,
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/// Small mutable working set rebuilt after entity-only edits. Static chunks
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/// touched by an edit are disabled wholesale and their current handles are
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/// repacked here, keeping the rest of a multi-million-triangle scene resident.
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gpu_mesh_dynamic: Vec<mesh_gpu::MeshBatchChunk>,
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mesh_disabled_chunks: rustc_hash::FxHashSet<usize>,
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mesh_dynamic_handles: rustc_hash::FxHashSet<acadrust::Handle>,
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/// Wire content generation whose geometry the static+dynamic mesh state
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/// mirrors. It gates replay of the same per-entity journal handoff.
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pub cached_mesh_content_id: u64,
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/// Draw ranges for each entity inside the resident mesh chunks. Highlight
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/// overlays reuse these buffers instead of uploading duplicate geometry.
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mesh_ranges_by_handle:
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rustc_hash::FxHashMap<acadrust::Handle, Vec<MeshResidentRange>>,
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mesh_highlight_draws: Vec<MeshHighlightDraw>,
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/// `(geometry_epoch, selection_generation)` the highlight overlay was built for.
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pub cached_highlight_key: (u64, u64),
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/// Batched 3DFACE fill (all faces in one buffer) and edges (merged wire).
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gpu_face3d_fill: Option<Face3DGpu>,
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gpu_face3d_edges: Vec<WireGpu>,
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pub viewcube: ViewCubePipeline,
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/// Strong source guards for category-specific GPU uploads. Holding the old
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/// Arc makes pointer identity ABA-safe: an unchanged category reuses the
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/// same Arc even when an unrelated entity advances `geometry_epoch`.
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pub cached_hatch_source: Option<std::sync::Arc<Vec<HatchModel>>>,
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pub cached_preview_hatch_source: Option<std::sync::Arc<Vec<HatchModel>>>,
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pub cached_wipeout_source: Option<std::sync::Arc<Vec<HatchModel>>>,
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pub cached_image_source: Option<std::sync::Arc<Vec<ImageModel>>>,
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pub cached_text_source: Option<std::sync::Arc<Vec<text_gpu::TextVertex>>>,
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pub cached_mesh_source: Option<std::sync::Arc<Vec<MeshLodSet>>>,
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pub cached_face3d_source: Option<std::sync::Arc<Vec<WireModel>>>,
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pub cached_face3d_depth_source:
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Option<std::sync::Weak<rustc_hash::FxHashMap<u64, [f32; 2]>>>,
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pub cached_fill_mode: bool,
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/// Last `(geometry_epoch, camera_generation)` value for which GPU buffers
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/// were uploaded. We re-upload when either side changes — pan/zoom bumps
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/// camera_generation, which triggers re-culling and a fresh upload.
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/// `(geometry_epoch, camera_generation, selection_generation)` of the
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/// last static-buffer upload. Selection is tracked so the selected-hatch
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/// tint refreshes on select / deselect (issue #71).
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pub cached_epoch: (u64, u64, u64),
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/// Content id of the wire buffer currently resident on the GPU (Phase
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/// 3.2). When the incoming `ViewportData.wire_content_id` matches, the
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/// world-space wire vertices are unchanged (e.g. a pure pan reused the
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/// Model-tile tessellation) and `upload_wires` is skipped. `u64::MAX` =
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/// nothing uploaded yet.
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pub cached_wire_id: u64,
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/// `(wire_content_id, selection_generation)` the selection xray overlay
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/// (`gpu_selected_wires`) was last built for. Rebuilt when either changes —
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/// a pick bumps only `selection_generation`, refreshing the overlay without
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/// touching the main wire buffers.
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pub cached_selection: (u64, u64),
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/// `(wire_content_id, face3d_fill_active)` the Face3D edge/fill buffers were
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/// uploaded for. A stable content id avoids retaining the resident wire Arc:
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/// that Arc must stay uniquely owned by Scene so a small edit can splice it
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/// in place instead of rebuilding the whole drawing.
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pub cached_face3d_key: (u64, bool),
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/// Handle → indices into the resident wire set, built once per wire upload
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/// (when `cached_wire_id` changes). Lets the selection/hover xray overlay
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/// gather just the highlighted entity's wires (`O(highlighted)`) instead of
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/// scanning and string-parsing every wire on each hover change. Shared by
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/// `std::sync::Arc` alongside `gpu_wires` — built once per `wire_content_id`
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/// and cloned into every slot that renders it.
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pub(crate) wire_handle_index: std::sync::Arc<rustc_hash::FxHashMap<u64, Vec<u32>>>,
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/// Signature of the last frame's rendered scene (camera uniforms, geometry
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/// / selection generations, wire content id, render-mode flags, clip size,
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/// live preview). When the next frame's signature matches, the image is
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/// pixel-identical, so `render` skips every geometry pass + the MSAA
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/// resolve and only re-blits the resolve texture (which still holds it).
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/// This turns a pure cursor move over a large drawing from an O(N)
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/// re-rasterization into a single fullscreen blit. `u64::MAX` = nothing
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/// rendered yet (forces the first frame to render fully).
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pub render_sig: u64,
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/// Set by `prepare` each frame: `true` when this frame's signature matched
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/// `render_sig`, so `render` may skip the geometry passes. Read (never
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/// written) by `render`, which always runs after `prepare` for the frame.
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pub skip_geometry: bool,
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/// Interaction LOD: set by `prepare` when the view is actively navigating, so
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/// `render` skips the (per-pixel, GPU-dominating) hatch pass this frame. The
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/// scene-render cache holds the full-quality frame once the view settles.
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pub skip_hatch_frame: bool,
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/// Stable identity of the viewport that last used this (index-addressed)
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/// pipeline slot. The renderer's viewport list drops off-canvas viewports,
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/// so a slot can be reused by a *different* viewport across frames; when the
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/// occupant changes, all cache keys above belong to the previous one and are
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/// reset so every buffer re-uploads. `u64::MAX` = never used.
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pub slot_id: u64,
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
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// ── Shared frame uniform buffer (view_proj etc.) ───────────────────
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("viewer.uniform_buffer"),
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size: std::mem::size_of::<Uniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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|
||
// Bind group layout 0 — shared by wire and hatch pipelines.
|
||
let frame_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("viewer.frame_bgl"),
|
||
entries: &[wgpu::BindGroupLayoutEntry {
|
||
binding: 0,
|
||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
}],
|
||
});
|
||
|
||
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("viewer.bind_group"),
|
||
layout: &frame_bgl,
|
||
entries: &[wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: uniform_buffer.as_entire_binding(),
|
||
}],
|
||
});
|
||
|
||
// ── Wire pipeline ──────────────────────────────────────────────────
|
||
// Select once from actual device limits. Any device whose compositor
|
||
// exposes the required storage limits uses the storage renderer; all
|
||
// other devices use the packed/texture compatibility renderer.
|
||
let device_caps = DeviceCapabilities::detect(device);
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
let force_compat_renderer = crate::cli::gui_config().compat_renderer;
|
||
#[cfg(target_arch = "wasm32")]
|
||
let force_compat_renderer = false;
|
||
let wire_mode = wire_gpu::WirePipelineMode::select(
|
||
device_caps,
|
||
force_compat_renderer,
|
||
);
|
||
let hatch_uses_storage =
|
||
!force_compat_renderer && device_caps.supports_batched_hatch();
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
if std::env::var_os("RUST_LOG").is_some() {
|
||
eprintln!(
|
||
"renderer pipelines: wire={} hatch={} mesh={} compute-cull={} (storage buffers/stage: {})",
|
||
if wire_mode.uses_storage() { "storage" } else { "packed" },
|
||
if hatch_uses_storage { "storage" } else { "texture" },
|
||
if device_caps.supports_mesh_storage_instancing() { "storage" } else { "uniform" },
|
||
if device_caps.supports_mesh_compute_culling() { "gpu" } else { "cpu" },
|
||
device.limits().max_storage_buffers_per_shader_stage
|
||
);
|
||
}
|
||
#[cfg(target_arch = "wasm32")]
|
||
log::info!(
|
||
"renderer pipelines: wire={} hatch={} mesh={} compute-cull={} (storage buffers/stage: {})",
|
||
if wire_mode.uses_storage() { "storage" } else { "packed" },
|
||
if hatch_uses_storage { "storage" } else { "texture" },
|
||
if device_caps.supports_mesh_storage_instancing() { "storage" } else { "uniform" },
|
||
if device_caps.supports_mesh_compute_culling() { "gpu" } else { "cpu" },
|
||
device.limits().max_storage_buffers_per_shader_stage
|
||
);
|
||
let wire_const_bgl = wire_mode
|
||
.uses_storage()
|
||
.then(|| wire_gpu::WireConst::bind_group_layout(device));
|
||
let mut wire_bgls: Vec<&wgpu::BindGroupLayout> = vec![&frame_bgl];
|
||
if let Some(bgl) = &wire_const_bgl {
|
||
wire_bgls.push(bgl);
|
||
}
|
||
let wire_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("wire.pipeline_layout"),
|
||
bind_group_layouts: &wire_bgls,
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let depth_tex = create_depth_texture(device, Size::new(1, 1));
|
||
let depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
|
||
let wire_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("wire.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(match wire_mode {
|
||
wire_gpu::WirePipelineMode::IndexedStorage => {
|
||
include_str!("../../shaders/wire_indexed.wgsl")
|
||
}
|
||
wire_gpu::WirePipelineMode::Packed => include_str!("../../shaders/wire.wgsl"),
|
||
})),
|
||
});
|
||
|
||
// Stencil test shared by every paper content pipeline: draw only where
|
||
// the stencil equals the bound reference. Non-clipped content binds
|
||
// reference 0 (matching the frame's stencil, cleared to 0); a clip
|
||
// region's content binds reference 1 after its boundary has been stamped
|
||
// into the stencil by the clip-mask pipeline. In Model space nothing
|
||
// masks the stencil, so it stays 0 and reference 0 always passes.
|
||
let content_stencil_face = wgpu::StencilFaceState {
|
||
compare: wgpu::CompareFunction::Equal,
|
||
fail_op: wgpu::StencilOperation::Keep,
|
||
depth_fail_op: wgpu::StencilOperation::Keep,
|
||
pass_op: wgpu::StencilOperation::Keep,
|
||
};
|
||
let content_stencil = wgpu::StencilState {
|
||
front: content_stencil_face,
|
||
back: content_stencil_face,
|
||
read_mask: 0xff,
|
||
write_mask: 0x00,
|
||
};
|
||
|
||
let wire_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("wire.pipeline"),
|
||
layout: Some(&wire_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &wire_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wire_mode.layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &wire_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// ── Clip-mask pipeline ─────────────────────────────────────────────
|
||
// Stamps a viewport / XCLIP boundary polygon into the stencil buffer:
|
||
// no colour, no depth, stencil `Invert` (even-odd fill → interior marked
|
||
// for any polygon, convex or not). The boundary is drawn as a triangle
|
||
// fan in paper coordinates and transformed exactly like wires.
|
||
let clip_mask_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("clip_mask.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/clip_mask.wgsl"
|
||
))),
|
||
});
|
||
let clip_mask_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("clip_mask.pipeline_layout"),
|
||
bind_group_layouts: &[],
|
||
push_constant_ranges: &[],
|
||
});
|
||
let clip_mask_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("clip_mask.pipeline"),
|
||
layout: Some(&clip_mask_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &clip_mask_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wgpu::VertexBufferLayout {
|
||
array_stride: 8,
|
||
step_mode: wgpu::VertexStepMode::Vertex,
|
||
attributes: &[wgpu::VertexAttribute {
|
||
offset: 0,
|
||
shader_location: 0,
|
||
format: wgpu::VertexFormat::Float32x2,
|
||
}],
|
||
}],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: false,
|
||
depth_compare: wgpu::CompareFunction::Always,
|
||
stencil: wgpu::StencilState {
|
||
front: wgpu::StencilFaceState {
|
||
compare: wgpu::CompareFunction::Always,
|
||
fail_op: wgpu::StencilOperation::Keep,
|
||
depth_fail_op: wgpu::StencilOperation::Keep,
|
||
pass_op: wgpu::StencilOperation::Invert,
|
||
},
|
||
back: wgpu::StencilFaceState {
|
||
compare: wgpu::CompareFunction::Always,
|
||
fail_op: wgpu::StencilOperation::Keep,
|
||
depth_fail_op: wgpu::StencilOperation::Keep,
|
||
pass_op: wgpu::StencilOperation::Invert,
|
||
},
|
||
read_mask: 0xff,
|
||
write_mask: 0xff,
|
||
},
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &clip_mask_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: None,
|
||
write_mask: wgpu::ColorWrites::empty(),
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// Black variant of `wire_pipeline` — same geometry/depth, black fragment
|
||
// — for 3D mesh outline edges in filled modes (see the wire draw loop).
|
||
let wire_black_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("wire.black.pipeline"),
|
||
layout: Some(&wire_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &wire_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wire_mode.layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &wire_shader,
|
||
entry_point: Some("fs_black"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// Selection overlay variant: renders selected wires on top of everything
|
||
// (depth_compare=Always), without writing depth. Ensures selected entities
|
||
// are always fully visible regardless of occluding geometry.
|
||
let wire_xray_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("wire_xray.pipeline"),
|
||
layout: Some(&wire_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &wire_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wire_mode.layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: false,
|
||
depth_compare: wgpu::CompareFunction::Always,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &wire_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// ── Hatch pipeline ─────────────────────────────────────────────────
|
||
// binding 0 (HatchUniforms) is read by the vertex shader too — it
|
||
// pulls `origin` to undo the CPU-side hatch-local pre-shift when
|
||
// computing clip position. bindings 1 (Boundary) and 2
|
||
// (FamilyBatch) stay fragment-only.
|
||
let hatch_entry = |binding: u32, vis: wgpu::ShaderStages| wgpu::BindGroupLayoutEntry {
|
||
binding,
|
||
visibility: vis,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
};
|
||
let frag = wgpu::ShaderStages::FRAGMENT;
|
||
let vert_frag = wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT;
|
||
let wipeout_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("wipeout.bgl1"),
|
||
entries: &[
|
||
hatch_entry(0, vert_frag),
|
||
hatch_entry(1, frag),
|
||
hatch_entry(2, frag),
|
||
],
|
||
});
|
||
|
||
let wipeout_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("wipeout.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl, &wipeout_bgl1],
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let wipeout_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("wipeout.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/wipeout.wgsl"
|
||
))),
|
||
});
|
||
|
||
let wipeout_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("wipeout.pipeline"),
|
||
layout: Some(&wipeout_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &wipeout_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wipeout_gpu::HatchVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
// Bias TOWARD the camera: a wipeout must win against geometry at
|
||
// its own depth (a block's wipeout + shapes are coincident at
|
||
// Z=0). A positive bias pushed the mask behind, so LessEqual
|
||
// rejected it and the geometry showed through. Tiny enough that
|
||
// meaningfully-nearer geometry still occludes the mask.
|
||
bias: wgpu::DepthBiasState {
|
||
constant: -8,
|
||
slope_scale: -1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &wipeout_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// ── Hatch pipelines ────────────────────────────────────────────────
|
||
// Fast mode batches every hatch through five storage buffers. Compat
|
||
// mode uses one data texture per hatch and therefore needs no storage.
