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
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// 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);
}