perf(render): hoist per-wire constants to a storage buffer (native)

Every wire segment is one instance, and each carried the wire's color,
line-weight, dash pattern and draw-depth (~44 B) inline — re-fetched per
segment even though they're constant along the wire. On native, move
those into a per-wire `WireConst` storage buffer (group 1) indexed by a
`wire_id` on the instance. The instance drops from 104 B to 60 B (~42 %)
across every entity's wires, and the shared constants are fetched once
per wire (cached) instead of once per segment — less vertex-attribute
bandwidth and less GPU upload on rebuilds.

WebGL2 has no vertex-stage storage buffers, so the wasm build keeps the
original self-contained fat instance and wire.wgsl; native uses the new
slim instance, wire_indexed.wgsl, and a group-1 bind group built per
batch in WireGpu::from_run / from_batch. Visual output is unchanged
(colors are now full f32 rather than 8-bit, if anything more precise).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-26 10:39:23 +03:00
1 parent 0db513e07a
commit 0317dad14e
3 files changed
+516 -103

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+43 -5
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@@ -32,6 +32,11 @@ pub struct Pipeline {
/// Same shader as wire_pipeline but depth_compare=Greater, depth_write_enabled=false.
/// Used to draw ghost copies of selected wires through occluding geometry.
wire_xray_pipeline: wgpu::RenderPipeline,
/// Layout for the per-wire `WireConst` storage buffer (group 1 of the wire /
/// xray pipelines). `Some` on native; `None` on web (fat instance, no
/// storage). Passed to `WireGpu::from_run` / `from_batch` so they can build
/// each batch's per-wire bind group.
wire_const_bgl: Option<wgpu::BindGroupLayout>,
hatch_pipeline: wgpu::RenderPipeline,
/// Phase 4-B — single-draw batched hatch pipeline. Per-instance
/// data lives in storage buffers; one draw call covers every
@@ -181,9 +186,19 @@ impl Pipeline {
});
// ── Wire pipeline ──────────────────────────────────────────────────
// Native: per-wire constants live in a storage buffer (group 1), so the
// slim instance only carries per-segment data. WebGL2 has no
// vertex-stage storage buffers, so the wasm build keeps the fat instance
// and a single bind group.
#[cfg(not(target_arch = "wasm32"))]
let wire_const_bgl = wire_gpu::WireConst::bind_group_layout(device);
#[cfg(not(target_arch = "wasm32"))]
let wire_bgls: &[&wgpu::BindGroupLayout] = &[&frame_bgl, &wire_const_bgl];
#[cfg(target_arch = "wasm32")]
let wire_bgls: &[&wgpu::BindGroupLayout] = &[&frame_bgl];
let wire_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("wire.pipeline_layout"),
bind_group_layouts: &[&frame_bgl],
bind_group_layouts: wire_bgls,
push_constant_ranges: &[],
});
@@ -192,6 +207,11 @@ impl Pipeline {
let wire_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("wire.shader"),
#[cfg(not(target_arch = "wasm32"))]
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/wire_indexed.wgsl"
))),
#[cfg(target_arch = "wasm32")]
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/wire.wgsl"
))),
@@ -909,6 +929,10 @@ impl Pipeline {
Self {
wire_pipeline,
wire_xray_pipeline,
#[cfg(not(target_arch = "wasm32"))]
wire_const_bgl: Some(wire_const_bgl),
#[cfg(target_arch = "wasm32")]
wire_const_bgl: None,
hatch_pipeline,
hatch_batched_pipeline,
image_pipeline,
@@ -983,7 +1007,7 @@ impl Pipeline {
{
j += 1;
}
batches.extend(WireGpu::from_run(device, &wires[i..j], depth_map, scissor, mesh_edge));
batches.extend(WireGpu::from_run(device, &wires[i..j], depth_map, scissor, mesh_edge, self.wire_const_bgl.as_ref()));
i = j;
}
self.gpu_wires = batches;
@@ -1044,7 +1068,8 @@ impl Pipeline {
if let Some(h) = hover {
push(h.value(), WireModel::HOVER, wires, &mut out);
}
self.gpu_selected_wires = WireGpu::from_run(device, &out, depth_map, None, false);
self.gpu_selected_wires =
WireGpu::from_run(device, &out, depth_map, None, false, self.wire_const_bgl.as_ref());
}
/// Upload the live overlay (command preview / interim / grip-drag) wires.
