forked from 1b-agent/opencadstudio-upstream
perf(wire): switch wire pipeline to instanced rendering
Step 3 of the wire pipeline cold-open optimization plan — the biggest single lever. Each segment used to upload as 6 vertices × 96 B = 576 B with the segment payload (pos_a/pos_b/color/half_width/distance/pattern_length/pat0/pat1) duplicated across all six corners of the quad. Wire pipeline now uploads one INSTANCE per segment (88 B) and the vertex shader derives `which_end` and `side` from `@builtin(vertex_index)` against a 6-entry corner table. Net effect on cold open: ~6.5× less wire vertex memory and PCIe upload, plus a smaller Vec to allocate and copy on the CPU side. Wire instance attributes also collapse distance_a / distance_b into a single mix() inside the vertex shader, so per-segment distance still interpolates correctly for the GPU-side linetype dash test. Touches the wire, wire_xray, and face3d-edges draw passes. Co-Authored-By: Claude Opus 4.7 <[email protected]>
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3 files changed
+126
-136
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+11
-11
@@ -158,7 +158,7 @@ impl Pipeline {
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireVertex::layout()],
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buffers: &[wire_gpu::WireInstance::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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@@ -201,7 +201,7 @@ impl Pipeline {
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireVertex::layout()],
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buffers: &[wire_gpu::WireInstance::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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@@ -1073,9 +1073,9 @@ impl Pipeline {
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pass.set_pipeline(&self.wire_pipeline);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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for edges in &self.gpu_face3d_edges {
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if edges.vertex_count >= 6 {
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pass.set_vertex_buffer(0, edges.vertex_buffer.slice(..));
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pass.draw(0..edges.vertex_count, 0..1);
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if edges.instance_count > 0 {
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pass.set_vertex_buffer(0, edges.instance_buffer.slice(..));
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pass.draw(0..6, 0..edges.instance_count);
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}
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}
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}
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@@ -1109,7 +1109,7 @@ impl Pipeline {
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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let mut scissor_active = false;
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for (i, wire) in self.gpu_wires.iter().enumerate() {
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if wire.vertex_count < 6 {
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if wire.instance_count == 0 {
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continue;
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}
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match self.wire_pixel_scissors.get(i) {
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@@ -1123,8 +1123,8 @@ impl Pipeline {
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}
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_ => {}
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}
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pass.set_vertex_buffer(0, wire.vertex_buffer.slice(..));
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pass.draw(0..wire.vertex_count, 0..1);
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pass.set_vertex_buffer(0, wire.instance_buffer.slice(..));
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pass.draw(0..6, 0..wire.instance_count);
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}
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if scissor_active {
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pass.set_scissor_rect(0, 0, vp.width, vp.height);
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@@ -1213,9 +1213,9 @@ impl Pipeline {
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pass.set_pipeline(&self.wire_xray_pipeline);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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for wire in &self.gpu_selected_wires {
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if wire.vertex_count >= 6 {
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pass.set_vertex_buffer(0, wire.vertex_buffer.slice(..));
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pass.draw(0..wire.vertex_count, 0..1);
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if wire.instance_count > 0 {
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pass.set_vertex_buffer(0, wire.instance_buffer.slice(..));
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pass.draw(0..6, 0..wire.instance_count);
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}
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}
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}
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+84
-104
@@ -1,27 +1,26 @@
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// Wire GPU buffers — quad (TriangleList) rendering for thick lines.
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// Wire GPU buffers — instanced quad rendering for thick lines.
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//
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// Each segment [A→B] emits 6 vertices (2 triangles). Every vertex carries
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// both endpoints so the vertex shader can compute the screen-space
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// perpendicular direction and expand the quad to the correct pixel width.
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// Each segment [A→B] is one INSTANCE; the vertex shader expands a 6-vertex
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// unit quad whose corners are derived from `@builtin(vertex_index)`. This
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// cuts upload bandwidth by ~6.5× versus the old layout (which duplicated
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// the segment payload across six vertex records).
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//
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// NaN sentinel: text glyphs pack multiple disconnected strokes into one
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// WireModel, separated by [NaN, NaN, NaN] points. Segments where either
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// endpoint contains NaN are silently skipped during upload.
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// endpoint contains NaN are silently skipped during emission.