|
||
let (hatch_bgl1, hatch_pipeline) = if hatch_uses_storage {
|
||
let hatch_bgl1 = hatch_gpu::HatchGpu::bind_group_layout(device);
|
||
let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("hatch.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl, &hatch_bgl1],
|
||
push_constant_ranges: &[],
|
||
});
|
||
let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("hatch.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/hatch.wgsl"
|
||
))),
|
||
});
|
||
let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("hatch.pipeline"),
|
||
layout: Some(&hatch_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &hatch_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[hatch_gpu::HatchVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &hatch_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
(Some(hatch_bgl1), Some(hatch_pipeline))
|
||
} else {
|
||
(None, None)
|
||
};
|
||
|
||
let (hatch_compat_bgl1, hatch_compat_pipeline) = if !hatch_uses_storage {
|
||
let bgl1 = hatch_web_gpu::HatchWebGpu::bind_group_layout(device);
|
||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("hatch_compat.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl, &bgl1],
|
||
push_constant_ranges: &[],
|
||
});
|
||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("hatch_compat.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/hatch_web.wgsl"
|
||
))),
|
||
});
|
||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("hatch_compat.pipeline"),
|
||
layout: Some(&layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wgpu::VertexBufferLayout {
|
||
array_stride: 16,
|
||
step_mode: wgpu::VertexStepMode::Vertex,
|
||
attributes: &[wgpu::VertexAttribute {
|
||
offset: 0,
|
||
shader_location: 0,
|
||
format: wgpu::VertexFormat::Float32x3,
|
||
}],
|
||
}],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
(Some(bgl1), Some(pipeline))
|
||
} else {
|
||
(None, None)
|
||
};
|
||
|
||
// ── Mesh pipeline ──────────────────────────────────────────────────
|
||
let mesh_storage_instancing = device_caps.supports_mesh_storage_instancing();
|
||
let mesh_source = include_str!("../../shaders/mesh.wgsl");
|
||
let mesh_source = if mesh_storage_instancing {
|
||
std::borrow::Cow::Borrowed(mesh_source)
|
||
} else {
|
||
std::borrow::Cow::Owned(mesh_source.replace(
|
||
"var<storage, read> mesh_instances: array<MeshInstance>;",
|
||
"var<uniform> mesh_instances: array<MeshInstance, 1>;",
|
||
))
|
||
};
|
||
let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("mesh.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(mesh_source),
|
||
});
|
||
let (mesh_cull_bgl, mesh_cull_pipeline, mesh_cull_uniform) =
|
||
if device_caps.supports_mesh_compute_culling() {
|
||
let bgl =
|
||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("mesh.cull.bgl"),
|
||
entries: &[
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 0,
|
||
visibility: wgpu::ShaderStages::COMPUTE,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 1,
|
||
visibility: wgpu::ShaderStages::COMPUTE,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Storage {
|
||
read_only: true,
|
||
},
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 2,
|
||
visibility: wgpu::ShaderStages::COMPUTE,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Storage {
|
||
read_only: false,
|
||
},
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 3,
|
||
visibility: wgpu::ShaderStages::COMPUTE,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Storage {
|
||
read_only: false,
|
||
},
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 4,
|
||
visibility: wgpu::ShaderStages::COMPUTE,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Storage {
|
||
read_only: false,
|
||
},
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 5,
|
||
visibility: wgpu::ShaderStages::COMPUTE,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Storage {
|
||
read_only: false,
|
||
},
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
],
|
||
});
|
||
let shader =
|
||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("mesh.cull.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(
|
||
std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/mesh_cull.wgsl"
|
||
)),
|
||
),
|
||
});
|
||
let layout =
|
||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("mesh.cull.layout"),
|
||
bind_group_layouts: &[&bgl],
|
||
push_constant_ranges: &[],
|
||
});
|
||
let pipeline =
|
||
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
|
||
label: Some("mesh.cull.pipeline"),
|
||
layout: Some(&layout),
|
||
module: &shader,
|
||
entry_point: Some("main"),
|
||
compilation_options:
|
||
wgpu::PipelineCompilationOptions::default(),
|
||
cache: None,
|
||
});
|
||
let uniform = device.create_buffer(&wgpu::BufferDescriptor {
|
||
label: Some("mesh.cull.uniform"),
|
||
size: std::mem::size_of::<MeshCullUniform>() as u64,
|
||
usage: wgpu::BufferUsages::UNIFORM
|
||
| wgpu::BufferUsages::COPY_DST,
|
||
mapped_at_creation: false,
|
||
});
|
||
(Some(bgl), Some(pipeline), Some(uniform))
|
||
} else {
|
||
(None, None, None)
|
||
};
|
||
|
||
let mesh_material_bgl =
|
||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("mesh.material.bgl"),
|
||
entries: &[
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 0,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 1,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 2,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 3,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 4,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 5,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 6,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 7,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 8,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 9,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 10,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 11,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 12,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 13,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 14,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 15,
|
||
visibility: wgpu::ShaderStages::VERTEX,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: if mesh_storage_instancing {
|
||
wgpu::BufferBindingType::Storage { read_only: true }
|
||
} else {
|
||
wgpu::BufferBindingType::Uniform
|
||
},
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
],
|
||
});
|
||
let mesh_default_material_bind_group = mesh_gpu::create_material_bind_group(
|
||
device,
|
||
queue,
|
||
&mesh_material_bgl,
|
||
None,
|
||
None,
|
||
);
|
||
|
||
let mesh_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("mesh.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl, &mesh_material_bgl],
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let mesh_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("mesh.pipeline"),
|
||
layout: Some(&mesh_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[mesh_gpu::MeshVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None, // two-sided: ACIS import winding is unreliable
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// Transparent variant — identical to `mesh_pipeline` but with depth
|
||
// writes disabled. Non-opaque solids are drawn after the opaque fills
|
||
// with this pipeline so they blend over the geometry behind them (which
|
||
// has already written depth) instead of erasing it.
|
||
let mesh_transparent_pipeline =
|
||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("mesh.transparent.pipeline"),
|
||
layout: Some(&mesh_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[mesh_gpu::MeshVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: false,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// Highlight variants reuse the resident mesh buffers and differ only in
|
||
// their fixed fragment tint. No selected mesh geometry is re-uploaded.
|
||
let make_mesh_highlight_pipeline =
|
||
|label: &'static str, fragment_entry: &'static str| {
|
||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some(label),
|
||
layout: Some(&mesh_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[mesh_gpu::MeshVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: false,
|
||
depth_compare: wgpu::CompareFunction::Always,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &mesh_shader,
|
||
entry_point: Some(fragment_entry),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
})
|
||
};
|
||
let mesh_selected_pipeline = make_mesh_highlight_pipeline(
|
||
"mesh.highlight.selected.pipeline",
|
||
"fs_highlight_selected",
|
||
);
|
||
let mesh_hover_pipeline =
|
||
make_mesh_highlight_pipeline("mesh.highlight.hover.pipeline", "fs_highlight_hover");
|
||
|
||
// Wireframe variant — same shader / vertex layout / depth state,
|
||
// only the input topology changes (LineList) and back-face
|
||
// culling drops out (each triangle edge is shared between two
|
||
// faces, one of which would otherwise hide the edge).
|
||
// Edge/wireframe pipeline (LineList). `fs_edge` outputs the flat entity
|
||
// colour — no lighting — for the lines-only modes. A `fs_edge_black`
|
||
// twin (below) forces black for the edge overlay in filled modes.
|
||
let make_edge_pipeline = |label: &'static str, fs: &'static str| {
|
||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some(label),
|
||
layout: Some(&mesh_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("vs_edge"),
|
||
buffers: &[mesh_gpu::MeshVertex::edge_layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::LineList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &mesh_shader,
|
||
entry_point: Some(fs),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
})
|
||
};
|
||
let mesh_wireframe_pipeline = make_edge_pipeline("mesh.wireframe.pipeline", "fs_edge");
|
||
let mesh_edge_black_pipeline = make_edge_pipeline("mesh.edge_black.pipeline", "fs_edge_black");
|
||
|
||
// Depth-only variant — TriangleList, back-face culling stays on
|
||
// (we only want front-facing fragments to write depth so wires
|
||
// on the far side of the mesh stay hidden), `write_mask` zero
|
||
// so no fragment ever reaches the colour buffer.
|
||
let mesh_depth_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("mesh.depth.pipeline"),
|
||
layout: Some(&mesh_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[mesh_gpu::MeshVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None, // two-sided: ACIS import winding is unreliable
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: None,
|
||
write_mask: wgpu::ColorWrites::empty(),
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// ── Face3D pipeline ────────────────────────────────────────────────
|
||
let face3d_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("face3d.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/face3d.wgsl"
|
||
))),
|
||
});
|
||
|
||
let face3d_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("face3d.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl],
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let face3d_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("face3d.pipeline"),
|
||
layout: Some(&face3d_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &face3d_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[face3d_gpu::Face3DVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &face3d_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// Depth-only variant — write_mask zero, no blend. The face3d
|
||
// shader still runs but its colour output is discarded, so we
|
||
// get a pure depth prepass for HiddenLine.
|
||
let face3d_depth_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("face3d.depth.pipeline"),
|
||
layout: Some(&face3d_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &face3d_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[face3d_gpu::Face3DVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &face3d_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: None,
|
||
write_mask: wgpu::ColorWrites::empty(),
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// ── Image pipeline ─────────────────────────────────────────────────
|
||
let image_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("image.bgl1"),
|
||
entries: &[
|
||
// binding 0: texture
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 0,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
// binding 1: sampler
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 1,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
// binding 2: ImageParams uniform (read in vertex for the
|
||
// draw-order z bias and in fragment for opacity).
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 2,
|
||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
],
|
||
});
|
||
|
||
let image_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("image.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl, &image_bgl1],
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let image_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("image.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/image.wgsl"
|
||
))),
|
||
});
|
||
|
||
let image_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("image.pipeline"),
|
||
layout: Some(&image_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &image_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[image_gpu::ImageVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: content_stencil.clone(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &image_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// ── Text (SDF glyph quads) ─────────────────────────────────────────
|
||
let text_atlas_bgl = text_gpu::TextAtlasGpu::bind_group_layout(device);
|
||
let (text_pipeline, text_highlight_pipeline) =
|
||
text_gpu::create_pipelines(device, &frame_bgl, &text_atlas_bgl, format, MSAA_SAMPLES);
|
||
|
||
let viewcube = ViewCubePipeline::new(device, queue, format);
|
||
|
||
let init_size = Size::new(1, 1);
|
||
let msaa_view = create_msaa_texture(device, init_size, format)
|
||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||
let resolve_tex = create_resolve_texture(device, init_size, format);
|
||
let resolve_view = resolve_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
|
||
// ── Blit pipeline (resolve texture → surface target) ──────────────
|
||
let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("blit.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/blit.wgsl"
|
||
))),
|
||
});
|
||
|
||
let blit_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("blit.bgl"),
|
||
entries: &[
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 0,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Texture {
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
multisampled: false,
|
||
},
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 1,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||
count: None,
|
||
},
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 2,
|
||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
},
|
||
],
|
||
});
|
||
|
||
// UV crop uniform: [uv_offset_x, uv_offset_y, uv_scale_x, uv_scale_y]
|
||
// padded to 16 bytes (std140 vec2 alignment). Defaulted to the
|
||
// identity crop (offset 0, scale 1) for the common on-canvas case.
|
||
let blit_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("blit.uniform_buffer"),
|
||
contents: bytemuck::cast_slice(&[0.0f32, 0.0, 1.0, 1.0]),
|
||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||
});
|
||
|
||
let blit_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("blit.pipeline_layout"),
|
||
bind_group_layouts: &[&blit_bgl],
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("blit.pipeline"),
|
||
layout: Some(&blit_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &blit_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: None,
|
||
multisample: wgpu::MultisampleState::default(),
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &blit_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
// Premultiplied-alpha blend: the geometry passes already
|
||
// wrote into a transparent MSAA target with standard
|
||
// `SrcAlpha / 1-SrcAlpha` blending, so AA-edge fragments
|
||
// sit as `(rgb * a, a)` in the resolve texture. Treating
|
||
// that as straight alpha during the surface blit would
|
||
// multiply by alpha a second time and darken thin lines
|
||
// / curves. `PREMULTIPLIED_ALPHA_BLENDING` uses `One` as
|
||
// the source colour factor and leaves the dst weighted
|
||
// by `1-SrcAlpha`, which is the correct compositing
|
||
// operator for already-premultiplied content.
|
||
blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
let blit_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||
label: Some("blit.sampler"),
|
||
mag_filter: wgpu::FilterMode::Nearest,
|
||
min_filter: wgpu::FilterMode::Nearest,
|
||
..Default::default()
|
||
});
|
||
|
||
let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("blit.bind_group"),
|
||
layout: &blit_bgl,
|
||
entries: &[
|
||
wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: wgpu::BindingResource::TextureView(&resolve_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 1,
|
||
resource: wgpu::BindingResource::Sampler(&blit_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 2,
|
||
resource: blit_uniform_buffer.as_entire_binding(),
|
||
},
|
||
],
|
||
});
|
||
|
||
Self {
|
||
wire_pipeline,
|
||
clip_mask_pipeline,
|
||
wire_black_pipeline,
|
||
wire_xray_pipeline,
|
||
wire_const_bgl,
|
||
wipeout_pipeline,
|
||
hatch_pipeline,
|
||
hatch_compat_bgl1,
|
||
hatch_compat_pipeline,
|
||
image_pipeline,
|
||
text_pipeline,
|
||
text_highlight_pipeline,
|
||
text_atlas_bgl,
|
||
text_atlas_gpu: None,
|
||
text_vbuf: None,
|
||
text_vcount: 0,
|
||
text_highlight_vbuf: None,
|
||
text_highlight_vcount: 0,
|
||
text_preview_vbuf: None,
|
||
text_preview_vcount: 0,
|
||
silhouette_vbuf: None,
|
||
silhouette_vcount: 0,
|
||
mesh_pipeline,
|
||
mesh_transparent_pipeline,
|
||
mesh_selected_pipeline,
|
||
mesh_hover_pipeline,
|
||
mesh_wireframe_pipeline,
|
||
mesh_edge_black_pipeline,
|
||
mesh_depth_pipeline,
|
||
mesh_material_bgl,
|
||
mesh_default_material_bind_group,
|
||
mesh_cull_pipeline,
|
||
mesh_cull_bgl,
|
||
mesh_cull_uniform,
|
||
mesh_cull_items: None,
|
||
mesh_cull_bind_group: None,
|
||
mesh_opaque_indirect: None,
|
||
mesh_transparent_indirect: None,
|
||
mesh_wire_indirect: None,
|
||
mesh_edge_indirect: None,
|
||
mesh_cull_count: 0,
|
||
face3d_pipeline,
|
||
face3d_depth_pipeline,
|
||
uniform_buffer,
|
||
uniform_bind_group,
|
||
wipeout_bgl1,
|
||
hatch_bgl1,
|
||
image_bgl1,
|
||
depth_texture_size: Size::new(1, 1),
|
||
// (0, 0) forces the first `ensure_depth_texture` to allocate at the
|
||
// real rounded size — the constructor textures above are placeholders.