@@ -1059,7 +1084,7 @@ impl Pipeline {
self.gpu_preview_wires = if wires.is_empty() {
vec![]
} else {
WireGpu::from_run(device, wires, depth_map, None, false)
WireGpu::from_run(device, wires, depth_map, None, false, self.wire_const_bgl.as_ref())
};
}
@@ -1141,7 +1166,8 @@ impl Pipeline {
) {
// 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.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 `vertex_buffer_3d` (gated by `keep_3d_mesh_fills`);
// 2D fills (text-LOD greek, MultiLeader background) go to
@@ -1612,6 +1638,9 @@ impl Pipeline {
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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, 0..edges.instance_count);
}
@@ -1670,6 +1699,9 @@ impl Pipeline {
}
_ => {}
}
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, 0..wire.instance_count);
}
@@ -1685,6 +1717,9 @@ impl Pipeline {
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, 0..pw.instance_count);
}
@@ -1775,6 +1810,9 @@ impl Pipeline {
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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, 0..wire.instance_count);
}
+322 -98
View File
@@ -60,6 +60,90 @@ fn instance_buffer_mapped(
// ── Instance layout ───────────────────────────────────────────────────────
// ── Native: slim per-segment instance + shared per-wire constants ───────────
//
// Every segment of a wire used to carry the wire's color / line-weight / dash
// pattern / draw-depth (~44 B) on each instance — re-fetched once per segment
// even though it's constant along the wire. On native we hoist those into a
// per-wire `WireConst` storage buffer indexed by `wire_id`, so the instance
// keeps only the per-segment data (endpoints + arc-length distances). Cuts the
// instance from 104 B to 60 B (~42 %) and removes the redundant per-segment
// re-fetch of the shared constants. WebGL2 has no vertex-stage storage buffers,
// so the wasm build below keeps the original self-contained fat instance.
#[cfg(not(target_arch = "wasm32"))]
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct WireInstance {
pub pos_a: [f32; 3],
pub pos_a_low: [f32; 3],
pub pos_b: [f32; 3],
pub pos_b_low: [f32; 3],
pub distance_a: f32,
pub distance_b: f32,
/// Index into the per-wire `WireConst` storage buffer (group 1).
pub wire_id: u32,
}
#[cfg(not(target_arch = "wasm32"))]
impl WireInstance {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
// Must match `InstanceIn` in wire_indexed.wgsl.
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_a) as u64, shader_location: 0, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_b) as u64, shader_location: 1, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_a_low) as u64, shader_location: 2, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_b_low) as u64, shader_location: 3, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, distance_a) as u64, shader_location: 4, format: wgpu::VertexFormat::Float32 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, distance_b) as u64, shader_location: 5, format: wgpu::VertexFormat::Float32 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, wire_id) as u64, shader_location: 6, format: wgpu::VertexFormat::Uint32 },
];
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<WireInstance>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: ATTRS,
}
}
}
/// Per-wire constants shared by every segment of a wire (native only). std430
/// layout: three vec4 then four scalars = 64 B, matching `WireConst` in
/// wire_indexed.wgsl.
#[cfg(not(target_arch = "wasm32"))]
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct WireConst {
pub color: [f32; 4],
pub pat0: [f32; 4],
pub pat1: [f32; 4],
pub half_width: f32,
pub pattern_length: f32,
pub draw_depth: f32,
pub _pad: f32,
}
#[cfg(not(target_arch = "wasm32"))]
impl WireConst {
/// Bind-group layout for the per-wire storage buffer (group 1 of the wire /
/// xray pipelines). Read-only storage, visible to the vertex stage.