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//
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// Vertex layout (96 bytes, stride = 96):
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// Instance layout (88 bytes, stride = 88, step_mode = Instance):
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// pos_a [f32; 3] offset 0 12 B — segment start (world)
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// pos_b [f32; 3] offset 12 12 B — segment end (world)
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// which_end f32 offset 24 4 B — 0.0 = A end, 1.0 = B end
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// side f32 offset 28 4 B — ±1.0 perpendicular side
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// color [f32; 4] offset 32 16 B — RGBA [0,1]
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// distance f32 offset 48 4 B — arc-length from wire start
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// half_width f32 offset 52 4 B — half line width in pixels
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// pattern_length f32 offset 56 4 B — dash pattern total length
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// _pad f32 offset 60 4 B
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// pat0 [f32; 4] offset 64 16 B — pattern elements 0-3
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// pat1 [f32; 4] offset 80 16 B — pattern elements 4-7
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// ------
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// 96 B / vertex
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// color [f32; 4] offset 24 16 B — RGBA [0,1]
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// distance_a f32 offset 40 4 B — arc-length at endpoint A
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// distance_b f32 offset 44 4 B — arc-length at endpoint B
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// half_width f32 offset 48 4 B — half line width in pixels
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// pattern_length f32 offset 52 4 B — dash pattern total length
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// pat0 [f32; 4] offset 56 16 B — pattern elements 0-3
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// pat1 [f32; 4] offset 72 16 B — pattern elements 4-7
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// ------
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// 88 B / instance
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use crate::scene::wire_model::WireModel;
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use iced::wgpu;
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@@ -32,15 +31,15 @@ use rayon::prelude::*;
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/// `create_buffer_init` performs and avoids holding a second `Vec` worth of
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/// memory during upload — meaningful on cold open where wire buffers can run
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/// into the hundreds of MB.
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fn vertex_buffer_mapped(
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fn instance_buffer_mapped(
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device: &wgpu::Device,
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label: &str,
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data: &[WireVertex],
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data: &[WireInstance],
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) -> wgpu::Buffer {
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let bytes: &[u8] = bytemuck::cast_slice(data);
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// wgpu rejects size-0 buffers; the renderer already guards `vertex_count`
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// wgpu rejects size-0 buffers; the renderer already guards `instance_count`
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// before issuing a draw, so a placeholder allocation is fine here.
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let size = bytes.len().max(std::mem::size_of::<WireVertex>()) as u64;
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let size = bytes.len().max(std::mem::size_of::<WireInstance>()) as u64;
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let buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(label),
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size,
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@@ -55,29 +54,27 @@ fn vertex_buffer_mapped(
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buf
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}
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// ── Vertex layout ─────────────────────────────────────────────────────────
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// ── Instance layout ───────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct WireVertex {
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pub struct WireInstance {
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pub pos_a: [f32; 3],
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pub pos_b: [f32; 3],
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pub which_end: f32,
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pub side: f32,
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pub color: [f32; 4],
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pub distance: f32,
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pub distance_a: f32,
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pub distance_b: f32,
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pub half_width: f32,
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pub pattern_length: f32,
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pub _pad: f32,
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pub pat0: [f32; 4],
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pub pat1: [f32; 4],
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}
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impl WireVertex {
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impl WireInstance {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<WireVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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array_stride: std::mem::size_of::<WireInstance>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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@@ -92,41 +89,36 @@ impl WireVertex {
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wgpu::VertexAttribute {
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offset: 24,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32,
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}, // which_end
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wgpu::VertexAttribute {
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offset: 28,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32,
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}, // side
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wgpu::VertexAttribute {
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offset: 32,
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shader_location: 4,
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format: wgpu::VertexFormat::Float32x4,
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}, // color
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wgpu::VertexAttribute {
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offset: 40,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32,
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}, // distance_a
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wgpu::VertexAttribute {
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offset: 44,
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shader_location: 4,
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format: wgpu::VertexFormat::Float32,
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}, // distance_b
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wgpu::VertexAttribute {
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offset: 48,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32,
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}, // distance
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}, // half_width
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wgpu::VertexAttribute {
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offset: 52,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32,
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}, // half_width
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}, // pattern_length
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wgpu::VertexAttribute {
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offset: 56,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32,
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}, // pattern_length
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wgpu::VertexAttribute {
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offset: 64,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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}, // pat0
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wgpu::VertexAttribute {
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offset: 80,
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shader_location: 9,
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offset: 72,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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}, // pat1
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],
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@@ -137,18 +129,18 @@ impl WireVertex {
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// ── GPU handle ────────────────────────────────────────────────────────────
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pub struct WireGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub vertex_count: u32,
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pub instance_buffer: wgpu::Buffer,
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pub instance_count: u32,
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/// Paper-space bbox [x0, y0, x1, y1] for GPU scissor clipping.
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/// Set only for viewport-projected wires; None for regular wires.