|
||
alloc_size: Size::new(0, 0),
|
||
depth_view,
|
||
msaa_view,
|
||
resolve_view,
|
||
blit_pipeline,
|
||
blit_bind_group_layout: blit_bgl,
|
||
blit_sampler,
|
||
blit_bind_group,
|
||
blit_uniform_buffer,
|
||
surface_format: format,
|
||
gpu_wires: std::sync::Arc::new(vec![]),
|
||
wire_arena: None,
|
||
wire_arena_mesh: None,
|
||
wire_arena_fallback: std::sync::Arc::new(Vec::new()),
|
||
wire_arena_fallback_kind: None,
|
||
wire_arena_fallback_handles: rustc_hash::FxHashSet::default(),
|
||
wire_arena_id: u64::MAX,
|
||
wire_cull_key: (u64::MAX, u64::MAX, 0, 0),
|
||
hatch_lod_key: (usize::MAX, u64::MAX, 0, 0, false),
|
||
wipeout_lod_key: (usize::MAX, u64::MAX, 0, 0, false),
|
||
mesh_lod_key: (usize::MAX, u64::MAX, 0, 0),
|
||
clip_boundary: None,
|
||
gpu_selected_wires: vec![],
|
||
gpu_preview_wires: vec![],
|
||
gpu_hatch: None,
|
||
gpu_hatches_compat: vec![],
|
||
gpu_preview_hatch: None,
|
||
gpu_preview_hatches_compat: vec![],
|
||
gpu_wipeouts: vec![],
|
||
wipeout_skip_flags: vec![],
|
||
gpu_images: vec![],
|
||
gpu_mesh_batch: vec![],
|
||
gpu_mesh_dynamic: vec![],
|
||
mesh_disabled_chunks: rustc_hash::FxHashSet::default(),
|
||
mesh_dynamic_handles: rustc_hash::FxHashSet::default(),
|
||
cached_mesh_content_id: u64::MAX,
|
||
mesh_ranges_by_handle: rustc_hash::FxHashMap::default(),
|
||
mesh_highlight_draws: vec![],
|
||
cached_highlight_key: (u64::MAX, u64::MAX),
|
||
gpu_face3d_fill: None,
|
||
gpu_face3d_edges: vec![],
|
||
viewcube,
|
||
cached_hatch_source: None,
|
||
cached_preview_hatch_source: None,
|
||
cached_wipeout_source: None,
|
||
cached_image_source: None,
|
||
cached_text_source: None,
|
||
cached_mesh_source: None,
|
||
cached_face3d_source: None,
|
||
cached_face3d_depth_source: None,
|
||
cached_fill_mode: false,
|
||
cached_epoch: (u64::MAX, u64::MAX, u64::MAX),
|
||
cached_wire_id: u64::MAX,
|
||
cached_selection: (u64::MAX, u64::MAX),
|
||
cached_face3d_key: (u64::MAX, false),
|
||
wire_handle_index: std::sync::Arc::new(rustc_hash::FxHashMap::default()),
|
||
render_sig: u64::MAX,
|
||
skip_geometry: false,
|
||
skip_hatch_frame: false,
|
||
slot_id: u64::MAX,
|
||
}
|
||
}
|
||
|
||
/// Build the resident wire batches + handle index for `wires`, wrapped in
|
||
/// `Arc` so the caller can cache them by `wire_content_id` and share one
|
||
/// copy across every slot that renders that content (see
|
||
/// `MultiPipeline::wire_buffer_cache`). Takes `&self` (reads only the const
|
||
/// bind-group layout) so the shared cache — not the slot — owns the result.
|
||
pub fn build_wire_buffers(
|
||
&self,
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
depth_map: &rustc_hash::FxHashMap<u64, [f32; 2]>,
|
||
) -> (
|
||
std::sync::Arc<Vec<WireGpu>>,
|
||
std::sync::Arc<rustc_hash::FxHashMap<u64, Vec<u32>>>,
|
||
) {
|
||
// Batch the wire pass: instead of one GPU buffer + one draw call per
|
||
// WireModel (tens of thousands on a large drawing), merge maximal runs
|
||
// of *consecutive* wires that share scissor + mesh-edge state into one
|
||
// concatenated instance buffer each. The draw loop then issues one draw
|
||
// per run. Runs must be consecutive (not regrouped) so the original
|
||
// wire order — already sorted by draw order — is preserved; depth bias
|
||
// and alpha blending both depend on it. Scissor and mesh-edge stay
|
||
// grouping keys because the draw loop sets one scissor per batch and
|
||
// skips whole mesh-edge batches in shaded modes.
|
||
// A 3D mesh entity (PolyfaceMesh / PolygonMesh) emits its face fill and
|
||
// its outline edges as *separate* WireModels sharing the entity handle
|
||
// (`name`): the fill carries `fill_tris` + a non-empty `fill_tris_low`
|
||
// (real 3D depth, same test face3d uses); the edge carries `points`.
|
||
// Flag the edge wire as `is_3d_mesh_edge` so the draw loop can hide it in
|
||
// clean-shaded modes and draw it black in filled-with-edges modes.
|
||
let mesh_names: rustc_hash::FxHashSet<&str> = wires
|
||
.iter()
|
||
.filter(|w| !w.fill_tris.is_empty() && !w.fill_tris_low.is_empty())
|
||
.map(|w| w.name.as_str())
|
||
.collect();
|
||
let is_mesh_edge =
|
||
|w: &WireModel| !w.points.is_empty() && mesh_names.contains(w.name.as_str());
|
||
let mut batches: Vec<WireGpu> = Vec::new();
|
||
let mut i = 0;
|
||
while i < wires.len() {
|
||
let mesh_edge = is_mesh_edge(&wires[i]);
|
||
let mut j = i + 1;
|
||
while j < wires.len() && is_mesh_edge(&wires[j]) == mesh_edge {
|
||
j += 1;
|
||
}
|
||
batches.extend(WireGpu::from_run(device, &wires[i..j], depth_map, mesh_edge, self.wire_const_bgl.as_ref()));
|
||
i = j;
|
||
}
|
||
|
||
// Index handle → wire slots once, here, so the per-hover selection
|
||
// overlay can gather just the highlighted wires instead of scanning +
|
||
// string-parsing the whole set every time the hovered entity changes.
|
||
let mut index: rustc_hash::FxHashMap<u64, Vec<u32>> = rustc_hash::FxHashMap::default();
|
||
index.reserve(wires.len());
|
||
for (idx, w) in wires.iter().enumerate() {
|
||
if let Ok(h) = w.name.parse::<u64>() {
|
||
index.entry(h).or_default().push(idx as u32);
|
||
}
|
||
}
|
||
(std::sync::Arc::new(batches), std::sync::Arc::new(index))
|
||
}
|
||
|
||
/// Build the selection xray overlay: full-brightness copies of the wires
|
||
/// whose entity handle is in `highlight`, drawn on top so the selection is
|
||
/// always visible. Selection is no longer baked into the wire tessellation,
|
||
/// so this is driven by the live highlight set and rebuilt only when the
|
||
/// selection (or the underlying wire content) changes — picking an entity
|
||
/// refreshes just this overlay instead of re-tessellating the model. The
|
||
/// xray pass applies neither scissor nor mesh-edge skip, so everything
|
||
/// merges into one order-preserving run.
|
||
pub fn upload_selected_wires(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
|
||
hover: Option<acadrust::Handle>,
|
||
depth_map: &rustc_hash::FxHashMap<u64, [f32; 2]>,
|
||
) {
|
||
let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
|
||
let hover = hover.filter(|h| !selected.contains(h));
|
||
if selected.is_empty() && hover.is_none() {
|
||
self.gpu_selected_wires = vec![];
|
||
return;
|
||
}
|
||
// Gather borrowed highlighted wires via the prebuilt index —
|
||
// O(highlighted), no per-wire string parse or deep geometry clone.
|
||
let mut selected_wires: Vec<&WireModel> = Vec::new();
|
||
let mut hover_wires: Vec<&WireModel> = Vec::new();
|
||
for h in selected {
|
||
if let Some(idxs) = self.wire_handle_index.get(&h.value()) {
|
||
let mut slots = idxs.clone();
|
||
slots.sort_unstable();
|
||
for &i in &slots {
|
||
if let Some(w) = wires.get(i as usize) {
|
||
selected_wires.push(w);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if let Some(h) = hover {
|
||
if let Some(idxs) = self.wire_handle_index.get(&h.value()) {
|
||
let mut slots = idxs.clone();
|
||
slots.sort_unstable();
|
||
for &i in &slots {
|
||
if let Some(w) = wires.get(i as usize) {
|
||
hover_wires.push(w);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
let mut gpu = WireGpu::from_highlight_refs(
|
||
device,
|
||
&selected_wires,
|
||
WireModel::SELECTED,
|
||
depth_map,
|
||
self.wire_const_bgl.as_ref(),
|
||
);
|
||
gpu.extend(WireGpu::from_highlight_refs(
|
||
device,
|
||
&hover_wires,
|
||
WireModel::HOVER,
|
||
depth_map,
|
||
self.wire_const_bgl.as_ref(),
|
||
));
|
||
self.gpu_selected_wires = gpu;
|
||
if let Some(started) = perf_started {
|
||
let elapsed_ms = started.elapsed().as_secs_f64() * 1000.0;
|
||
if elapsed_ms >= 1.0 {
|
||
crate::perf_record!(
|
||
"[perf] wire-highlight {:>7.1}ms handles={} wires={}",
|
||
elapsed_ms,
|
||
selected.len() + usize::from(hover.is_some()),
|
||
selected_wires.len() + hover_wires.len(),
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Build the text-highlight overlay: the glyph quads of just the selected /
|
||
/// hovered text, recoloured (selection blue, hover orange) and drawn over
|
||
/// the base text pass. Uses the same handle→wire index as the selected-wire
|
||
/// overlay, so it is O(highlighted). Empty when nothing is highlighted.
|
||
pub fn upload_text_highlight(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
|
||
hover: Option<acadrust::Handle>,
|
||
) {
|
||
let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
|
||
let hover = hover.filter(|h| !selected.contains(h));
|
||
if selected.is_empty() && hover.is_none() {
|
||
self.text_highlight_vbuf = None;
|
||
self.text_highlight_vcount = 0;
|
||
return;
|
||
}
|
||
let mut out: Vec<text_gpu::TextVertex> = Vec::new();
|
||
let push =
|
||
|handle_val: u64, tint: [f32; 4], wires: &[WireModel], out: &mut Vec<text_gpu::TextVertex>| {
|
||
if let Some(idxs) = self.wire_handle_index.get(&handle_val) {
|
||
for &i in idxs {
|
||
if let Some(w) = wires.get(i as usize) {
|
||
for v in &w.text_verts {
|
||
out.push(text_gpu::TextVertex {
|
||
color: [tint[0], tint[1], tint[2], v.color[3]],
|
||
..*v
|
||
});
|
||
}
|
||
}
|
||
}
|
||
}
|
||
};
|
||
for h in selected {
|
||
push(h.value(), WireModel::SELECTED, wires, &mut out);
|
||
}
|
||
if let Some(h) = hover {
|
||
push(h.value(), WireModel::HOVER, wires, &mut out);
|
||
}
|
||
self.text_highlight_vcount = out.len() as u32;
|
||
self.text_highlight_vbuf = text_gpu::upload_vertices(device, &out);
|
||
if let Some(started) = perf_started {
|
||
let elapsed_ms = started.elapsed().as_secs_f64() * 1000.0;
|
||
if elapsed_ms >= 1.0 {
|
||
crate::perf_record!(
|
||
"[perf] text-highlight {:>7.1}ms vertices={}",
|
||
elapsed_ms,
|
||
out.len(),
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Upload the live overlay (command preview / interim / grip-drag) wires.
|
||
/// Small and refreshed each frame they're present; kept separate from the
|
||
/// base wire buffer so a drag never re-uploads the resident base set.
|
||
pub fn upload_preview_wires(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
depth_map: &rustc_hash::FxHashMap<u64, [f32; 2]>,
|
||
) {
|
||
self.gpu_preview_wires = if wires.is_empty() {
|
||
vec![]
|
||
} else {
|
||
WireGpu::from_run(device, wires, depth_map, false, self.wire_const_bgl.as_ref())
|
||
};
|
||
}
|
||
|
||
/// Upload the live grip-drag / command-preview SDF glyph quads. Re-uploaded
|
||
/// every frame they're present, kept separate from the epoch-cached base
|
||
/// text buffer so a drag never re-uploads the (potentially huge) resident
|
||
/// text set — and so the dragged entity's glyphs (hidden from the base set
|
||
/// while the drag is live) still reach the GPU each frame (issue #316).
|
||
pub fn upload_preview_text(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
verts: &[text_gpu::TextVertex],
|
||
) {
|
||
if verts.is_empty() {
|
||
self.text_preview_vbuf = None;
|
||
self.text_preview_vcount = 0;
|
||
return;
|
||
}
|
||
// Ensure the glyph atlas exists / is current even when the base text
|
||
// pass didn't run this frame (e.g. the dragged text is the only text).
|
||
if let Ok(mut atlas) = crate::scene::text::sdf_atlas::text_atlas().lock() {
|
||
if self.text_atlas_gpu.is_none() || atlas.is_dirty() {
|
||
self.text_atlas_gpu = Some(text_gpu::TextAtlasGpu::upload(
|
||
device,
|
||
queue,
|
||
&atlas,
|
||
&self.text_atlas_bgl,
|
||
));
|
||
atlas.clear_dirty();
|
||
}
|
||
}
|
||
self.text_preview_vbuf = text_gpu::upload_vertices(device, verts);
|
||
self.text_preview_vcount = verts.len() as u32;
|
||
}
|
||
|
||
// The math lives outside the GPU method so it can be unit-tested; see the
|
||
// module test below.
|
||
|
||
/// Rebuild the per-frame DISPSILH silhouette line list from the mesh sets'
|
||
/// curved-face generators and the current eye. For each cone/cylinder face
|
||
/// the silhouette runs at the two angles where the surface turns edge-on to
|
||
/// the view — `θ = φ ± acos(-tanα·(view·axis) / |view⊥|)`, which reduces to
|
||
/// `φ ± π/2` for a cylinder. Segments are uploaded in the mesh vertex format
|
||
/// so they draw through the existing wireframe pipeline.
|
||
pub fn upload_silhouettes(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
sets: &[crate::scene::model::mesh_model::MeshLodSet],
|
||
view_dir: glam::Vec3,
|
||
) {
|
||
// Silhouettes follow the view *angle* only — a single parallel direction
|
||
// for the whole scene, not the eye-to-surface vector — so the outline
|
||
// stays put under pan and doesn't foreshorten. This is the orthographic
|
||
// silhouette a CAD wireframe expects.
|
||
let view = glam::DVec3::new(view_dir.x as f64, view_dir.y as f64, view_dir.z as f64)
|
||
.normalize_or(glam::DVec3::NEG_Z);
|
||
use crate::scene::model::mesh_model::CurvedGen;
|
||
use crate::scene::pipeline::mesh_gpu::MeshVertex;
|
||
let mut verts: Vec<MeshVertex> = Vec::new();
|
||
let d3 = |a: [f32; 3]| glam::DVec3::new(a[0] as f64, a[1] as f64, a[2] as f64);
|
||
let lo = |c: [f32; 3], l: [f32; 3]| {
|
||
glam::DVec3::new(
|
||
c[0] as f64 + l[0] as f64,
|
||
c[1] as f64 + l[1] as f64,
|
||
c[2] as f64 + l[2] as f64,
|
||
)
|
||
};
|
||
for set in sets {
|
||
let color = set.lods.first().map(|m| m.color).unwrap_or([0.0, 0.0, 0.0, 1.0]);
|
||
let mk = |w: glam::DVec3| -> MeshVertex {
|
||
let (hx, hy, hz) = (w.x as f32, w.y as f32, w.z as f32);
|
||
MeshVertex {
|
||
position: [hx, hy, hz],
|
||
normal: [0.0, 1.0, 0.0],
|
||
color,
|
||
position_low: [
|
||
(w.x - hx as f64) as f32,
|
||
(w.y - hy as f64) as f32,
|
||
(w.z - hz as f64) as f32,
|
||
],
|
||
material: [0.5, 0.0, 0.0, 0.0],
|
||
specular: [1.0, 1.0, 1.0, 1.0],
|
||
uv_diffuse: [0.0; 2],
|
||
ambient: [0.3, 0.3, 0.3, 0.0],
|
||
advanced: [1.0; 4],
|
||
flags: [0, 127, 0, 0],
|
||
uv_specular: [0.0; 2],
|
||
uv_reflection: [0.0; 2],
|
||
uv_opacity: [0.0; 2],
|
||
uv_bump: [0.0; 2],
|
||
uv_refraction: [0.0; 2],
|
||
uv_normal: [0.0; 2],
|
||
}
|
||
};
|
||
for g in &set.curved_gens {
|
||
match g {
|
||
CurvedGen::Cone {
|
||
base, base_low, axis, u_dir, v_dir, radius, tan_a,
|
||
h_max, theta_min, theta_span, full,
|
||
} => {
|
||
let base = lo(*base, *base_low);
|
||
let (axis, u, v) = (d3(*axis), d3(*u_dir), d3(*v_dir));
|
||
let Some((t0, t1)) =
|
||
silhouette_thetas(view.dot(u), view.dot(v), view.dot(axis), *tan_a as f64)
|
||
else {
|
||
continue;
|
||
};
|
||
let r0 = *radius as f64;
|
||
let r1 = *radius as f64 + *h_max as f64 * *tan_a as f64;
|
||
for theta in [t0, t1] {
|
||
if !full {
|
||
let off = (theta - *theta_min as f64).rem_euclid(std::f64::consts::TAU);
|
||
if off > *theta_span as f64 {
|
||
continue;
|
||
}
|
||
}
|
||
let (c, s) = (theta.cos(), theta.sin());
|
||
let radial = u * c + v * s;
|
||
verts.push(mk(base + radial * r0));
|
||
verts.push(mk(base + radial * r1 + axis * *h_max as f64));
|
||
}
|
||
}
|
||
CurvedGen::Sphere {
|
||
center, center_low, pole, u_dir, v_dir, radius,
|
||
theta_min, theta_span, full, phi_min, phi_max,
|
||
} => {
|
||
let c = lo(*center, *center_low);
|
||
let (pole, u, v) = (d3(*pole), d3(*u_dir), d3(*v_dir));
|
||
let r = *radius as f64;
|
||
// Great circle in the plane perpendicular to the view.
