feat(pipeline): per-instance visibility for batched hatches (Phase 4-B, step 4)

Adds a dedicated `visibility: array<u32>` storage buffer (binding 4)
alongside the existing batched hatch buffers. Vertex shader reads
`visibility[v.instance_index]` — 0 → emit an out-of-NDC clip
position so the GPU rasterizer clips the primitive before the
fragment stage runs.

`compute_hatch_lod` now drives this buffer instead of (or alongside,
for the per-hatch fallback) `hatch_skip_flags`. Walks a per-instance
CPU AABB mirror that the builder fills at upload time (`instance_aabbs`),
applies the same `aabb_below_pixel` (sub-pixel LOD) OR `aabb_offscreen`
(frustum cull) rule the legacy path used, and pushes the resulting
0/1 flags via `queue.write_buffer` on a separate 4 B-per-hatch buffer
— ~40 KB per pan tick for 10 k hatches, far cheaper than re-writing
the 112 B-per-instance data.

Step 5 will remove the legacy `gpu_hatches` Vec, the per-hatch draw
loop, and `hatch_skip_flags` once the batched path has soaked.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.7 committed 2026-05-17 20:11:28 +03:00
1 parent cfe53bd789
commit 398eee551d
4 files changed
+99 -19

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+57 -7
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@@ -136,14 +136,25 @@ pub struct HatchBatchedGpu {
pub boundary_buffer: wgpu::Buffer,
pub family_buffer: wgpu::Buffer,
pub dash_buffer: wgpu::Buffer,
/// Per-instance visibility flag (1=draw, 0=skip). Stored in its
/// own small storage buffer so per-frame updates don't have to
/// touch the large `instance_buffer`. Vertex shader reads
/// `visibility[instance_index]` — when 0 it emits an out-of-NDC
/// clip position so the GPU clips the primitive before the
/// fragment stage runs.
pub visibility_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
pub instance_count: u32,
/// CPU-side mirror of `HatchInstance.visible` — `compute_hatch_lod`
/// writes 0/1 here, then `upload_visibility` pushes the changed
/// `visible` field through to the GPU `instance_buffer`. Storing
/// just the flag (not the whole HatchInstance) keeps the per-frame
/// upload small.
/// CPU mirror — `update_visibility` re-uploads this whole slice
/// when any flag changes. ~4 B per hatch, so 40 KB / 10 k hatches
/// per pan tick. Far cheaper than touching the 112 B-per-instance
/// data.
pub visibility: Vec<u32>,
/// CPU-side mirror of each instance's local-space AABB (world-
/// offset-subtracted, world_origin already added back). Used by
/// `compute_hatch_lod` to evaluate the sub-pixel + frustum cull
/// without reading back from the GPU.
pub instance_aabbs: Vec<[f32; 4]>,
}
impl HatchBatchedGpu {
@@ -350,6 +361,13 @@ impl HatchBatchedGpu {
usage: wgpu::BufferUsages::STORAGE,
});
let visibility: Vec<u32> = instances.iter().map(|i| i.visible).collect();
let visibility_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.visibility"),
contents: bytemuck::cast_slice(&visibility),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch_batched.bg"),
layout: bgl,
@@ -370,10 +388,30 @@ impl HatchBatchedGpu {
binding: 3,
resource: dash_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 4,
resource: visibility_buffer.as_entire_binding(),
},
],
});
let visibility = instances.iter().map(|i| i.visible).collect();
// CPU AABB mirror — local-space rect with world_origin added
// back, ready for `aabb_offscreen` / `aabb_below_pixel` to
// compare against the camera view_proj.
let instance_aabbs: Vec<[f32; 4]> = instances
.iter()
.map(|i| {
let ox = i.world_origin[0];
let oy = i.world_origin[1];
[
i.aabb[0] + ox,
i.aabb[1] + oy,
i.aabb[2] + ox,
i.aabb[3] + oy,
]
})
.collect();
Some(Self {
vertex_buffer,
vertex_count: verts.len() as u32,
@@ -381,12 +419,24 @@ impl HatchBatchedGpu {
boundary_buffer,
family_buffer,
dash_buffer,
visibility_buffer,
bind_group,
instance_count: instances.len() as u32,
visibility,
instance_aabbs,
})
}
/// Push the CPU `visibility` slice to GPU. Call when any
/// element changes (typically per-frame from compute_hatch_lod).
pub fn upload_visibility(&self, queue: &wgpu::Queue) {
queue.write_buffer(
&self.visibility_buffer,
0,
bytemuck::cast_slice(&self.visibility),
);
}
/// Group-1 bind group layout — shared by the pipeline so it can be