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("wire_const.bgl"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
})
}
}
// ── Web (WebGL2): self-contained fat instance (no vertex-stage storage) ─────
#[cfg(target_arch = "wasm32")]
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct WireInstance {
@@ -82,6 +166,7 @@ pub struct WireInstance {
pub draw_depth: f32,
}
#[cfg(target_arch = "wasm32")]
impl WireInstance {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
// Offsets come from the struct layout (must match the shader location
@@ -123,12 +208,17 @@ pub struct WireGpu {
/// in shaded modes so the surface reads as a clean solid; pure
/// wireframe / HiddenLine / *WithEdges modes draw them.
pub is_3d_mesh_edge: bool,
/// Per-wire constants storage (group 1), shared across all chunks of one
/// build. `None` on web (the fat instance carries the constants inline) and
/// for empty buffers. The draw loop binds it as group 1 when present.
pub const_bind_group: Option<std::sync::Arc<wgpu::BindGroup>>,
}
/// Expand one `WireModel` into its per-segment instance stream (1 instance per
/// finite segment). Pulled out so both the single-wire and batched paths share
/// the same emission logic, and so the batched path can `par_iter` across
/// wires on cold open.
#[cfg(target_arch = "wasm32")]
fn pack_color(color: [f32; 4]) -> [u8; 4] {
[
(color[0].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
@@ -138,28 +228,10 @@ fn pack_color(color: [f32; 4]) -> [u8; 4] {
]
}
fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Vec<WireInstance> {
let color_u8 = pack_color(color);
let pat0 = [
wire.pattern[0],
wire.pattern[1],
wire.pattern[2],
wire.pattern[3],
];
let pat1 = [
wire.pattern[4],
wire.pattern[5],
wire.pattern[6],
wire.pattern[7],
];
let half_width = wire.line_weight_px * 0.5;
/// Cumulative arc-length per point (NaN-break aware), with the dash pattern
/// centred on the wire. Shared by the wasm and native emission paths.
fn wire_distances(wire: &WireModel) -> Vec<f32> {
let n = wire.points.len();
let seg_count = n.saturating_sub(1);
if seg_count == 0 {
return Vec::new();
}
let mut dists = vec![0.0_f32; n];
let mut has_break = false;
for i in 1..n {
@@ -206,22 +278,33 @@ fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Ve
}
}
}
dists
}
// Low residual paired index-for-index with points; empty → all-zero
// (interactive / preview wires that don't need sub-f32 precision).
#[inline]
fn finite3(p: [f32; 3]) -> bool {
p[0].is_finite() && p[1].is_finite() && p[2].is_finite()
}
/// Web: emit fat per-segment instances (each carries the wire's constants).
#[cfg(target_arch = "wasm32")]
fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Vec<WireInstance> {
let color_u8 = pack_color(color);
let pat0 = [wire.pattern[0], wire.pattern[1], wire.pattern[2], wire.pattern[3]];
let pat1 = [wire.pattern[4], wire.pattern[5], wire.pattern[6], wire.pattern[7]];
let half_width = wire.line_weight_px * 0.5;
let n = wire.points.len();
let seg_count = n.saturating_sub(1);
if seg_count == 0 {
return Vec::new();
}
let dists = wire_distances(wire);
let low = |i: usize| -> [f32; 3] { wire.points_low.get(i).copied().unwrap_or([0.0; 3]) };
let mut instances: Vec<WireInstance> = Vec::with_capacity(seg_count);
for i in 0..seg_count {
let a = wire.points[i];
let b = wire.points[i + 1];
if !a[0].is_finite()
|| !a[1].is_finite()
|| !a[2].is_finite()
|| !b[0].is_finite()
|| !b[1].is_finite()
|| !b[2].is_finite()
{
if !finite3(a) || !finite3(b) {
continue;
}
instances.push(WireInstance {
@@ -242,6 +325,51 @@ fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Ve
instances
}
/// Native: emit slim per-segment instances (positions + distances + `wire_id`)
/// plus the one `WireConst` record every segment of this wire shares.