|
||
let mut e1 = view.cross(pole);
|
||
if e1.length_squared() < 1e-12 {
|
||
e1 = view.cross(u);
|
||
}
|
||
let e1 = e1.normalize();
|
||
let e2 = view.cross(e1).normalize();
|
||
const N: usize = 64;
|
||
let mut prev: Option<glam::DVec3> = None;
|
||
for i in 0..=N {
|
||
let a = std::f64::consts::TAU * (i as f64 / N as f64);
|
||
let dir = e1 * a.cos() + e2 * a.sin();
|
||
// Keep only the arc that lies on the actual face.
|
||
let on_face = *full || {
|
||
let phi = dir.dot(pole).clamp(-1.0, 1.0).acos();
|
||
let th = dir.dot(v).atan2(dir.dot(u));
|
||
let toff = (th - *theta_min as f64).rem_euclid(std::f64::consts::TAU);
|
||
phi >= *phi_min as f64
|
||
&& phi <= *phi_max as f64
|
||
&& (toff <= *theta_span as f64)
|
||
};
|
||
let p = if on_face { Some(c + dir * r) } else { None };
|
||
if let (Some(a), Some(b)) = (prev, p) {
|
||
verts.push(mk(a));
|
||
verts.push(mk(b));
|
||
}
|
||
prev = p;
|
||
}
|
||
}
|
||
CurvedGen::Torus {
|
||
center, center_low, axis, u_dir, v_dir, major, minor,
|
||
phi_min, phi_span, full,
|
||
} => {
|
||
let ctr = lo(*center, *center_low);
|
||
let (axis, u, v) = (d3(*axis), d3(*u_dir), d3(*v_dir));
|
||
let (major, minor) = (*major as f64, *minor as f64);
|
||
// True silhouette: at each revolution angle the tube is a
|
||
// circle; the two points where its normal turns edge-on
|
||
// trace two curves around the ring. Sample the revolution
|
||
// and connect consecutive edge-on points.
|
||
const N: usize = 72;
|
||
let span = if *full { std::f64::consts::TAU } else { *phi_span as f64 };
|
||
let mut prev: [Option<glam::DVec3>; 2] = [None, None];
|
||
for i in 0..=N {
|
||
let phi = *phi_min as f64 + span * (i as f64 / N as f64);
|
||
let radial = u * phi.cos() + v * phi.sin();
|
||
let ring = ctr + radial * major;
|
||
let (rv, av) = (radial.dot(view), axis.dot(view));
|
||
if rv.abs() < 1e-9 && av.abs() < 1e-9 {
|
||
prev = [None, None];
|
||
continue;
|
||
}
|
||
// tube normal(θ) = radial·cosθ + axis·sinθ; ⟂ view at
|
||
// θ = atan2(-rv, av) and +π.
|
||
let th = (-rv).atan2(av);
|
||
let cur = [th, th + std::f64::consts::PI];
|
||
for k in 0..2 {
|
||
let t = cur[k];
|
||
let p = ring + (radial * t.cos() + axis * t.sin()) * minor;
|
||
if let Some(pp) = prev[k] {
|
||
verts.push(mk(pp));
|
||
verts.push(mk(p));
|
||
}
|
||
prev[k] = Some(p);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if set.curved_gens.is_empty() || !set.complete {
|
||
let best = set.stored_silhouettes.iter().max_by(|left, right| {
|
||
let score = |silhouette: &crate::scene::model::mesh_model::StoredSilhouette| {
|
||
let direction = d3(silhouette.view_direction)
|
||
.normalize_or(glam::DVec3::NEG_Z);
|
||
direction.dot(view).abs()
|
||
};
|
||
score(left)
|
||
.partial_cmp(&score(right))
|
||
.unwrap_or(std::cmp::Ordering::Equal)
|
||
});
|
||
if let Some(silhouette) = best {
|
||
for (index, high) in silhouette.edge_verts.iter().copied().enumerate() {
|
||
let low = silhouette
|
||
.edge_verts_low
|
||
.get(index)
|
||
.copied()
|
||
.unwrap_or([0.0; 3]);
|
||
verts.push(mk(lo(high, low)));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if verts.is_empty() {
|
||
self.silhouette_vbuf = None;
|
||
self.silhouette_vcount = 0;
|
||
return;
|
||
}
|
||
use wgpu::util::DeviceExt;
|
||
self.silhouette_vbuf = Some(device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("mesh.silhouette.vbuf"),
|
||
contents: bytemuck::cast_slice(&verts),
|
||
usage: wgpu::BufferUsages::VERTEX,
|
||
}));
|
||
self.silhouette_vcount = verts.len() as u32;
|
||
}
|
||
|
||
/// Upload this content viewport's non-rectangular clip boundary as a
|
||
/// triangle-fan vertex buffer in render-target NDC. The boundary is already
|
||
/// projected (paper shape → the same visible-sub-rect crop as the content),
|
||
/// so the mask pipeline stamps it straight into the stencil with `Invert`
|
||
/// (even-odd fill → interior marked, any convexity). Empty input clears the
|
||
/// boundary so the viewport renders unclipped (its render rectangle clips).
|
||
pub fn upload_clip_boundary(&mut self, device: &wgpu::Device, boundary_ndc: &[[f32; 2]]) {
|
||
use wgpu::util::DeviceExt;
|
||
if boundary_ndc.len() < 3 {
|
||
self.clip_boundary = None;
|
||
return;
|
||
}
|
||
// Triangle fan (p0, pi, pi+1).
|
||
let mut verts: Vec<f32> = Vec::with_capacity((boundary_ndc.len() - 2) * 6);
|
||
for i in 1..boundary_ndc.len() - 1 {
|
||
for &p in &[boundary_ndc[0], boundary_ndc[i], boundary_ndc[i + 1]] {
|
||
verts.extend_from_slice(&[p[0], p[1]]);
|
||
}
|
||
}
|
||
if verts.is_empty() {
|
||
self.clip_boundary = None;
|
||
return;
|
||
}
|
||
let vbuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("clip_boundary.vbuf"),
|
||
contents: bytemuck::cast_slice(&verts),
|
||
usage: wgpu::BufferUsages::VERTEX,
|
||
});
|
||
self.clip_boundary = Some((vbuf, (verts.len() / 2) as u32));
|
||
}
|
||
|
||
/// Per-frame visibility refresh for the batched hatch path.
|
||
/// Combines Phase 3.3 sub-pixel LOD skip with Phase 2.3 frustum
|
||
/// cull and pushes the resulting 0/1 mask through to the GPU
|
||
/// `visibility_buffer`. Vertex shader maps 0 → out-of-NDC clip,
|
||
/// so the rasterizer culls the primitive before any fragment
|
||
/// runs.
|
||
pub fn compute_hatch_lod(
|
||
&mut self,
|
||
queue: &wgpu::Queue,
|
||
view_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
clip_w: u32,
|
||
clip_h: u32,
|
||
) {
|
||
let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
|
||
let Some(batch) = &mut self.gpu_hatch else {
|
||
return;
|
||
};
|
||
for (i, aabb) in batch.instance_aabbs.iter().enumerate() {
|
||
let skip = aabb_below_pixel(*aabb, view_rot, eye, clip_w, clip_h, 2.0)
|
||
|| aabb_offscreen(*aabb, view_rot, eye, clip_w, clip_h);
|
||
batch.visibility[i] = if skip { 0 } else { 1 };
|
||
}
|
||
batch.upload_visibility(queue);
|
||
if let Some(started) = perf_started {
|
||
let elapsed_ms = started.elapsed().as_secs_f64() * 1000.0;
|
||
if elapsed_ms >= 1.0 {
|
||
crate::perf_record!(
|
||
"[perf] hatch-lod {:>7.1}ms instances={}",
|
||
elapsed_ms,
|
||
batch.instance_aabbs.len(),
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Per-frame wipeout frustum-skip flag (Phase 2.3). Mirrors
|
||
/// `compute_hatch_lod`'s frustum branch. No sub-pixel skip:
|
||
/// wipeouts mask, so dropping a sub-pixel one wouldn't be wrong
|
||
/// but also wouldn't pay off — they're usually few.
|
||
pub fn compute_wipeout_lod(&mut self, view_rot: glam::Mat4, eye: glam::DVec3, clip_w: u32, clip_h: u32) {
|
||
self.wipeout_skip_flags = self
|
||
.gpu_wipeouts
|
||
.iter()
|
||
.map(|h| aabb_offscreen(h.world_aabb, view_rot, eye, clip_w, clip_h))
|
||
.collect();
|
||
}
|
||
|
||
/// Upload all 3DFACE entities as two batched GPU objects:
|
||
/// - `gpu_face3d_fill`: filled triangles (1 buffer, 1 draw call)
|
||
/// - `gpu_face3d_edges`: merged edge wires (1 buffer, 1 draw call)
|
||
pub fn upload_face3d(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
face3d_wires: &[WireModel],
|
||
all_wires: &[WireModel],
|
||
wireframe_only: bool,
|
||
depth_map: &rustc_hash::FxHashMap<u64, [f32; 2]>,
|
||
) {
|
||
let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
|
||
// Edge buffer is always built from `face3d_wires`, so 3DFACE
|
||
// outlines stay on the screen regardless of mode.
|
||
self.gpu_face3d_edges =
|
||
WireGpu::from_batch(device, face3d_wires, depth_map, self.wire_const_bgl.as_ref());
|
||
// Fill buffer split: 3D quads + PolyfaceMesh / PolygonMesh face
|
||
// tris go to `chunks_3d` (gated by `keep_3d_mesh_fills`);
|
||
// 2D fills (text-LOD greek, MultiLeader background) go to
|
||
// `chunks_2d` and are visible in every mode.
|
||
let keep_3d_mesh_fills = !wireframe_only;
|
||
let has_any_2d_fill = all_wires
|
||
.iter()
|
||
.any(|w| !w.fill_tris.is_empty() && w.points.is_empty());
|
||
let has_any_3d_fill = !face3d_wires.is_empty()
|
||
|| all_wires
|
||
.iter()
|
||
.any(|w| !w.fill_tris.is_empty() && !w.points.is_empty());
|
||
let has_fills = has_any_2d_fill || (keep_3d_mesh_fills && has_any_3d_fill);
|
||
if !has_fills {
|
||
self.gpu_face3d_fill = None;
|
||
} else {
|
||
self.gpu_face3d_fill = Some(Face3DGpu::from_wires(
|
||
device,
|
||
face3d_wires,
|
||
all_wires,
|
||
keep_3d_mesh_fills,
|
||
depth_map,
|
||
));
|
||
}
|
||
if let Some(started) = perf_started {
|
||
let elapsed_ms = started.elapsed().as_secs_f64() * 1000.0;
|
||
if elapsed_ms >= 1.0 {
|
||
crate::perf_record!(
|
||
"[perf] face3d-upload {:>7.1}ms face-wires={} all-wires={}",
|
||
elapsed_ms,
|
||
face3d_wires.len(),
|
||
all_wires.len(),
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Build the batched mesh buffers (a few large buffers for the whole solid
|
||
/// set, drawn in a handful of calls). Selection/hover tint is intentionally
|
||
/// not applied here — the batch is geometry-only and stays resident across
|
||
/// camera moves and pick changes.
|
||
pub fn upload_mesh_batch(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
meshes: &[MeshLodSet],
|
||
) {
|
||
let started = iced::time::Instant::now();
|
||
let (mut chunks, triangles) = mesh_gpu::build_mesh_batch(device, meshes);
|
||
for chunk in &mut chunks {
|
||
chunk.material_bind_group = Some(mesh_gpu::create_material_bind_group(
|
||
device,
|
||
queue,
|
||
&self.mesh_material_bgl,
|
||
chunk.material.as_ref(),
|
||
Some(&chunk.instance_buffer),
|
||
));
|
||
}
|
||
self.mesh_ranges_by_handle.clear();
|
||
for (chunk_index, chunk) in chunks.iter().enumerate() {
|
||
for range in &chunk.highlight_ranges {
|
||
self.mesh_ranges_by_handle
|
||
.entry(range.handle)
|
||
.or_default()
|
||
.push(MeshResidentRange {
|
||
chunk: chunk_index,
|
||
dynamic: false,
|
||
index_start: range.index_start,
|
||
index_count: range.index_count,
|
||
transparent: range.transparent,
|
||
instance_start: range.instance_start,
|
||
instance_count: range.instance_count,
|
||
});
|
||
}
|
||
}
|
||
self.mesh_highlight_draws.clear();
|
||
self.cached_highlight_key = (u64::MAX, u64::MAX);
|
||
self.gpu_mesh_dynamic.clear();
|
||
self.mesh_disabled_chunks.clear();
|
||
self.mesh_dynamic_handles.clear();
|
||
self.gpu_mesh_batch = chunks;
|
||
self.rebuild_mesh_cull_resources(device);
|
||
if crate::perf::enabled() {
|
||
let instances: u64 = self
|
||
.gpu_mesh_batch
|
||
.iter()
|
||
.map(|chunk| chunk.instance_count as u64)
|
||
.sum();
|
||
crate::perf_record!(
|
||
"[perf] mesh-batch {:>7.1}ms sets={} chunks={} instances={} triangles={}",
|
||
started.elapsed().as_secs_f64() * 1000.0,
|
||
meshes.len(),
|
||
self.gpu_mesh_batch.len(),
|
||
instances,
|
||
triangles,
|
||
);
|
||
}
|
||
}
|
||
|
||
fn rebuild_mesh_cull_resources(&mut self, device: &wgpu::Device) {
|
||
let count = self.gpu_mesh_batch.len() + self.gpu_mesh_dynamic.len();
|
||
// Below this point CPU projection is cheaper than a compute pass plus
|
||
// indirect command reads. The large-scene path turns on automatically.
