Files
OneCAD-Draft/src/scene/pipeline/hatch_gpu/texture.rs
T
PanosandClaude Opus 5 d0ef752532 fix: an out-of-memory GPU no longer aborts the process
The crash in #358 was not the out-of-memory itself. wgpu reports OOM as
recoverable and the app already installs a handler that logs and keeps
the session alive. What killed the process was what happened next:

  create_buffer_init maps the new buffer unconditionally, and mapping the
  invalid buffer an OOM device returns panics. That panic unwinds through
  iced's main-thread redraw, trips the wgpu-hal swapchain assertion in a
  destructor, and becomes a non-unwinding abort -- no chance to autosave.

Every allocation whose size scales with the drawing now goes through
src/scene/pipeline/gpu_upload.rs, which creates the buffer unmapped and
fills it with Queue::write_buffer. A failed allocation then surfaces as a
validation error on the write, which reaches install_gpu_error_handler
and degrades the frame -- exactly what that handler's comment promised:
"A bad frame must degrade, not end the session."

Converted: block-wire vertices and instances, the wire const storage
buffer, all three wire-arena allocators, face3d vertices and instances,
block-text instances and text vertices, both hatch backends, and the
silhouette buffers. mesh_gpu already allocated this way, which is why the
mesh path never produced this panic; the rest now match it.

No mapped_at_creation:true remains in the renderer. The create_buffer_init
calls left are fixed-size or bounded-small -- uniforms, the viewcube's
static geometry, per-image and per-wipeout quads -- where an allocation
failure is not a realistic outcome.

Two trade-offs worth stating:

  * write_buffer stages through a copy, which mapping at creation avoided.
    Chunking bounds that transient cost, and the measured block-wire
    upload got faster with chunking, not slower.
  * `queue` had to be threaded through the wire, face3d, text and hatch
    builders and their callers. Mechanical, but it widens the diff.

This touches every upload path, so it needs a visual check against a real
drawing before it goes upstream.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-04 16:21:08 +03:00

