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