|
||
if count < 128
|
||
|| self.mesh_cull_pipeline.is_none()
|
||
|| self.mesh_cull_bgl.is_none()
|
||
|| self.mesh_cull_uniform.is_none()
|
||
{
|
||
self.mesh_cull_bind_group = None;
|
||
self.mesh_cull_items = None;
|
||
self.mesh_opaque_indirect = None;
|
||
self.mesh_transparent_indirect = None;
|
||
self.mesh_wire_indirect = None;
|
||
self.mesh_edge_indirect = None;
|
||
self.mesh_cull_count = 0;
|
||
return;
|
||
}
|
||
let mut items = Vec::with_capacity(count);
|
||
for (index, chunk) in self.gpu_mesh_batch.iter().enumerate() {
|
||
items.push(MeshCullItem {
|
||
min: [
|
||
chunk.world_aabb[0],
|
||
chunk.world_aabb[1],
|
||
chunk.world_aabb[2],
|
||
0.0,
|
||
],
|
||
max: [
|
||
chunk.world_aabb[3],
|
||
chunk.world_aabb[4],
|
||
chunk.world_aabb[5],
|
||
0.0,
|
||
],
|
||
counts: [
|
||
chunk.index_count,
|
||
chunk.transp_index_count,
|
||
chunk.wire_index_count,
|
||
chunk.edge_vertex_count,
|
||
],
|
||
meta: [
|
||
chunk.instance_count,
|
||
(!self.mesh_disabled_chunks.contains(&index)) as u32,
|
||
0,
|
||
0,
|
||
],
|
||
});
|
||
}
|
||
for chunk in &self.gpu_mesh_dynamic {
|
||
items.push(MeshCullItem {
|
||
min: [
|
||
chunk.world_aabb[0],
|
||
chunk.world_aabb[1],
|
||
chunk.world_aabb[2],
|
||
0.0,
|
||
],
|
||
max: [
|
||
chunk.world_aabb[3],
|
||
chunk.world_aabb[4],
|
||
chunk.world_aabb[5],
|
||
0.0,
|
||
],
|
||
counts: [
|
||
chunk.index_count,
|
||
chunk.transp_index_count,
|
||
chunk.wire_index_count,
|
||
chunk.edge_vertex_count,
|
||
],
|
||
meta: [chunk.instance_count, 1, 0, 0],
|
||
});
|
||
}
|
||
let items_buffer =
|
||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("mesh.cull.items"),
|
||
contents: bytemuck::cast_slice(&items),
|
||
usage: wgpu::BufferUsages::STORAGE,
|
||
});
|
||
let indexed_size = (count * std::mem::size_of::<wgpu::util::DrawIndexedIndirectArgs>())
|
||
as u64;
|
||
let draw_size =
|
||
(count * std::mem::size_of::<wgpu::util::DrawIndirectArgs>()) as u64;
|
||
let make_output = |label: &'static str, size: u64| {
|
||
device.create_buffer(&wgpu::BufferDescriptor {
|
||
label: Some(label),
|
||
size,
|
||
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::INDIRECT,
|
||
mapped_at_creation: false,
|
||
})
|
||
};
|
||
let opaque = make_output("mesh.cull.opaque", indexed_size);
|
||
let transparent = make_output("mesh.cull.transparent", indexed_size);
|
||
let wire = make_output("mesh.cull.wire", indexed_size);
|
||
let edge = make_output("mesh.cull.edge", draw_size);
|
||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("mesh.cull.bind_group"),
|
||
layout: self.mesh_cull_bgl.as_ref().expect("checked above"),
|
||
entries: &[
|
||
wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: self
|
||
.mesh_cull_uniform
|
||
.as_ref()
|
||
.expect("checked above")
|
||
.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 1,
|
||
resource: items_buffer.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 2,
|
||
resource: opaque.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 3,
|
||
resource: transparent.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 4,
|
||
resource: wire.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 5,
|
||
resource: edge.as_entire_binding(),
|
||
},
|
||
],
|
||
});
|
||
self.mesh_cull_bind_group = Some(bind_group);
|
||
self.mesh_cull_items = Some(items_buffer);
|
||
self.mesh_opaque_indirect = Some(opaque);
|
||
self.mesh_transparent_indirect = Some(transparent);
|
||
self.mesh_wire_indirect = Some(wire);
|
||
self.mesh_edge_indirect = Some(edge);
|
||
self.mesh_cull_count = count as u32;
|
||
}
|
||
|
||
fn rebuild_mesh_range_map(&mut self) {
|
||
self.mesh_ranges_by_handle.clear();
|
||
for (chunk_index, chunk) in self.gpu_mesh_batch.iter().enumerate() {
|
||
if self.mesh_disabled_chunks.contains(&chunk_index) {
|
||
continue;
|
||
}
|
||
for range in &chunk.highlight_ranges {
|
||
self.mesh_ranges_by_handle
|
||
.entry(range.handle)
|
||
.or_default()
|
||
.push(MeshResidentRange {
|
||
chunk: chunk_index,
|
||
dynamic: false,
|
||
index_start: range.index_start,
|
||
index_count: range.index_count,
|
||
transparent: range.transparent,
|
||
instance_start: range.instance_start,
|
||
instance_count: range.instance_count,
|
||
});
|
||
}
|
||
}
|
||
for (chunk_index, chunk) in self.gpu_mesh_dynamic.iter().enumerate() {
|
||
for range in &chunk.highlight_ranges {
|
||
self.mesh_ranges_by_handle
|
||
.entry(range.handle)
|
||
.or_default()
|
||
.push(MeshResidentRange {
|
||
chunk: chunk_index,
|
||
dynamic: true,
|
||
index_start: range.index_start,
|
||
index_count: range.index_count,
|
||
transparent: range.transparent,
|
||
instance_start: range.instance_start,
|
||
instance_count: range.instance_count,
|
||
});
|
||
}
|
||
}
|
||
self.mesh_highlight_draws.clear();
|
||
self.cached_highlight_key = (u64::MAX, u64::MAX);
|
||
}
|
||
|
||
/// Patch an entity-only geometry change without rebuilding the resident
|
||
/// mesh set. Any 32 MiB static chunk containing a changed handle is retired;
|
||
/// the current versions of all its handles are rebuilt into a small dynamic
|
||
/// working set. A bounded threshold falls back to a full rebuild before the
|
||
/// working set can grow into a second copy of the drawing.
|
||
pub fn patch_mesh_batch(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
meshes: &[MeshLodSet],
|
||
changes: &[(acadrust::Handle, crate::scene::ChangeKind)],
|
||
) -> bool {
|
||
let started = iced::time::Instant::now();
|
||
if self.gpu_mesh_batch.is_empty() || changes.is_empty() {
|
||
return false;
|
||
}
|
||
let current_handles: rustc_hash::FxHashSet<_> = meshes
|
||
.iter()
|
||
.filter_map(|set| {
|
||
set.lods
|
||
.first()
|
||
.and_then(|mesh| mesh.name.parse::<u64>().ok())
|
||
.map(acadrust::Handle::new)
|
||
})
|
||
.collect();
|
||
let changed: rustc_hash::FxHashSet<_> = changes
|
||
.iter()
|
||
.map(|(handle, _)| *handle)
|
||
.filter(|handle| {
|
||
current_handles.contains(handle)
|
||
|| self.mesh_dynamic_handles.contains(handle)
|
||
|| self
|
||
.gpu_mesh_batch
|
||
.iter()
|
||
.any(|chunk| chunk.handles.contains(handle))
|
||
})
|
||
.collect();
|
||
if changed.is_empty() {
|
||
return true;
|
||
}
|
||
for (chunk_index, chunk) in self.gpu_mesh_batch.iter().enumerate() {
|
||
if chunk.handles.iter().any(|handle| changed.contains(handle)) {
|
||
self.mesh_disabled_chunks.insert(chunk_index);
|
||
self.mesh_dynamic_handles
|
||
.extend(chunk.handles.iter().copied());
|
||
}
|
||
}
|
||
self.mesh_dynamic_handles.extend(changed.iter().copied());
|
||
let disabled_limit = self.gpu_mesh_batch.len().div_ceil(2).max(8);
|
||
if self.mesh_disabled_chunks.len() > disabled_limit
|
||
|| self.mesh_dynamic_handles.len() > 4096
|
||
{
|
||
return false;
|
||
}
|
||
let (mut chunks, _) = mesh_gpu::build_mesh_batch_filtered(
|
||
device,
|
||
meshes,
|
||
Some(&self.mesh_dynamic_handles),
|
||
);
|
||
for chunk in &mut chunks {
|
||
chunk.material_bind_group = Some(mesh_gpu::create_material_bind_group(
|
||
device,
|
||
queue,
|
||
&self.mesh_material_bgl,
|
||
chunk.material.as_ref(),
|
||
Some(&chunk.instance_buffer),
|
||
));
|
||
}
|
||
self.gpu_mesh_dynamic = chunks;
|
||
self.rebuild_mesh_cull_resources(device);
|
||
self.rebuild_mesh_range_map();
|
||
if crate::perf::enabled() {
|
||
crate::perf_record!(
|
||
"[perf] mesh-patch {:>7.1}ms changed={} retired={} dynamic_handles={} dynamic_chunks={}",
|
||
started.elapsed().as_secs_f64() * 1000.0,
|
||
changed.len(),
|
||
self.mesh_disabled_chunks.len(),
|
||
self.mesh_dynamic_handles.len(),
|
||
self.gpu_mesh_dynamic.len(),
|
||
);
|
||
}
|
||
true
|
||
}
|
||
|
||
/// Refresh selection/hover draw ranges. The overlay references resident
|
||
/// chunk buffers; changing hover never allocates or uploads mesh geometry.
|
||
pub fn update_mesh_highlight(
|
||
&mut self,
|
||
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
|
||
hover: Option<acadrust::Handle>,
|
||
) {
|
||
let mut out = Vec::new();
|
||
for handle in selected {
|
||
if let Some(ranges) = self.mesh_ranges_by_handle.get(handle) {
|
||
out.extend(ranges.iter().copied().map(|range| MeshHighlightDraw {
|
||
range,
|
||
kind: MeshHighlightKind::Selected,
|
||
}));
|
||
}
|
||
}
|
||
if let Some(handle) = hover.filter(|handle| !selected.contains(handle)) {
|
||
if let Some(ranges) = self.mesh_ranges_by_handle.get(&handle) {
|
||
out.extend(ranges.iter().copied().map(|range| MeshHighlightDraw {
|
||
range,
|
||
kind: MeshHighlightKind::Hover,
|
||
}));
|
||
}
|
||
}
|
||
self.mesh_highlight_draws = out;
|
||
}
|
||
|
||
fn active_mesh_chunks_indexed(
|
||
&self,
|
||
) -> impl Iterator<Item = (usize, &mesh_gpu::MeshBatchChunk)> {
|
||
let dynamic_offset = self.gpu_mesh_batch.len();
|
||
self.gpu_mesh_batch
|
||
.iter()
|
||
.enumerate()
|
||
.filter(|(index, _)| !self.mesh_disabled_chunks.contains(index))
|
||
.chain(
|
||
self.gpu_mesh_dynamic
|
||
.iter()
|
||
.enumerate()
|
||
.map(move |(index, chunk)| (dynamic_offset + index, chunk)),
|
||
)
|
||
}
|
||
|
||
/// Per-frame coarse frustum culling for the spatially sorted resident
|
||
/// chunks. It changes only draw eligibility and never rebuilds GPU data.
|
||
pub fn compute_mesh_lod(
|
||
&mut self,
|
||
queue: &wgpu::Queue,
|
||
view_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
clip_w: u32,
|
||
clip_h: u32,
|
||
) {
|
||
if self.mesh_cull_count != 0 {
|
||
if let Some(uniform) = &self.mesh_cull_uniform {
|
||
queue.write_buffer(
|
||
uniform,
|
||
0,
|
||
bytemuck::bytes_of(&MeshCullUniform {
|
||
view_rot: view_rot.to_cols_array(),
|
||
eye: [eye.x as f32, eye.y as f32, eye.z as f32, 0.0],
|
||
count: [self.mesh_cull_count, 0, 0, 0],
|
||
}),
|
||
);
|
||
}
|
||
for (index, chunk) in self.gpu_mesh_batch.iter_mut().enumerate() {
|
||
chunk.visible = !self.mesh_disabled_chunks.contains(&index);
|
||
}
|
||
for chunk in &mut self.gpu_mesh_dynamic {
|
||
chunk.visible = true;
|
||
}
|
||
return;
|
||
}
|
||
for (index, chunk) in self.gpu_mesh_batch.iter_mut().enumerate() {
|
||
chunk.visible =
|
||
!self.mesh_disabled_chunks.contains(&index)
|
||
&& !aabb3_offscreen(chunk.world_aabb, view_rot, eye, clip_w, clip_h);
|
||
}
|
||
for chunk in &mut self.gpu_mesh_dynamic {
|
||
chunk.visible =
|
||
!aabb3_offscreen(chunk.world_aabb, view_rot, eye, clip_w, clip_h);
|
||
}
|
||
}
|
||
|
||
pub fn upload_hatches(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
hatches: &[HatchModel],
|
||
) {
|
||
let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
|
||
if let Some(bgl1) = &self.hatch_compat_bgl1 {
|
||
self.gpu_hatches_compat = hatches
|
||
.iter()
|
||
.filter(|h| h.boundary.len() >= 3)
|
||
.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, bgl1))
|
||
.collect();
|
||
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);
|
||
if let Some(started) = perf_started {
|
||
let elapsed_ms = started.elapsed().as_secs_f64() * 1000.0;
|
||
if elapsed_ms >= 1.0 {
|
||
crate::perf_record!(
|
||
"[perf] hatch-upload {:>7.1}ms models={}",
|
||
elapsed_ms,
|
||
renderable.len(),
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
pub fn upload_preview_hatches(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
hatches: &[HatchModel],
|
||
) {
|
||
if let Some(bgl1) = &self.hatch_compat_bgl1 {
|
||
self.gpu_preview_hatches_compat = hatches
|
||
.iter()
|
||
.filter(|h| h.boundary.len() >= 3)
|
||
.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, bgl1))
|
||
.collect();
|
||
self.gpu_preview_hatch = None;
|
||
return;
|
||
}
|
||
|
||
self.gpu_preview_hatches_compat.clear();
|
||
let Some(bgl1) = &self.hatch_bgl1 else {
|
||
self.gpu_preview_hatch = None;
|
||
return;
|
||
};
|
||
let renderable: Vec<HatchModel> = hatches
|
||
.iter()
|
||
.filter(|h| h.boundary.len() >= 3)
|
||
.cloned()
|
||
.collect();
|
||
self.gpu_preview_hatch = hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
|
||
}
|
||
|
||
pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
|
||
self.gpu_wipeouts = wipeouts
|
||
.iter()
|
||
.filter(|h| h.boundary.len() >= 3)
|
||
.map(|h| WipeoutGpu::new(device, h, &self.wipeout_bgl1))
|
||
.collect();
|
||
}
|
||
|
||
pub fn upload_images(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
images: &[ImageModel],
|
||
) {
|
||
self.gpu_images = images
|
||
.iter()
|
||
.filter_map(|m| ImageGpu::new(device, queue, m, &self.image_bgl1))
|
||
.collect();
|
||
}
|
||
|
||
/// Upload the frame's SDF text-quad vertices, and (re)build the GPU glyph
|
||
/// atlas from the shared CPU atlas when it grew (new glyphs baked by the
|
||
/// text collector). `verts` empty (flag off) leaves nothing to draw.
|
||
pub fn upload_text(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
verts: &[text_gpu::TextVertex],
|
||
) {
|
||
let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
|
||
if let Ok(mut atlas) = crate::scene::text::sdf_atlas::text_atlas().lock() {
|
||
if self.text_atlas_gpu.is_none() || atlas.is_dirty() {
|
||
self.text_atlas_gpu = Some(text_gpu::TextAtlasGpu::upload(
|
||
device,
|
||
queue,
|
||
&atlas,
|
||
&self.text_atlas_bgl,
|
||
));
|
||
atlas.clear_dirty();
|
||
}
|
||
}
|
||
self.text_vbuf = text_gpu::upload_vertices(device, verts);
|
||
self.text_vcount = verts.len() as u32;
|
||
if let Some(started) = perf_started {
|
||
let elapsed_ms = started.elapsed().as_secs_f64() * 1000.0;
|
||
if elapsed_ms >= 1.0 {
|
||
crate::perf_record!(
|
||
"[perf] text-upload {:>7.1}ms vertices={}",
|
||
elapsed_ms,
|
||
verts.len(),
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
pub fn upload_uniforms(&self, queue: &wgpu::Queue, uniforms: &Uniforms) {
|
||
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(uniforms));
|
||
}
|
||
|
||
/// Write the blit shader's UV crop uniform. Call in `prepare` (the only
|
||
/// place with a `&Queue`) — `render` then just submits the draw call.