422 lines
16 KiB
Rust

// Texture-backed hatch renderer for devices without storage buffers. Boundary
// geometry comes from the same kernel mesh as the storage backend.
use crate::scene::model::hatch_model::{HatchModel, HatchPattern};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
/// Width (in texels) of the RGBA32F data texture. Height grows to fit; a hatch
/// with N total texels uses ceil(N / WIDTH) rows.
const DATA_TEX_WIDTH: u32 = 1024;
// ── Vertex ────────────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct HatchVertex {
pos: [f32; 3],
_pad: f32,
}
pub(super) fn vertex_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub(super) struct TextureHatchPlacement {
translation: [f32; 2],
translation_low: [f32; 2],
draw_depth: f32,
_pad: [f32; 3],
}
impl TextureHatchPlacement {
pub(super) fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute { offset: 0, shader_location: 1, format: wgpu::VertexFormat::Float32x2 },
wgpu::VertexAttribute { offset: 8, shader_location: 2, format: wgpu::VertexFormat::Float32x2 },
wgpu::VertexAttribute { offset: 16, shader_location: 3, format: wgpu::VertexFormat::Float32 },
],
}
}
}
// ── Per-hatch uniform (binding 0) — 96 bytes, matches HatchUniforms in
// hatch_texture.wgsl. ──────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct TextureHatchUniform {
color: [f32; 4], // 0
color2: [f32; 4], // 16
mode: u32, // 32
_reserved: u32, // 36
angle_offset: f32, // 40
scale: f32, // 44
grad_cos: f32, // 48
grad_sin: f32, // 52
grad_min: f32, // 56
grad_range: f32, // 60
origin: [f32; 2], // 64
origin_low: [f32; 2], // 72
n_families: u32, // 80
fam_off: u32, // 84: texel offset of the family section
dash_off: u32, // 88: texel offset of the dash section
tex_width: u32, // 92
}
// ── Per-hatch GPU handle ────────────────────────────────────────────────────
pub(super) struct TextureHatch {
pub(super) vertex_buffer: wgpu::Buffer,
pub(super) index_buffer: wgpu::Buffer,
pub(super) placement_buffer: wgpu::Buffer,
pub(super) index_count: u32,
pub(super) instance_count: u32,
pub(super) bind_group: wgpu::BindGroup,
/// Reserved for per-frame AABB LOD (mirrors `WipeoutGpu`); not yet wired
/// into the web hatch draw loop — the native batched path doesn't do
/// per-hatch LOD either.
#[allow(dead_code)]
pub world_aabb: [f32; 4],
_uniform_buf: wgpu::Buffer,
_data_tex: wgpu::Texture,
}
impl TextureHatch {
pub(super) fn from_models(
device: &wgpu::Device,
queue: &wgpu::Queue,
models: &[HatchModel],
bgl1: &wgpu::BindGroupLayout,
) -> Vec<Self> {
let mut slots = rustc_hash::FxHashMap::default();
let mut groups: Vec<Vec<&HatchModel>> = Vec::new();
for (index, model) in models.iter().enumerate() {
let key = model
.render_instance
.map(|instance| (true, instance.source_id))
.unwrap_or((false, index as u64));
let slot = *slots.entry(key).or_insert_with(|| {
let slot = groups.len();
groups.push(Vec::new());
slot
});
groups[slot].push(model);
}
groups
.into_iter()
.filter_map(|group| Self::new(device, queue, &group, bgl1))
.collect()
}
/// Group-1 layout: uniform header (binding 0) + non-filterable float data
/// texture (binding 1).
pub(super) fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch.texture.bgl1"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
})
}
pub(super) fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
models: &[&HatchModel],
bgl1: &wgpu::BindGroupLayout,
) -> Option<Self> {
let model = models[0];
// ── Decode pattern mode (mirrors WipeoutGpu::new) ─────────────────
// The gradient shape (kind + invert bit) rides in the mode's high
// bits — the 96-byte uniform has no spare slot.
let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Gradient { angle_deg, color2, kind, invert, .. } => {
let gk = (kind.shader_kind() | if *invert { 16 } else { 0 }) << 8;
if kind.radial() {
// Radial: centre is the local origin; grad_cos/sin unused.
(3u32 | gk, *color2, 0.0, 0.0)
} else {
let r = angle_deg.to_radians();
(2u32 | gk, *color2, r.cos(), r.sin())
}
}
};
// ── Bounding box ─────────────────────────────────────────────────
let (mut min_x, mut max_x, mut min_y, mut max_y) =
(f32::INFINITY, f32::NEG_INFINITY, f32::INFINITY, f32::NEG_INFINITY);
for &[x, y] in model.boundary.iter() {
if !x.is_finite() || !y.is_finite() {
continue;
}
min_x = min_x.min(x);
max_x = max_x.max(x);
min_y = min_y.min(y);
max_y = max_y.max(y);
}
let origin = model.world_origin;
let (mesh_points, indices) = model.fill_mesh();
if mesh_points.is_empty() || indices.is_empty() {
return None;
}
let vertices: Vec<HatchVertex> = mesh_points
.into_iter()
.map(|[x, y]| HatchVertex { pos: [x, y, 0.0], _pad: 0.0 })
.collect();
let vertex_buffer = crate::scene::pipeline::gpu_upload::upload_buffer(
device,
queue,
"hatch.texture.vbuf",
&vertices,
wgpu::BufferUsages::VERTEX,
);
let index_buffer = crate::scene::pipeline::gpu_upload::upload_buffer(
device,
queue,