#[cfg(not(target_arch = "wasm32"))]
fn emit_wire_native(
wire: &WireModel,
wire_id: u32,
color: [f32; 4],
draw_depth: f32,
) -> (Vec<WireInstance>, WireConst) {
let cst = WireConst {
color,
pat0: [wire.pattern[0], wire.pattern[1], wire.pattern[2], wire.pattern[3]],
pat1: [wire.pattern[4], wire.pattern[5], wire.pattern[6], wire.pattern[7]],
half_width: wire.line_weight_px * 0.5,
pattern_length: wire.pattern_length,
draw_depth,
_pad: 0.0,
};
let n = wire.points.len();
let seg_count = n.saturating_sub(1);
if seg_count == 0 {
return (Vec::new(), cst);
}
let dists = wire_distances(wire);
let low = |i: usize| -> [f32; 3] { wire.points_low.get(i).copied().unwrap_or([0.0; 3]) };
let mut instances: Vec<WireInstance> = Vec::with_capacity(seg_count);
for i in 0..seg_count {
let a = wire.points[i];
let b = wire.points[i + 1];
if !finite3(a) || !finite3(b) {
continue;
}
instances.push(WireInstance {
pos_a: a,
pos_a_low: low(i),
pos_b: b,
pos_b_low: low(i + 1),
distance_a: dists[i],
distance_b: dists[i + 1],
wire_id,
});
}
(instances, cst)
}
/// Looks up a wire's draw-order depth from the per-entity map using the
/// handle encoded in its `name`. Falls back to 0.0 (transient / preview
/// wires that carry no document handle).
@@ -254,6 +382,36 @@ fn wire_draw_depth(wire: &WireModel, depth_map: &rustc_hash::FxHashMap<u64, f32>
.unwrap_or(0.0)
}
/// Build the shared per-wire `WireConst` storage buffer and its bind group
/// (native only). All instance-buffer chunks from one build reference the same
/// buffer via their global `wire_id`, so a single bind group is cloned into
/// each chunk.
#[cfg(not(target_arch = "wasm32"))]
fn build_const_bind_group(
device: &wgpu::Device,
bgl: &wgpu::BindGroupLayout,
consts: &[WireConst],
) -> std::sync::Arc<wgpu::BindGroup> {
use wgpu::util::DeviceExt;
// wgpu rejects zero-sized buffers; pad with one zeroed record when empty.
let one = [<WireConst as bytemuck::Zeroable>::zeroed()];
let data: &[WireConst] = if consts.is_empty() { &one } else { consts };
let buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("wire_const.buf"),
contents: bytemuck::cast_slice(data),
usage: wgpu::BufferUsages::STORAGE,
});
let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("wire_const.bg"),
layout: bgl,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: buf.as_entire_binding(),
}],
});
std::sync::Arc::new(bg)
}
impl WireGpu {
/// Merge a run of WireModels that share scissor + mesh-edge state into one
@@ -272,32 +430,76 @@ impl WireGpu {
depth_map: &rustc_hash::FxHashMap<u64, f32>,
scissor: Option<[f32; 4]>,
mesh_edge: bool,
const_bgl: Option<&wgpu::BindGroupLayout>,
) -> Vec<Self> {
use crate::par::prelude::*;
const MAX_INSTANCES: usize = 268_435_456 / std::mem::size_of::<WireInstance>();
let per: Vec<Vec<WireInstance>> = wires
.par_iter()
.map(|w| emit_wire_instances(w, w.color, wire_draw_depth(w, depth_map)))
.collect();
let mut instances: Vec<WireInstance> = Vec::with_capacity(per.iter().map(Vec::len).sum());
for mut v in per {
instances.append(&mut v);
#[cfg(not(target_arch = "wasm32"))]
{
use crate::par::prelude::*;
// Global `wire_id` = wire index; one shared WireConst buffer for all
// chunks. Indexed `collect` preserves wire order (the pass relies on
// submission order for depth-biased / transparent overlap).