|
||
pub fn upload_blit_uv(&self, queue: &wgpu::Queue, uv_offset: [f32; 2], uv_scale: [f32; 2]) {
|
||
// The geometry passes render at `depth_texture_size` into the top-left
|
||
// corner of the (possibly larger) `alloc_size` resolve texture, so the
|
||
// rendered image occupies UV [0, render/alloc]. Scale the incoming crop
|
||
// — computed in full-image-normalized units — down into that region.
|
||
let fx = self.depth_texture_size.width as f32 / self.alloc_size.width.max(1) as f32;
|
||
let fy = self.depth_texture_size.height as f32 / self.alloc_size.height.max(1) as f32;
|
||
queue.write_buffer(
|
||
&self.blit_uniform_buffer,
|
||
0,
|
||
bytemuck::cast_slice(&[
|
||
uv_offset[0] * fx,
|
||
uv_offset[1] * fy,
|
||
uv_scale[0] * fx,
|
||
uv_scale[1] * fy,
|
||
]),
|
||
);
|
||
}
|
||
|
||
/// Render the geometry passes at `vp_size` (the full viewport size — the
|
||
/// MSAA / resolve textures are this size) and blit the resulting resolve
|
||
/// to `surface_dest` on the swap-chain. The UV crop is read from the
|
||
/// blit uniform buffer (written by `upload_blit_uv` during `prepare`)
|
||
/// so a viewport that hangs off the canvas still composites the correct
|
||
/// sub-rectangle to the visible portion of the surface.
|
||
pub fn render(
|
||
&self,
|
||
encoder: &mut wgpu::CommandEncoder,
|
||
target: &wgpu::TextureView,
|
||
vp_size: Size<u32>,
|
||
surface_dest: Rectangle<u32>,
|
||
bg_color: [f32; 4],
|
||
mesh_wireframe: bool,
|
||
hidden_line: bool,
|
||
show_3d_edges: bool,
|
||
) {
|
||
let vp = Rectangle::<u32> {
|
||
x: 0,
|
||
y: 0,
|
||
width: vp_size.width,
|
||
height: vp_size.height,
|
||
};
|
||
let msaa = &self.msaa_view;
|
||
let [r, g, b, a] = bg_color;
|
||
let clear_color = wgpu::Color {
|
||
r: r as f64,
|
||
g: g as f64,
|
||
b: b as f64,
|
||
a: a as f64,
|
||
};
|
||
// Non-rectangular viewport clip: the boundary is stamped into the
|
||
// just-cleared (0x00) stencil with `Invert`, so an odd (interior)
|
||
// coverage becomes 0xFF. Every content pass then draws with reference
|
||
// 0xFF so only the interior survives. Rectangular / unclipped viewports
|
||
// leave the stencil at 0 and draw with reference 0 (the viewport's own
|
||
// render rectangle does the clipping).
|
||
let stencil_ref: u32 = if self.clip_boundary.is_some() { 0xFF } else { 0 };
|
||
|
||
// Scene-render cache: when `prepare` found this frame pixel-identical
|
||
// to the last (unchanged view / geometry / selection / preview), the
|
||
// resolve texture already holds the image. Skip every geometry pass +
|
||
// the MSAA resolve and fall straight through to the blit below. This
|
||
// is what makes a pure cursor move cost one fullscreen blit instead of
|
||
// re-rasterizing the whole drawing every frame.
|
||
if !self.skip_geometry {
|
||
// ── Pass 1: hatch fills ────────────────────────────────────────────
|
||
{
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("hatch.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
// Clear MSAA to background color on the first pass.
|
||
load: wgpu::LoadOp::Clear(clear_color),
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Clear(1.0),
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
// Clip stencil starts at 0 (= "unclipped", passes content
|
||
// bound to reference 0); clip masks stamp 1 into interiors.
|
||
stencil_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Clear(0),
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
// MSAA texture is clip-bounds-sized, so viewport starts at (0, 0).
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
// Stamp the viewport clip boundary into the just-cleared stencil
|
||
// (interior → 1) before any content draws, so every pass below can
|
||
// clip to the shape with reference 1.
|
||
if let Some((vbuf, vcount)) = &self.clip_boundary {
|
||
pass.set_pipeline(&self.clip_mask_pipeline);
|
||
pass.set_vertex_buffer(0, vbuf.slice(..));
|
||
pass.draw(0..*vcount, 0..1);
|
||
}
|
||
// Phase 4-B — single batched draw covers every hatch.
|
||
// Vertex shader culls per-instance via the `visibility`
|
||
// buffer (sub-pixel LOD + frustum cull written each frame
|
||
// by `compute_hatch_lod`). Per-hatch viewport scissor
|
||
// (paper-space MSPACE) isn't ported to the batched path
|
||
// yet — follow-up if it shows up as a visual issue.
|
||
if let (Some(batch), Some(pipeline)) =
|
||
(&self.gpu_hatch, &self.hatch_pipeline)
|
||
{
|
||
// Skipped while navigating (interaction LOD) — the per-pixel
|
||
// hatch pass dominates the GPU frame on hatch-heavy drawings.
|
||
if !self.skip_hatch_frame {
|
||
pass.set_pipeline(pipeline);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_bind_group(1, &batch.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, batch.vertex_buffer.slice(..));
|
||
pass.draw(0..batch.vertex_count, 0..1);
|
||
}
|
||
}
|
||
if let (Some(batch), Some(pipeline)) =
|
||
(&self.gpu_preview_hatch, &self.hatch_pipeline)
|
||
{
|
||
if !self.skip_hatch_frame {
|
||
pass.set_pipeline(pipeline);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_bind_group(1, &batch.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, batch.vertex_buffer.slice(..));
|
||
pass.draw(0..batch.vertex_count, 0..1);
|
||
}
|
||
}
|
||
|
||
// Storage-free compatibility path. Draw before wires so outlines
|
||
// remain on top, matching the batched path.
|
||
if !self.skip_hatch_frame {
|
||
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);
|
||
}
|
||
for hatch in &self.gpu_preview_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);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 2: raster images ─────────────────────────────────────────
|
||
if !self.gpu_images.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("image.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.image_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
for img in self.gpu_images.iter() {
|
||
pass.set_bind_group(1, &img.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, img.vertex_buffer.slice(..));
|
||
pass.draw(0..img.vertex_count, 0..1);
|
||
}
|
||
}
|
||
|
||
if self.mesh_cull_count != 0 {
|
||
if let (Some(pipeline), Some(bind_group)) =
|
||
(&self.mesh_cull_pipeline, &self.mesh_cull_bind_group)
|
||
{
|
||
let mut pass =
|
||
encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
|
||
label: Some("mesh.cull.compute_pass"),
|
||
timestamp_writes: None,
|
||
});
|
||
pass.set_pipeline(pipeline);
|
||
pass.set_bind_group(0, bind_group, &[]);
|
||
pass.dispatch_workgroups(self.mesh_cull_count.div_ceil(64), 1, 1);
|
||
}
|
||
}
|
||
|
||
// ── Pass 4: solid meshes (batched) ────────────────────────────────
|
||
if !self.gpu_mesh_batch.is_empty() || !self.gpu_mesh_dynamic.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("mesh.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
// Four draw paths share this pass:
|
||
// - Solid: `mesh_pipeline` + triangle index buf.
|
||
// - Wireframe: `mesh_wireframe_pipeline` + the
|
||
// pre-built `wire_index_buffer`.
|
||
// - HiddenLine: depth prepass (`mesh_depth_pipeline`,
|
||
// writes Z, no colour) → wire overlay.
|
||
// - Solid+Edges: `mesh_pipeline` shaded fill → wire
|
||
// overlay; LessEqual depth test on the
|
||
// wire pass keeps the edges crisp on
|
||
// top of the shaded surface.
|
||
let want_solid_with_edges = !hidden_line && !mesh_wireframe && show_3d_edges;
|
||
// Each path now binds a chunk's buffers and draws the whole chunk in
|
||
// one call — a handful of draws total instead of one per solid. No
|
||
// per-solid LOD / frustum cull in the batched path (the batch is
|
||
// resident in full); that is reintroduced separately if needed.
|
||
if hidden_line {
|
||
// Depth-only prepass: every solid surface occludes hidden edges,
|
||
// so both the opaque and the transparent tris write depth here.
|
||
pass.set_pipeline(&self.mesh_depth_pipeline);
|
||
for (mesh_command, c) in self.active_mesh_chunks_indexed() {
|
||
if !c.visible {
|
||
continue;
|
||
}
|
||
pass.set_bind_group(
|
||
1,
|
||
c.material_bind_group
|
||
.as_ref()
|
||
.unwrap_or(&self.mesh_default_material_bind_group),
|
||
&[],
|
||
);
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
if c.index_count != 0 {
|
||
pass.set_index_buffer(
|
||
c.index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
if let Some(indirect) = &self.mesh_opaque_indirect {
|
||
pass.draw_indexed_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndexedIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw_indexed(0..c.index_count, 0, 0..c.instance_count);
|
||
}
|
||
}
|
||
if c.transp_index_count != 0 {
|
||
pass.set_index_buffer(
|
||
c.transp_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
if let Some(indirect) = &self.mesh_transparent_indirect {
|
||
pass.draw_indexed_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndexedIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw_indexed(
|
||
0..c.transp_index_count,
|
||
0,
|
||
0..c.instance_count,
|
||
);
|
||
}
|
||
}
|
||
}
|
||
pass.set_pipeline(&self.mesh_wireframe_pipeline);
|
||
for (mesh_command, c) in self.active_mesh_chunks_indexed() {
|
||
if !c.visible {
|
||
continue;
|
||
}
|
||
pass.set_bind_group(
|
||
1,
|
||
c.material_bind_group
|
||
.as_ref()
|
||
.unwrap_or(&self.mesh_default_material_bind_group),
|
||
&[],
|
||
);
|
||
// Plain-mesh triangulation edges.
|
||
if c.wire_index_count != 0 {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(
|
||
c.wire_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
if let Some(indirect) = &self.mesh_wire_indirect {
|
||
pass.draw_indexed_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndexedIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw_indexed(
|
||
0..c.wire_index_count,
|
||
0,
|
||
0..c.instance_count,
|
||
);
|
||
}
|
||
}
|
||
// ACIS solid B-rep feature edges (LineList, non-indexed).
|
||
if c.edge_vertex_count != 0 {
|
||
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
|
||
if let Some(indirect) = &self.mesh_edge_indirect {
|
||
pass.draw_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw(0..c.edge_vertex_count, 0..c.instance_count);
|
||
}
|
||
}
|
||
}
|
||
// DISPSILH silhouettes (whole batch, one buffer).
|
||
if let Some(ref vb) = self.silhouette_vbuf {
|
||
pass.set_vertex_buffer(0, vb.slice(..));
|
||
pass.draw(0..self.silhouette_vcount, 0..1);
|
||
}
|
||
} else {
|
||
if mesh_wireframe {
|
||
pass.set_pipeline(&self.mesh_wireframe_pipeline);
|
||
for (mesh_command, c) in self.active_mesh_chunks_indexed() {
|
||
if !c.visible {
|
||
continue;
|
||
}
|
||
pass.set_bind_group(
|
||
1,
|
||
c.material_bind_group
|
||
.as_ref()
|
||
.unwrap_or(&self.mesh_default_material_bind_group),
|
||
&[],
|
||
);
|
||
if c.wire_index_count != 0 {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(
|
||
c.wire_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
if let Some(indirect) = &self.mesh_wire_indirect {
|
||
pass.draw_indexed_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndexedIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw_indexed(
|
||
0..c.wire_index_count,
|
||
0,
|
||
0..c.instance_count,
|
||
);
|
||
}
|
||
}
|
||
if c.edge_vertex_count != 0 {
|
||
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
|
||
if let Some(indirect) = &self.mesh_edge_indirect {
|
||
pass.draw_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw(0..c.edge_vertex_count, 0..c.instance_count);
|
||
}
|
||
}
|
||
}
|
||
// DISPSILH silhouettes.
|
||
if let Some(ref vb) = self.silhouette_vbuf {
|
||
pass.set_vertex_buffer(0, vb.slice(..));
|
||
pass.draw(0..self.silhouette_vcount, 0..1);
|
||
}
|
||
} else {
|
||
// Opaque fills first (they write depth).
|
||
pass.set_pipeline(&self.mesh_pipeline);
|
||
for (mesh_command, c) in self.active_mesh_chunks_indexed() {
|
||
if !c.visible {
|
||
continue;
|
||
}
|
||
pass.set_bind_group(
|
||
1,
|
||
c.material_bind_group
|
||
.as_ref()
|
||
.unwrap_or(&self.mesh_default_material_bind_group),
|
||
&[],
|
||
);
|
||
if c.index_count == 0 {
|
||
continue;
|
||
}
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(c.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||
if let Some(indirect) = &self.mesh_opaque_indirect {
|
||
pass.draw_indexed_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndexedIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw_indexed(0..c.index_count, 0, 0..c.instance_count);
|
||
}
|
||
}
|
||
// Transparent fills last, with depth writes disabled, so they
|
||
// blend over the opaque geometry behind them instead of
|
||
// culling it via the depth buffer.
|
||
pass.set_pipeline(&self.mesh_transparent_pipeline);
|
||
for (mesh_command, c) in self.active_mesh_chunks_indexed() {
|
||
if !c.visible {
|
||
continue;
|
||
}
|
||
pass.set_bind_group(
|
||
1,
|
||
c.material_bind_group
|
||
.as_ref()
|
||
.unwrap_or(&self.mesh_default_material_bind_group),
|
||
&[],
|
||
);
|
||
if c.transp_index_count == 0 {
|
||
continue;
|
||
}
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(
|
||
c.transp_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
if let Some(indirect) = &self.mesh_transparent_indirect {
|
||
pass.draw_indexed_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndexedIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw_indexed(
|
||
0..c.transp_index_count,
|
||
0,
|
||
0..c.instance_count,
|
||
);
|
||
}
|
||
}
|
||
}
|
||
// Selection / hover highlight reuses index ranges already
|
||
// resident in the chunk buffers; hover never uploads geometry.
|
||
for kind in [MeshHighlightKind::Selected, MeshHighlightKind::Hover] {
|
||
if !self
|
||
.mesh_highlight_draws
|
||
.iter()
|
||
.any(|draw| draw.kind == kind)
|
||
{
|
||
continue;
|
||
}
|
||
pass.set_pipeline(match kind {
|
||
MeshHighlightKind::Selected => &self.mesh_selected_pipeline,
|
||
MeshHighlightKind::Hover => &self.mesh_hover_pipeline,
|
||
});
|
||
for draw in self
|
||
.mesh_highlight_draws
|
||
.iter()
|
||
.filter(|draw| draw.kind == kind)
|
||
{
|
||
let chunk = if draw.range.dynamic {
|
||
self.gpu_mesh_dynamic.get(draw.range.chunk)
|
||
} else {
|
||
self.gpu_mesh_batch.get(draw.range.chunk)
|
||
};
|
||
let Some(chunk) = chunk else {
|
||
continue;
|
||
};
|
||
if !chunk.visible || draw.range.index_count == 0 {
|
||
continue;
|
||
}
|
||
pass.set_bind_group(
|
||
1,
|
||
chunk
|
||
.material_bind_group
|
||
.as_ref()
|
||
.unwrap_or(&self.mesh_default_material_bind_group),
|
||
&[],
|
||
);
|
||
pass.set_vertex_buffer(0, chunk.vertex_buffer.slice(..));
|
||
if draw.range.transparent {
|
||
pass.set_index_buffer(
|
||
chunk.transp_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
} else {
|
||
pass.set_index_buffer(
|
||
chunk.index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
}
|
||
pass.draw_indexed(
|
||
draw.range.index_start
|
||
..draw.range.index_start + draw.range.index_count,
|
||
0,
|
||
draw.range.instance_start
|
||
..draw.range.instance_start + draw.range.instance_count,
|
||
);
|
||
}
|
||
}
|
||
// *WithEdges variants: overlay edge segments on top of the shaded
|
||
// fill in black (mesh_edge_black_pipeline). The LessEqual depth
|
||
// test keeps the edges visible over the fragments the fill wrote.