/// constructed once at startup. All four bindings are read-only
/// storage and visible to both VS (AABB+visibility lookup) and FS
@@ -404,7 +454,7 @@ impl HatchBatchedGpu {
};
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch_batched.bgl"),
entries: &[entry(0), entry(1), entry(2), entry(3)],
entries: &[entry(0), entry(1), entry(2), entry(3), entry(4)],
})
}
}
+26 -1
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@@ -745,7 +745,32 @@ impl Pipeline {
/// fragment in the bounding quad. Pairs with the shader-side
/// solid-fill substitution for hatches between 2 px and the dense
/// pattern threshold.
pub fn compute_hatch_lod(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
pub fn compute_hatch_lod(
&mut self,
queue: &wgpu::Queue,
view_proj: glam::Mat4,
clip_w: u32,
clip_h: u32,
) {
// Phase 4-B batched path — write the same skip rule (sub-pixel
// LOD OR offscreen) into the GPU visibility buffer. The vertex
// shader maps 0 → out-of-NDC clip → primitive culled before
// fragment stage; equivalent to the per-hatch `skip_flags`
// gate but at GPU-side cost.
if let Some(batch) = &mut self.gpu_hatch_batched {
// Same skip rule as the legacy per-hatch path: sub-pixel
// LOD (`aabb_below_pixel`) OR offscreen (`aabb_offscreen`).
// Walks the per-instance AABB mirror — no GPU readback.
for (i, aabb) in batch.instance_aabbs.iter().enumerate() {
let skip = aabb_below_pixel(*aabb, view_proj, clip_w, clip_h, 2.0)
|| aabb_offscreen(*aabb, view_proj, clip_w, clip_h);
batch.visibility[i] = if skip { 0 } else { 1 };
}
batch.upload_visibility(queue);
return;
}
// Per-hatch (legacy) fallback path.
self.hatch_skip_flags = self
.gpu_hatches
.iter()
+1 -1
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@@ -147,7 +147,7 @@ impl shader::Primitive for Primitive {
pipeline.compute_hatch_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_wipeout_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_image_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_hatch_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_hatch_lod(queue, self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_wipeout_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_mesh_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
if self.show_viewcube {
+15 -10
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@@ -63,10 +63,15 @@ struct LineFamily {
dash_offset: u32,
}
@group(1) @binding(0) var<storage, read> instances: array<HatchInstance>;
@group(1) @binding(1) var<storage, read> boundary: array<vec4<f32>>;
@group(1) @binding(2) var<storage, read> families: array<LineFamily>;
@group(1) @binding(3) var<storage, read> dashes: array<f32>;
@group(1) @binding(0) var<storage, read> instances: array<HatchInstance>;
@group(1) @binding(1) var<storage, read> boundary: array<vec4<f32>>;
@group(1) @binding(2) var<storage, read> families: array<LineFamily>;
@group(1) @binding(3) var<storage, read> dashes: array<f32>;
// Per-instance visibility (Phase 4-B sub-pixel + frustum skip).
// CPU writes `1` to draw / `0` to skip every frame; vertex shader
// emits an out-of-NDC clip position for 0-instances so the GPU
// rasterizer culls the primitive before any fragment runs.
@group(1) @binding(4) var<storage, read> visibility: array<u32>;
// ── Vertex shader ────────────────────────────────────────────────────────
@@ -100,12 +105,12 @@ fn corner_xy(c: u32, aabb: vec4<f32>) -> vec2<f32> {
var o: VOut;
let inst = instances[v.instance_index];
// CPU-driven visibility flag (Phase 4-B frustum skip). Emit a clip
// position whose x/y exceed |w|, so the GPU frustum-culls the
// primitive and no fragment runs for it. (WGSL forbids literal NaN
// so we can't go that route; pushing the vertex out of the unit
// cube is the equivalent degenerate-triangle trick.)
if inst.visible == 0u {
// Per-frame visibility (CPU-driven sub-pixel + frustum skip).
// 0 → emit a clip position whose x/y exceed |w| so the GPU
// frustum-culls the primitive and no fragment runs. (WGSL
// forbids literal NaN so this out-of-NDC trick replaces the
// usual NaN-degenerate-triangle.)
if visibility[v.instance_index] == 0u {
o.clip = vec4<f32>(2.0, 2.0, 2.0, 1.0);
o.xz = vec2<f32>(0.0, 0.0);
o.instance_index = v.instance_index;