let per: Vec<(Vec<WireInstance>, WireConst)> = wires
.par_iter()
.enumerate()
.map(|(idx, w)| {
emit_wire_native(w, idx as u32, w.color, wire_draw_depth(w, depth_map))
})
.collect();
let mut instances: Vec<WireInstance> =
Vec::with_capacity(per.iter().map(|(v, _)| v.len()).sum());
let mut consts: Vec<WireConst> = Vec::with_capacity(per.len());
for (mut v, c) in per {
instances.append(&mut v);
consts.push(c);
}
if instances.is_empty() {
return vec![];
}
let bg = const_bgl.map(|bgl| build_const_bind_group(device, bgl, &consts));
instances
.chunks(MAX_INSTANCES)
.map(|chunk| {
let buf = instance_buffer_mapped(device, "wire.run.ibuf", chunk);
Self {
instance_buffer: buf,
instance_count: chunk.len() as u32,
vp_scissor: scissor,
is_3d_mesh_edge: mesh_edge,
const_bind_group: bg.clone(),
}
})
.collect()
}
if instances.is_empty() {
return vec![];
#[cfg(target_arch = "wasm32")]
{
let _ = const_bgl;
let per: Vec<Vec<WireInstance>> = wires
.iter()
.map(|w| emit_wire_instances(w, w.color, wire_draw_depth(w, depth_map)))
.collect();
let mut instances: Vec<WireInstance> =
Vec::with_capacity(per.iter().map(Vec::len).sum());
for mut v in per {
instances.append(&mut v);
}
if instances.is_empty() {
return vec![];
}
instances
.chunks(MAX_INSTANCES)
.map(|chunk| {
let buf = instance_buffer_mapped(device, "wire.run.ibuf", chunk);
Self {
instance_buffer: buf,
instance_count: chunk.len() as u32,
vp_scissor: scissor,
is_3d_mesh_edge: mesh_edge,
const_bind_group: None,
}
})
.collect()
}
instances
.chunks(MAX_INSTANCES)
.map(|chunk| {
let buf = instance_buffer_mapped(device, "wire.run.ibuf", chunk);
Self {
instance_buffer: buf,
instance_count: chunk.len() as u32,
vp_scissor: scissor,
is_3d_mesh_edge: mesh_edge,
}
})
.collect()
}
/// Merge multiple WireModels into GPU instance buffers, chunked to fit the
@@ -307,58 +509,80 @@ impl WireGpu {
device: &wgpu::Device,
wires: &[WireModel],
depth_map: &rustc_hash::FxHashMap<u64, f32>,
const_bgl: Option<&wgpu::BindGroupLayout>,
) -> Vec<Self> {
let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
if total_segs == 0 {
return vec![];
}
// Parallel per-wire instance emission. Each wire's stream is
// independent — `block_cache` groups wires by style upstream, so order
// within a batch does not affect correctness. `reduce` concatenates the
// per-wire Vec<WireInstance> chunks while letting rayon spread work
// across cores.
#[cfg(not(target_arch = "wasm32"))]
let instances: Vec<WireInstance> = wires
.par_iter()
.map(|wire| emit_wire_instances(wire, wire.color, wire_draw_depth(wire, depth_map)))
.reduce(Vec::new, |mut acc, mut chunk| {
if acc.is_empty() {
chunk
} else if chunk.is_empty() {
acc
} else {
acc.append(&mut chunk);
acc
}
});
// Web: no thread pool — concatenate the per-wire streams sequentially.