|
||
if want_solid_with_edges {
|
||
pass.set_pipeline(&self.mesh_edge_black_pipeline);
|
||
for (mesh_command, c) in self.active_mesh_chunks_indexed() {
|
||
if !c.visible {
|
||
continue;
|
||
}
|
||
pass.set_bind_group(
|
||
1,
|
||
c.material_bind_group
|
||
.as_ref()
|
||
.unwrap_or(&self.mesh_default_material_bind_group),
|
||
&[],
|
||
);
|
||
if c.wire_index_count != 0 {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(
|
||
c.wire_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
if let Some(indirect) = &self.mesh_wire_indirect {
|
||
pass.draw_indexed_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndexedIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw_indexed(
|
||
0..c.wire_index_count,
|
||
0,
|
||
0..c.instance_count,
|
||
);
|
||
}
|
||
}
|
||
if c.edge_vertex_count != 0 {
|
||
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
|
||
if let Some(indirect) = &self.mesh_edge_indirect {
|
||
pass.draw_indirect(
|
||
indirect,
|
||
mesh_command as u64
|
||
* std::mem::size_of::<
|
||
wgpu::util::DrawIndirectArgs,
|
||
>() as u64,
|
||
);
|
||
} else {
|
||
pass.draw(0..c.edge_vertex_count, 0..c.instance_count);
|
||
}
|
||
}
|
||
}
|
||
// DISPSILH silhouettes over the shaded fill.
|
||
if let Some(ref vb) = self.silhouette_vbuf {
|
||
pass.set_vertex_buffer(0, vb.slice(..));
|
||
pass.draw(0..self.silhouette_vcount, 0..1);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 5a: 3DFACE fills (3D + 2D split) ─────────────────────────
|
||
// 3D quads + PolyfaceMesh face tris go through the depth-only
|
||
// pipeline in HiddenLine so wires hidden behind them disappear.
|
||
// 2D fills (text greek, MultiLeader bg) always draw with colour.
|
||
if let Some(ref fill) = self.gpu_face3d_fill {
|
||
if !fill.chunks_3d.is_empty() || !fill.chunks_2d.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("face3d.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
if !fill.chunks_3d.is_empty() {
|
||
if hidden_line {
|
||
pass.set_pipeline(&self.face3d_depth_pipeline);
|
||
} else {
|
||
pass.set_pipeline(&self.face3d_pipeline);
|
||
}
|
||
for c in &fill.chunks_3d {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.draw(0..c.vertex_count, 0..1);
|
||
}
|
||
}
|
||
if !fill.chunks_2d.is_empty() {
|
||
pass.set_pipeline(&self.face3d_pipeline);
|
||
for c in &fill.chunks_2d {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.draw(0..c.vertex_count, 0..1);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 5b: 3DFACE edges (batched, possibly multiple chunks) ────
|
||
// FlatShaded / GouraudShaded hide the 3DFACE outline (the user
|
||
// chose a clean shaded look); every other mode keeps it.
|
||
if show_3d_edges && !self.gpu_face3d_edges.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("face3d_edges.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.wire_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
for edges in &self.gpu_face3d_edges {
|
||
if edges.instance_count > 0 {
|
||
if let Some(bg) = &edges.const_bind_group {
|
||
pass.set_bind_group(1, bg.as_ref(), &[]);
|
||
}
|
||
pass.set_vertex_buffer(0, edges.instance_buffer.slice(..));
|
||
pass.draw(
|
||
0..6,
|
||
edges.first_instance..edges.first_instance + edges.instance_count,
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 5: wires ─────────────────────────────────────────────────
|
||
{
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("wire.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.wire_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
// In a filled-with-edges mode the mesh outline edges frame the shaded
|
||
// fill and should read black; wireframe / hidden-line keep the entity
|
||
// colour. `wire_black_pipeline` shares the wire layout, so the switch
|
||
// needs no bind-group rebind.
|
||
let want_solid_with_edges = !hidden_line && !mesh_wireframe && show_3d_edges;
|
||
let mut black_active = false;
|
||
pass.set_stencil_reference(stencil_ref);
|
||
for wire in self.gpu_wires.iter() {
|
||
if wire.instance_count == 0 {
|
||
continue;
|
||
}
|
||
// PolyfaceMesh / PolygonMesh outline edges live in
|
||
// `gpu_wires` (their `WireModel` has both `points` and
|
||
// `fill_tris`). In FlatShaded / GouraudShaded the user
|
||
// wants a clean shaded surface, so the wire pass skips
|
||
// these instances; the *WithEdges and pure wireframe
|
||
// modes leave the flag at true and draw them.
|
||
if !show_3d_edges && wire.is_3d_mesh_edge {
|
||
continue;
|
||
}
|
||
let use_black = want_solid_with_edges && wire.is_3d_mesh_edge;
|
||
|
||
if use_black != black_active {
|
||
pass.set_pipeline(if use_black {
|
||
&self.wire_black_pipeline
|
||
} else {
|
||
&self.wire_pipeline
|
||
});
|
||
black_active = use_black;
|
||
}
|
||
if let Some(bg) = &wire.const_bind_group {
|
||
pass.set_bind_group(1, bg.as_ref(), &[]);
|
||
}
|
||
pass.set_vertex_buffer(0, wire.instance_buffer.slice(..));
|
||
pass.draw(
|
||
0..6,
|
||
wire.first_instance..wire.first_instance + wire.instance_count,
|
||
);
|
||
}
|
||
// Live overlay wires (command preview / interim / grip drag) always
|
||
// on top: the xray pipeline (depth_compare=Always, no depth write)
|
||
// keeps them visible through any occluding geometry — a 3D solid, or
|
||
// 2D geometry drawn in front — so a command preview is never hidden.
|
||
// No scissor.
|
||
if self.gpu_preview_wires.iter().any(|pw| pw.instance_count > 0) {
|
||
pass.set_pipeline(&self.wire_xray_pipeline);
|
||
for pw in &self.gpu_preview_wires {
|
||
if pw.instance_count > 0 {
|
||
if let Some(bg) = &pw.const_bind_group {
|
||
pass.set_bind_group(1, bg.as_ref(), &[]);
|
||
}
|
||
pass.set_vertex_buffer(0, pw.instance_buffer.slice(..));
|
||
pass.draw(
|
||
0..6,
|
||
pw.first_instance..pw.first_instance + pw.instance_count,
|
||
);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 5c: SDF text quads (drawn over wires) ────────────────────
|
||
// Selection / rollover text is drawn later with the selected-wire xray
|
||
// overlay, after wipeouts, so normal text cannot hide its own tint.
|
||
if let Some(atlas) = &self.text_atlas_gpu {
|
||
let have_base = self.text_vbuf.is_some() && self.text_vcount > 0;
|
||
let have_preview =
|
||
self.text_preview_vbuf.is_some() && self.text_preview_vcount > 0;
|
||
if have_base || have_preview {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("text.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.text_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
pass.set_bind_group(1, &atlas.bind_group, &[]);
|
||
if let Some(vbuf) = &self.text_vbuf {
|
||
if self.text_vcount > 0 {
|
||
pass.set_vertex_buffer(0, vbuf.slice(..));
|
||
pass.draw(0..self.text_vcount, 0..1);
|
||
}
|
||
}
|
||
// Grip-drag / command-preview glyphs, drawn over the base text.
|
||
if let Some(pbuf) = &self.text_preview_vbuf {
|
||
if self.text_preview_vcount > 0 {
|
||
pass.set_vertex_buffer(0, pbuf.slice(..));
|
||
pass.draw(0..self.text_preview_vcount, 0..1);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 6: wipeout fills (drawn after wires to mask them) ────────
|
||
if !self.gpu_wipeouts.is_empty() {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("wipeout.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_pipeline(&self.wipeout_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
for (i, wipeout) in self.gpu_wipeouts.iter().enumerate() {
|
||
if self.wipeout_skip_flags.get(i).copied().unwrap_or(false) {
|
||
continue;
|
||
}
|
||
pass.set_bind_group(1, &wipeout.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, wipeout.vertex_buffer.slice(..));
|
||
pass.draw(0..6, 0..1);
|
||
}
|
||
}
|
||
|
||
// ── Pass 7: selection overlay pass ───────────────────────────────
|
||
// Redraws selected wires and text with depth_compare=Always so both
|
||
// appear on top of all other geometry at full brightness.
|
||
let have_text_highlight =
|
||
self.text_highlight_vbuf.is_some() && self.text_highlight_vcount > 0;
|
||
if !self.gpu_selected_wires.is_empty() || have_text_highlight {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("selection_xray.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||
view: &self.depth_view,
|
||
depth_ops: Some(wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
}),
|
||
stencil_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store }),
|
||
}),
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_stencil_reference(stencil_ref);
|
||
if !self.gpu_selected_wires.is_empty() {
|
||
pass.set_pipeline(&self.wire_xray_pipeline);
|
||
for wire in &self.gpu_selected_wires {
|
||
if wire.instance_count > 0 {
|
||
if let Some(bg) = &wire.const_bind_group {
|
||
pass.set_bind_group(1, bg.as_ref(), &[]);
|
||
}
|
||
pass.set_vertex_buffer(0, wire.instance_buffer.slice(..));
|
||
pass.draw(
|
||
0..6,
|
||
wire.first_instance..wire.first_instance + wire.instance_count,
|
||
);
|
||
}
|
||
}
|
||
}
|
||
if let (Some(atlas), Some(hlbuf)) =
|
||
(&self.text_atlas_gpu, &self.text_highlight_vbuf)
|
||
{
|
||
if self.text_highlight_vcount > 0 {
|
||
pass.set_pipeline(&self.text_highlight_pipeline);
|
||
pass.set_bind_group(1, &atlas.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, hlbuf.slice(..));
|
||
pass.draw(0..self.text_highlight_vcount, 0..1);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Resolve MSAA → resolve texture ────────────────────────────────
|
||
// Both are the same (rounded `alloc_size`) offscreen texture, so the
|
||
// resolve never touches the surface. Only the drawn [0, render_size]
|
||
// corner holds content; the rounded border stays the cleared bg color
|
||
// and is never sampled (the blit UV is scaled to render/alloc).
|
||
{
|
||
let _resolve = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("msaa.resolve_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: msaa,
|
||
depth_slice: None,
|
||
resolve_target: Some(&self.resolve_view),
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Discard,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: None,
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
// No draw calls — the pass itself triggers the MSAA resolve.
|
||
}
|
||
} // end `if !self.skip_geometry`
|
||
|
||
// ── Blit resolve texture → surface target at surface_dest position ──
|
||
// The viewport maps the NDC quad to exactly `surface_dest` in the
|
||
// swap-chain; `uv_offset` + `uv_scale` (passed through the blit
|
||
// uniform) crop the resolve so we sample only the visible portion
|
||
// of the full viewport's MSAA texture.
|
||
if surface_dest.width > 0 && surface_dest.height > 0 {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("blit.render_pass"),
|
||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||
view: target,
|
||
depth_slice: None,
|
||
resolve_target: None,
|
||
ops: wgpu::Operations {
|
||
load: wgpu::LoadOp::Load,
|
||
store: wgpu::StoreOp::Store,
|
||
},
|
||
})],
|
||
depth_stencil_attachment: None,
|
||
timestamp_writes: None,
|
||
occlusion_query_set: None,
|
||
});
|
||
pass.set_viewport(
|
||
surface_dest.x as f32,
|
||
surface_dest.y as f32,
|
||
surface_dest.width as f32,
|
||
surface_dest.height as f32,
|
||
0.0,
|
||
1.0,
|
||
);
|
||
pass.set_pipeline(&self.blit_pipeline);
|
||
pass.set_bind_group(0, &self.blit_bind_group, &[]);
|
||
pass.draw(0..6, 0..1);
|
||
}
|
||
}
|
||
|
||
pub fn ensure_depth_texture(&mut self, device: &wgpu::Device, size: Size<u32>) {
|
||
// Record the requested render size every frame (the blit UV scale reads
|
||
// it); only reallocate the textures when the *rounded* size changes.
|
||
self.depth_texture_size = size;
|
||
let alloc = Size::new(round_up_tex(size.width), round_up_tex(size.height));
|
||
if self.alloc_size != alloc {
|
||
let size = alloc;
|
||
let depth_tex = create_depth_texture(device, size);
|
||
self.depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
let msaa_tex = create_msaa_texture(device, size, self.surface_format);
|
||
self.msaa_view = msaa_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
let resolve_tex = create_resolve_texture(device, size, self.surface_format);
|
||
let resolve_view = resolve_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
self.blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("blit.bind_group"),
|
||
layout: &self.blit_bind_group_layout,
|
||
entries: &[
|
||
wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: wgpu::BindingResource::TextureView(&resolve_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 1,
|
||
resource: wgpu::BindingResource::Sampler(&self.blit_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 2,
|
||
resource: self.blit_uniform_buffer.as_entire_binding(),
|
||
},
|
||
],
|
||
});
|
||
self.resolve_view = resolve_view;
|
||
self.alloc_size = alloc;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Round a texture dimension up to a coarse grid so a live divider drag
|
||
/// doesn't recreate the depth / MSAA / resolve textures on every frame. See
|
||
/// `alloc_size` — this is the mitigation for the Windows-Firefox freeze (#191).
|
||
fn round_up_tex(n: u32) -> u32 {
|
||
const GRID: u32 = 128;
|
||
((n.max(1) + GRID - 1) / GRID) * GRID
|
||
}
|
||
|
||
fn aabb3_offscreen(
|
||
aabb: [f32; 6],
|
||
view_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
clip_w: u32,
|
||
clip_h: u32,
|
||
) -> bool {
|
||
if aabb.iter().any(|value| !value.is_finite()) {
|
||
return false;
|
||
}
|
||
let w = clip_w as f32;
|
||
let h = clip_h as f32;
|
||
let mut min_px = f32::INFINITY;
|
||
let mut max_px = f32::NEG_INFINITY;
|
||
let mut min_py = f32::INFINITY;
|
||
let mut max_py = f32::NEG_INFINITY;
|
||
for x in [aabb[0], aabb[3]] {
|
||
for y in [aabb[1], aabb[4]] {
|
||
for z in [aabb[2], aabb[5]] {
|
||
let relative =
|
||
(glam::DVec3::new(x as f64, y as f64, z as f64) - eye).as_vec3();
|
||
let clip = view_rot * relative.extend(1.0);
|
||
if !clip.is_finite() || clip.w <= f32::EPSILON {
|
||
return false;
|
||
}
|
||
let ndc = clip.truncate() / clip.w;
|
||
let px = (ndc.x + 1.0) * 0.5 * w;
|
||
let py = (1.0 - ndc.y) * 0.5 * h;
|
||
min_px = min_px.min(px);
|
||
max_px = max_px.max(px);
|
||
min_py = min_py.min(py);
|
||
max_py = max_py.max(py);
|
||
}
|
||
}
|
||
}
|
||
const MARGIN_FRAC: f32 = 0.25;
|
||
let mx = w * MARGIN_FRAC;
|
||
let my = h * MARGIN_FRAC;
|
||
max_px < -mx || min_px > w + mx || max_py < -my || min_py > h + my
|
||
}
|
||
|
||
/// `true` when the world-XY AABB projects entirely outside the
|
||
/// viewport rect (extended by `MARGIN_FRAC` to absorb pan inertia and
|
||
/// avoid edge pop-in). Phase 2.2 mesh-frustum / Phase 2.3 hatch +
|
||
/// wipeout cull. Equivalent to a 2D bounding-box rejection test in
|
||
/// NDC; uses the same 4-corner projection that LOD picking already
|
||
/// does, so the extra cost is negligible.