"hatch.texture.ibuf",
&indices,
wgpu::BufferUsages::INDEX,
);
let base = model
.render_instance
.map_or([0.0; 3], |instance| instance.translation);
let placements: Vec<TextureHatchPlacement> = models
.iter()
.map(|model| {
let translation = model
.render_instance
.map_or([0.0; 3], |instance| instance.translation);
let delta = [translation[0] - base[0], translation[1] - base[1]];
let high = [delta[0] as f32, delta[1] as f32];
TextureHatchPlacement {
translation: high,
translation_low: [
(delta[0] - high[0] as f64) as f32,
(delta[1] - high[1] as f64) as f32,
],
draw_depth: model.draw_depth,
_pad: [0.0; 3],
}
})
.collect();
let placement_buffer = crate::scene::pipeline::gpu_upload::upload_buffer(
device,
queue,
"hatch.texture.placements",
&placements,
wgpu::BufferUsages::VERTEX,
);
// ── Gradient projection range (snapped-local space) ───────────────
let base_mode = mode & 0xFF;
let frame = match &model.pattern {
HatchPattern::Gradient {
angle_deg, shift, ..
} => model.gradient_frame(*angle_deg, *shift),
_ => None,
};
let (grad_min, grad_range, radial_center) = if base_mode == 2 {
frame.map_or((0.0, 1.0, [0.0, 0.0]), |frame| {
(
frame.projection_min as f32,
frame.projection_span as f32,
[0.0, 0.0],
)
})
} else if base_mode == 3 {
frame.map_or((0.0, 1.0, [0.0, 0.0]), |frame| {
(
0.0,
frame.radius as f32,
[frame.center[0] as f32, frame.center[1] as f32],
)
})
} else {
(0.0, 1.0, [0.0, 0.0])
};
// ── Pack the data texture: families | dashes ─────────────────────
let mut texels: Vec<[f32; 4]> = Vec::new();
// Family section (3 texels each) + a flat dash pool.
let fam_off = texels.len() as u32;
let mut n_families = 0u32;
let mut dash_pool: Vec<f32> = Vec::new();
if let HatchPattern::Pattern(families) = &model.pattern {
for fam in families.iter() {
let dash_rel = dash_pool.len() as u32;
dash_pool.extend_from_slice(&fam.dashes);
let n_dashes = fam.dashes.len() as u32;
let period: f32 = if n_dashes > 0 {
fam.dashes.iter().map(|d| d.abs()).sum()
} else {
0.0
};
let angle_r = fam.angle_deg.to_radians();
// PAT local frame: perpendicular spacing and along-line phase.
texels.push([angle_r.cos(), angle_r.sin(), fam.x0, fam.y0]);
texels.push([fam.dx, fam.dy, fam.dy, fam.dx]);
// Counts as exact f32 (small integers → no denormal/bitcast risk).
texels.push([
model.line_weight_px.max(1.0),
period,
n_dashes as f32,
dash_rel as f32,
]);
n_families += 1;
}
}
// Dash section (4 values per texel).
let dash_off = texels.len() as u32;
let mut i = 0usize;
while i < dash_pool.len() {
let mut t = [0.0f32; 4];
for (c, slot) in t.iter_mut().enumerate() {
if let Some(&d) = dash_pool.get(i + c) {
*slot = d;
}
}
texels.push(t);
i += 4;
}
// Upload the texture (min 1 texel; pad the last row).
if texels.is_empty() {
texels.push([0.0; 4]);
}
let width = DATA_TEX_WIDTH;
let height = ((texels.len() as u32).div_ceil(width)).max(1);
texels.resize((width * height) as usize, [0.0; 4]);
let data_tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("hatch.texture.data_tex"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba32Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
data_tex.as_image_copy(),
bytemuck::cast_slice(&texels),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(width * 16),
rows_per_image: Some(height),
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
let tex_view = data_tex.create_view(&wgpu::TextureViewDescriptor::default());
// ── Uniform header ────────────────────────────────────────────────
let uniform_data = TextureHatchUniform {
color: model.color,
color2,
mode,
_reserved: 0,
angle_offset: model.angle_offset,
// Clamp like the desktop renderer so scale==0 can't make perp_step 0
// → round(perp/0)=NaN → an invisible hatch.
scale: model.scale.max(1e-6),
grad_cos: if base_mode == 3 { radial_center[0] } else { grad_cos },
grad_sin: if base_mode == 3 { radial_center[1] } else { grad_sin },
grad_min,
grad_range,
origin: [origin[0] as f32, origin[1] as f32],
origin_low: [
(origin[0] - origin[0] as f32 as f64) as f32,
(origin[1] - origin[1] as f32 as f64) as f32,
],
n_families,
fam_off,
dash_off,
tex_width: width,
};
let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.texture.uniform"),
contents: bytemuck::bytes_of(&uniform_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch.texture.bind_group1"),
layout: bgl1,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: _uniform_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&tex_view),
},
],
});
let ox = model.world_origin[0] as f32;
let oy = model.world_origin[1] as f32;
let world_aabb = if min_x.is_finite() && min_y.is_finite() {
[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
} else {
[min_x, min_y, max_x, max_y]
};
Some(Self {
vertex_buffer,
index_buffer,
placement_buffer,
index_count: indices.len() as u32,
instance_count: placements.len() as u32,
bind_group,
world_aabb,
_uniform_buf,
_data_tex: data_tex,
})
}
}