#[cfg(target_arch = "wasm32")]
let instances: Vec<WireInstance> = wires
.iter()
.flat_map(|wire| emit_wire_instances(wire, wire.color, wire_draw_depth(wire, depth_map)))
.collect();
if instances.is_empty() {
return vec![];
}
// GPU max buffer size is 256 MB; chunk to stay within the limit.
const MAX_INSTANCES: usize = 268_435_456 / std::mem::size_of::<WireInstance>();
instances
.chunks(MAX_INSTANCES)
.enumerate()
.map(|(i, chunk)| {
let label = format!("wire.batch.ibuf.{i}");
let instance_buffer = instance_buffer_mapped(device, &label, chunk);
Self {
instance_buffer,
instance_count: chunk.len() as u32,
vp_scissor: None,
is_3d_mesh_edge: false,
}
})
.collect()
#[cfg(not(target_arch = "wasm32"))]
{
use crate::par::prelude::*;
// `block_cache` groups wires by style upstream; order within a batch
// doesn't affect correctness, but indexed `collect` gives each wire a
// stable `wire_id` into the shared WireConst buffer.
let per: Vec<(Vec<WireInstance>, WireConst)> = wires
.par_iter()
.enumerate()
.map(|(idx, w)| {
emit_wire_native(w, idx as u32, w.color, wire_draw_depth(w, depth_map))
})
.collect();
let mut instances: Vec<WireInstance> =
Vec::with_capacity(per.iter().map(|(v, _)| v.len()).sum());
let mut consts: Vec<WireConst> = Vec::with_capacity(per.len());
for (mut v, c) in per {
instances.append(&mut v);
consts.push(c);
}
if instances.is_empty() {
return vec![];
}
let bg = const_bgl.map(|bgl| build_const_bind_group(device, bgl, &consts));
instances
.chunks(MAX_INSTANCES)
.enumerate()
.map(|(i, chunk)| {
let label = format!("wire.batch.ibuf.{i}");
let instance_buffer = instance_buffer_mapped(device, &label, chunk);
Self {
instance_buffer,
instance_count: chunk.len() as u32,
vp_scissor: None,
is_3d_mesh_edge: false,
const_bind_group: bg.clone(),
}
})
.collect()
}
#[cfg(target_arch = "wasm32")]
{
let _ = const_bgl;
let instances: Vec<WireInstance> = wires
.iter()
.flat_map(|w| emit_wire_instances(w, w.color, wire_draw_depth(w, depth_map)))
.collect();
if instances.is_empty() {
return vec![];
}
instances
.chunks(MAX_INSTANCES)
.enumerate()
.map(|(i, chunk)| {
let label = format!("wire.batch.ibuf.{i}");
let instance_buffer = instance_buffer_mapped(device, &label, chunk);
Self {
instance_buffer,
instance_count: chunk.len() as u32,
vp_scissor: None,
is_3d_mesh_edge: false,
const_bind_group: None,
}
})
.collect()
}
}
}
+151
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@@ -0,0 +1,151 @@
// Wire shader (native) — same as wire.wgsl, but the per-wire constants
// (color / half_width / dash pattern / draw_depth) live in a per-wire storage
// buffer indexed by `wire_id` instead of being replicated on every segment
// instance. Cuts the instance from 104 B to 60 B and removes the redundant
// per-segment re-fetch of constants. WebGL2 has no vertex-stage storage
// buffers, so the wasm build uses wire.wgsl (fat instance) instead.
struct Uniforms {
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
// Per-wire constants (std430). Must match `WireConst` in wire_gpu.rs.