|
||
///
|
||
/// IMPORTANT: the AABB must be in the same local space (world_offset
|
||
/// subtracted) that `view_proj` expects. `WipeoutGpu.world_aabb` rebuilds
|
||
/// the absolute local-space rect from `model.world_origin + boundary
|
||
/// extents` for this reason; meshes already store an absolute rect.
|
||
fn aabb_offscreen(
|
||
aabb: [f32; 4],
|
||
view_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
clip_w: u32,
|
||
clip_h: u32,
|
||
) -> bool {
|
||
let [x0, y0, x1, y1] = aabb;
|
||
if !x0.is_finite() || !y0.is_finite() || !x1.is_finite() || !y1.is_finite() {
|
||
return false;
|
||
}
|
||
let w = clip_w as f32;
|
||
let h = clip_h as f32;
|
||
let corners = [
|
||
view_rot.project_point3((glam::DVec3::new(x0 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x0 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
];
|
||
let mut min_px = f32::INFINITY;
|
||
let mut max_px = f32::NEG_INFINITY;
|
||
let mut min_py = f32::INFINITY;
|
||
let mut max_py = f32::NEG_INFINITY;
|
||
for c in &corners {
|
||
let px = (c.x + 1.0) * 0.5 * w;
|
||
let py = (1.0 - c.y) * 0.5 * h;
|
||
if px < min_px { min_px = px; }
|
||
if px > max_px { max_px = px; }
|
||
if py < min_py { min_py = py; }
|
||
if py > max_py { max_py = py; }
|
||
}
|
||
// 25% pad on each side — matches `view_world_aabb` (wire path),
|
||
// keeps edge geometry rendered while panning before the next
|
||
// upload reaches the GPU.
|
||
const MARGIN_FRAC: f32 = 0.25;
|
||
let mx = w * MARGIN_FRAC;
|
||
let my = h * MARGIN_FRAC;
|
||
max_px < -mx || min_px > w + mx || max_py < -my || min_py > h + my
|
||
}
|
||
|
||
/// Return `true` when the world-XY AABB's screen-space size is below the
|
||
/// given pixel threshold. Used by LOD passes (hatch skip, etc.) to drop
|
||
/// draw calls that wouldn't contribute a visible pixel.
|
||
fn aabb_below_pixel(
|
||
aabb: [f32; 4],
|
||
view_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
clip_w: u32,
|
||
clip_h: u32,
|
||
threshold_px: f32,
|
||
) -> bool {
|
||
let [x0, y0, x1, y1] = aabb;
|
||
if !x0.is_finite() || !y0.is_finite() || !x1.is_finite() || !y1.is_finite() {
|
||
return false;
|
||
}
|
||
let w = clip_w as f32;
|
||
let h = clip_h as f32;
|
||
let corners = [
|
||
view_rot.project_point3((glam::DVec3::new(x0 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x0 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
];
|
||
let mut min_px = f32::INFINITY;
|
||
let mut max_px = f32::NEG_INFINITY;
|
||
let mut min_py = f32::INFINITY;
|
||
let mut max_py = f32::NEG_INFINITY;
|
||
for c in &corners {
|
||
let px = (c.x + 1.0) * 0.5 * w;
|
||
let py = (1.0 - c.y) * 0.5 * h;
|
||
if px < min_px { min_px = px; }
|
||
if px > max_px { max_px = px; }
|
||
if py < min_py { min_py = py; }
|
||
if py > max_py { max_py = py; }
|
||
}
|
||
(max_px - min_px).max(max_py - min_py) < threshold_px
|
||
}
|
||
|
||
fn create_depth_texture(device: &wgpu::Device, size: Size<u32>) -> wgpu::Texture {
|
||
device.create_texture(&wgpu::TextureDescriptor {
|
||
label: Some("viewer.depth_texture"),
|
||
size: wgpu::Extent3d {
|
||
width: size.width.max(1),
|
||
height: size.height.max(1),
|
||
depth_or_array_layers: 1,
|
||
},
|
||
mip_level_count: 1,
|
||
sample_count: MSAA_SAMPLES,
|
||
dimension: wgpu::TextureDimension::D2,
|
||
format: wgpu::TextureFormat::Depth24PlusStencil8,
|
||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||
view_formats: &[],
|
||
})
|
||
}
|
||
|
||
fn create_resolve_texture(
|
||
device: &wgpu::Device,
|
||
size: Size<u32>,
|
||
format: wgpu::TextureFormat,
|
||
) -> wgpu::Texture {
|
||
device.create_texture(&wgpu::TextureDescriptor {
|
||
label: Some("viewer.resolve_texture"),
|
||
size: wgpu::Extent3d {
|
||
width: size.width.max(1),
|
||
height: size.height.max(1),
|
||
depth_or_array_layers: 1,
|
||
},
|
||
mip_level_count: 1,
|
||
sample_count: 1,
|
||
dimension: wgpu::TextureDimension::D2,
|
||
format,
|
||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||
view_formats: &[],
|
||
})
|
||
}
|
||
|
||
fn create_msaa_texture(
|
||
device: &wgpu::Device,
|
||
size: Size<u32>,
|
||
format: wgpu::TextureFormat,
|
||
) -> wgpu::Texture {
|
||
device.create_texture(&wgpu::TextureDescriptor {
|
||
label: Some("viewer.msaa_texture"),
|
||
size: wgpu::Extent3d {
|
||
width: size.width.max(1),
|
||
height: size.height.max(1),
|
||
depth_or_array_layers: 1,
|
||
},
|
||
mip_level_count: 1,
|
||
sample_count: MSAA_SAMPLES,
|
||
dimension: wgpu::TextureDimension::D2,
|
||
format,
|
||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||
view_formats: &[],
|
||
})
|
||
}
|
||
|
||
/// Holds one inner `Pipeline` per viewport drawn this frame. A single
|
||
/// shader widget owns one `MultiPipeline`; the unified renderer grows the
|
||
/// `inners` vector to match the viewport count and draws each into its own
|
||
/// screen rectangle. Inner `Pipeline` code (upload / LOD / render / blit)
|
||
/// is unchanged — it just runs once per viewport.
|
||
pub struct MultiPipeline {
|
||
pub(crate) inners: Vec<Pipeline>,
|
||
format: wgpu::TextureFormat,
|
||
/// Stable viewport identity → pipeline slot map. Paper viewports used to
|
||
/// occupy slots by their current list position, so switching layouts or
|
||
/// scrolling a sheet could assign an existing viewport to a different
|
||
/// slot and throw away all of its GPU caches. Keep the association across
|
||
/// tab switches and only recycle genuinely cold slots.
|
||
pub(crate) slot_by_instance: rustc_hash::FxHashMap<u64, usize>,
|
||
slot_last_used: Vec<u64>,
|
||
slot_clock: u64,
|
||
/// The resident wire batches, keyed by `wire_content_id` and shared across
|
||
/// every slot (and every pane — one `MultiPipeline` backs all of them) that
|
||
/// renders the same content. `prepare` builds an entry once on a cache miss
|
||
/// then hands `Arc` clones to each slot, so N paper viewports / Model tiles
|
||
/// showing one identical resident set upload the wire vertex buffers exactly
|
||
/// once between them instead of once per slot. Kept trim by dropping entries
|
||
/// no slot still references (`Arc::strong_count == 1`) once it grows past a
|
||
/// small bound.
|
||
pub(crate) wire_buffer_cache: rustc_hash::FxHashMap<
|
||
u64,
|
||
(
|
||
std::sync::Arc<Vec<WireGpu>>,
|
||
std::sync::Arc<rustc_hash::FxHashMap<u64, Vec<u32>>>,
|
||
),
|
||
>,
|
||
}
|
||
|
||
impl MultiPipeline {
|
||
/// Ensure at least `n` (≥1) inner pipelines exist, creating any missing
|
||
/// ones. Grow-only: extra pipelines are NOT dropped, because per-pane Model
|
||
/// shader widgets share this storage and each only touches its own slot —
|
||
/// truncating mid-frame would destroy another pane's slot. Stale inners (a
|
||
/// closed pane, or fewer paper viewports) are harmless idle GPU resources.
|
||
pub(crate) fn ensure_len(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
n: usize,
|
||
) {
|
||
let n = n.max(1);
|
||
while self.inners.len() < n {
|
||
self.inners.push(Pipeline::new(device, queue, self.format));
|
||
self.slot_last_used.push(0);
|
||
}
|
||
}
|
||
|
||
/// Resolve stable slots for the viewport identities in one primitive.
|
||
/// Thirty-two hot slots cover ordinary tiled/paper drawings. A cold slot
|
||
/// is recycled only after several other prepare calls, which prevents
|
||
/// sibling Model panes prepared in the same frame from evicting each
|
||
/// other. If every slot is still hot, growing is safer than a visible
|
||
/// rebuild hitch.
|
||
pub(crate) fn resolve_slots(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
instance_ids: &[u64],
|
||
) -> Vec<usize> {
|
||
const SOFT_LIMIT: usize = 32;
|
||
const HOT_WINDOW: u64 = 8;
|
||
|
||
self.slot_clock = self.slot_clock.wrapping_add(1).max(1);
|
||
let now = self.slot_clock;
|
||
let reserved: rustc_hash::FxHashSet<u64> = instance_ids.iter().copied().collect();
|
||
// `inner.slot_id` is updated later in `prepare`, after this whole
|
||
// method returns. Without a per-call claim set, two new viewports in
|
||
// the same primitive both see the freshly-grown slot as `MAX` and get
|
||
// assigned to it. Paper then blits the final occupant's resolve texture
|
||
// once as the full sheet and again as the floating viewport.
|
||
let mut claimed: rustc_hash::FxHashSet<usize> =
|
||
rustc_hash::FxHashSet::default();
|
||
let mut slots = Vec::with_capacity(instance_ids.len());
|
||
|
||
for &instance_id in instance_ids {
|
||
let existing = self
|
||
.slot_by_instance
|
||
.get(&instance_id)
|
||
.copied()
|
||
.filter(|slot| !claimed.contains(slot));
|
||
let slot = if let Some(slot) = existing {
|
||
slot
|
||
} else {
|
||
self.slot_by_instance.remove(&instance_id);
|
||
let vacant = self
|
||
.inners
|
||
.iter()
|
||
.enumerate()
|
||
.find(|(slot, inner)| {
|
||
!claimed.contains(slot) && inner.slot_id == u64::MAX
|
||
})
|
||
.map(|(slot, _)| slot);
|
||
let recyclable = vacant.or_else(|| {
|
||
(self.inners.len() >= SOFT_LIMIT)
|
||
.then(|| {
|
||
self.inners
|
||
.iter()
|
||
.enumerate()
|
||
.filter(|(slot, _)| !claimed.contains(slot))
|
||
.filter(|(_, inner)| !reserved.contains(&inner.slot_id))
|
||
.filter(|(slot, _)| {
|
||
now.saturating_sub(self.slot_last_used[*slot]) > HOT_WINDOW
|
||
})
|
||
.min_by_key(|(slot, _)| self.slot_last_used[*slot])
|
||
.map(|(slot, _)| slot)
|
||
})
|
||
.flatten()
|
||
});
|
||
let slot = recyclable.unwrap_or_else(|| {
|
||
let slot = self.inners.len();
|
||
self.ensure_len(device, queue, slot + 1);
|
||
slot
|
||
});
|
||
let old_id = self.inners[slot].slot_id;
|
||
if old_id != u64::MAX {
|
||
self.slot_by_instance.remove(&old_id);
|
||
}
|
||
self.slot_by_instance.insert(instance_id, slot);
|
||
slot
|
||
};
|
||
claimed.insert(slot);
|
||
self.slot_last_used[slot] = now;
|
||
slots.push(slot);
|
||
}
|
||
slots
|
||
}
|
||
}
|
||
|
||
/// Send wgpu's uncaptured validation errors to stderr instead of the default
|
||
/// handler, which panics — and inside iced's main-thread redraw that panic
|
||
/// aborts the process, taking the user's unsaved work with it (#358). A bad
|
||
/// frame must degrade, not end the session.
|
||
///
|
||
/// The handler slot is per-device and single: this also catches iced's own draw
|
||
/// errors, and nothing else can report them, so it must stay loud enough to be
|
||
/// noticed. A validation error normally repeats on every frame, though, so a
|
||
/// plain print would flood stderr at refresh rate and bury the first (most
|
||
/// useful) message. Log the 1st, 2nd, 4th, 8th … occurrence instead: the error
|
||
/// is never hidden, the count shows it is ongoing, and the output stays finite.
|
||
///
|
||
/// Installed from `MultiPipeline::new`, which runs once per device — NOT from
|
||
/// `Pipeline::new`, which runs again for every pane `ensure_len` adds. If iced
|
||
/// ever rebuilds the device it builds a new `MultiPipeline` too, so the fresh
|
||
/// device is covered (and the throttle restarts with it).
|
||
fn install_gpu_error_handler(device: &wgpu::Device) {
|
||
use std::sync::atomic::{AtomicUsize, Ordering};
|
||
static SEEN: AtomicUsize = AtomicUsize::new(0);
|
||
SEEN.store(0, Ordering::Relaxed);
|
||
device.on_uncaptured_error(std::sync::Arc::new(|e: wgpu::Error| {
|
||
let n = SEEN.fetch_add(1, Ordering::Relaxed) + 1;
|
||
if n.is_power_of_two() {
|
||
eprintln!("[gpu] uncaptured wgpu error #{n} (frame degraded, session kept alive): {e}");
|
||
}
|
||
}));
|
||
}
|
||
|
||
impl iced::widget::shader::Pipeline for MultiPipeline {
|
||
fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
|
||
install_gpu_error_handler(device);
|
||
Self {
|
||
inners: vec![Pipeline::new(device, queue, format)],
|
||
format,
|
||
slot_by_instance: rustc_hash::FxHashMap::default(),
|
||
slot_last_used: vec![0],
|
||
slot_clock: 0,
|
||
wire_buffer_cache: rustc_hash::FxHashMap::default(),
|
||
}
|
||
}
|
||
}
|
||
|
||
/// The two silhouette angles of a cone/cylinder face for a view direction,
|
||
/// expressed in the face's `(u, v, axis)` frame via the view's components on
|
||
/// each: `du = view·u`, `dv = view·v`, `da = view·axis`. `tan_a` is the cone
|
||
/// taper (0 for a cylinder).
|
||
///
|
||
/// The outward normal is edge-on to the view where `du·cosθ + dv·sinθ =
|
||
/// -tanα·da`, i.e. `θ = φ ± acos(-tanα·da / |view⊥|)` with `φ = atan2(dv, du)`.
|
||
/// `None` when the view runs down the axis (no outline) or the whole cone faces
|
||
/// toward/away (`|arg| > 1`).
|
||
fn silhouette_thetas(du: f64, dv: f64, da: f64, tan_a: f64) -> Option<(f64, f64)> {
|
||
let r_perp = (du * du + dv * dv).sqrt();
|
||
if r_perp < 1e-6 {
|
||
return None;
|
||
}
|
||
let arg = -tan_a * da / r_perp;
|
||
if arg.abs() > 1.0 {
|
||
return None;
|
||
}
|
||
let phi = dv.atan2(du);
|
||
let delta = arg.acos();
|
||
Some((phi + delta, phi - delta))
|
||
}
|