struct WireConst {
color: vec4<f32>,
pat0: vec4<f32>,
pat1: vec4<f32>,
half_width: f32,
pattern_length: f32,
draw_depth: f32,
_pad: f32,
}
@group(1) @binding(0) var<storage, read> wire_consts: array<WireConst>;
struct InstanceIn {
@location(0) pos_a: vec3<f32>,
@location(1) pos_b: vec3<f32>,
@location(2) pos_a_low: vec3<f32>,
@location(3) pos_b_low: vec3<f32>,
@location(4) distance_a: f32,
@location(5) distance_b: f32,
@location(6) wire_id: u32,
}
const DRAW_ORDER_BIAS: f32 = 0.001;
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) distance: f32,
@location(2) pattern_length: f32,
@location(3) pat0: vec4<f32>,
@location(4) pat1: vec4<f32>,
@location(5) @interpolate(flat) min_elem: f32,
}
@vertex fn vs_main(@builtin(vertex_index) vid: u32, in: InstanceIn) -> VertexOut {
let c = wire_consts[in.wire_id];
let which_end_arr = array<f32, 6>(0.0, 1.0, 1.0, 0.0, 1.0, 0.0);
let side_arr = array<f32, 6>(-1.0, -1.0, 1.0, -1.0, 1.0, 1.0);
let which_end = which_end_arr[vid];
let side = side_arr[vid];
let rel_a = (in.pos_a - u.eye_high) + (in.pos_a_low - u.eye_low);
let rel_b = (in.pos_b - u.eye_high) + (in.pos_b_low - u.eye_low);
let clip_a = u.view_rot * vec4<f32>(rel_a, 1.0);
let clip_b = u.view_rot * vec4<f32>(rel_b, 1.0);
let ndc_a = clip_a.xy / clip_a.w;
let ndc_b = clip_b.xy / clip_b.w;
let screen_a = ndc_a * u.viewport_size * 0.5;
let screen_b = ndc_b * u.viewport_size * 0.5;
let seg = screen_b - screen_a;
let seg_len = length(seg);
var perp: vec2<f32>;
if seg_len > 1e-4 {
let dir = seg / seg_len;
perp = vec2<f32>(-dir.y, dir.x);
} else {
perp = vec2<f32>(0.0, 1.0);
}
let perp_ndc = perp / (u.viewport_size * 0.5);
let clip_pos = mix(clip_a, clip_b, which_end);
let hw = select(0.5, c.half_width, u.lwdisplay_enable > 0.5);
let ndc_offset = perp_ndc * hw * side;
let final_clip = clip_pos + vec4<f32>(ndc_offset * clip_pos.w, 0.0, 0.0);
var min_elem: f32 = c.pattern_length;
let elems = array<f32, 8>(
c.pat0.x, c.pat0.y, c.pat0.z, c.pat0.w,
c.pat1.x, c.pat1.y, c.pat1.z, c.pat1.w,
);
for (var i = 0u; i < 8u; i++) {
let e = abs(elems[i]);
if e > 0.0 && e < min_elem { min_elem = e; }
}
var out: VertexOut;
out.clip_pos = final_clip;
out.clip_pos.z = out.clip_pos.z - c.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.color = c.color;
out.distance = mix(in.distance_a, in.distance_b, which_end);
out.pattern_length = c.pattern_length;
out.pat0 = c.pat0;
out.pat1 = c.pat1;
out.min_elem = min_elem;
return out;
}
fn in_dash(dist: f32, pat_len: f32, p0: vec4<f32>, p1: vec4<f32>) -> bool {
let d = ((dist % pat_len) + pat_len) % pat_len;
var pos = 0.0f;
let dot_half = u.world_per_pixel * 0.75;
let elems = array<f32, 8>(p0.x, p0.y, p0.z, p0.w, p1.x, p1.y, p1.z, p1.w);
var count = 0u;
for (var i = 0u; i < 8u; i++) {
if elems[i] != 0.0 { count = i + 1u; }
}
for (var i = 0u; i < count; i++) {
let elem = elems[i];
if elem == 0.0 {
let dd = abs(d - pos);
if min(dd, pat_len - dd) <= dot_half { return true; }
} else if elem > 0.0 {
if d >= pos && d < pos + elem { return true; }
pos += elem;
} else {
pos += -elem;
}
}
return false;
}
@fragment fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
if in.pattern_length > 0.0 {
if in.min_elem >= u.world_per_pixel {
if !in_dash(in.distance, in.pattern_length, in.pat0, in.pat1) {
discard;
}
}
}
let alpha = select(1.0, in.color.a, u.transparency_enable > 0.5);
return vec4<f32>(in.color.rgb, alpha);
}