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pub vp_scissor: Option<[f32; 4]>,
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}
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/// Expand one `WireModel` into its flat vertex stream (6 verts per finite
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/// segment). Pulled out so both the single-wire and batched paths share the
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/// same emission logic, and so the batched path can `par_iter().flat_map`
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/// across wires on cold open.
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fn emit_wire_vertices(wire: &WireModel, color: [f32; 4]) -> Vec<WireVertex> {
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/// Expand one `WireModel` into its per-segment instance stream (1 instance per
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/// finite segment). Pulled out so both the single-wire and batched paths share
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/// the same emission logic, and so the batched path can `par_iter` across
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/// wires on cold open.
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fn emit_wire_instances(wire: &WireModel, color: [f32; 4]) -> Vec<WireInstance> {
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let pat0 = [
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wire.pattern[0],
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wire.pattern[1],
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@@ -188,7 +180,7 @@ fn emit_wire_vertices(wire: &WireModel, color: [f32; 4]) -> Vec<WireVertex> {
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}
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}
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let mut vertices: Vec<WireVertex> = Vec::with_capacity(seg_count * 6);
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let mut instances: Vec<WireInstance> = Vec::with_capacity(seg_count);
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for i in 0..seg_count {
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let a = wire.points[i];
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let b = wire.points[i + 1];
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@@ -201,32 +193,19 @@ fn emit_wire_vertices(wire: &WireModel, color: [f32; 4]) -> Vec<WireVertex> {
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{
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continue;
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}
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let dist_a = dists[i];
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let dist_b = dists[i + 1];
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let make = |which_end: f32, side: f32| -> WireVertex {
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let dist = if which_end < 0.5 { dist_a } else { dist_b };
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WireVertex {
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pos_a: a,
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pos_b: b,
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which_end,
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side,
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color,
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distance: dist,
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half_width,
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pattern_length: wire.pattern_length,
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_pad: 0.0,
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pat0,
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pat1,
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}
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};
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vertices.push(make(0.0, -1.0));
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vertices.push(make(1.0, -1.0));
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vertices.push(make(1.0, 1.0));
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vertices.push(make(0.0, -1.0));
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vertices.push(make(1.0, 1.0));
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vertices.push(make(0.0, 1.0));
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instances.push(WireInstance {
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pos_a: a,
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pos_b: b,
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color,
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distance_a: dists[i],
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distance_b: dists[i + 1],
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half_width,
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pattern_length: wire.pattern_length,
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pat0,
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pat1,
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});
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}
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vertices
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instances
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}
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impl WireGpu {
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@@ -236,21 +215,23 @@ impl WireGpu {
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g
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}
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/// Merge multiple WireModels into GPU buffers chunked to fit the 256 MB GPU limit.
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/// Each wire keeps its own color and pattern — they're stored per-vertex.
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/// Returns an empty Vec if the combined vertex list is empty.
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/// Merge multiple WireModels into GPU instance buffers, chunked to fit the
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/// 256 MB GPU limit. Each wire keeps its own color and pattern — they live
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/// per-instance.
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pub fn from_batch(device: &wgpu::Device, wires: &[WireModel]) -> Vec<Self> {
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let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
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if total_segs == 0 {
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return vec![];
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}
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// Parallel per-wire vertex emission. `flat_map_iter` keeps memory peak
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// sane (one Vec<WireVertex> per wire, then concatenated) while letting
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// rayon spread CPU work across cores. Ordering is preserved.
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let vertices: Vec<WireVertex> = wires
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// Parallel per-wire instance emission. Each wire's stream is
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// independent — `block_cache` groups wires by style upstream, so order
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// within a batch does not affect correctness. `reduce` concatenates the
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// per-wire Vec<WireInstance> chunks while letting rayon spread work
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// across cores.
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let instances: Vec<WireInstance> = wires
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.par_iter()
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.map(|wire| emit_wire_vertices(wire, wire.color))
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.map(|wire| emit_wire_instances(wire, wire.color))
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.reduce(Vec::new, |mut acc, mut chunk| {
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if acc.is_empty() {
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chunk
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@@ -262,22 +243,22 @@ impl WireGpu {
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}
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});
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if vertices.is_empty() {
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if instances.is_empty() {
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return vec![];
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}
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// GPU max buffer size is 256 MB; chunk to stay within the limit.
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const MAX_VERTS: usize = 268_435_456 / std::mem::size_of::<WireVertex>();
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const MAX_INSTANCES: usize = 268_435_456 / std::mem::size_of::<WireInstance>();
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vertices
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.chunks(MAX_VERTS)
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instances
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.chunks(MAX_INSTANCES)
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.enumerate()
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.map(|(i, chunk)| {
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let label = format!("wire.batch.vbuf.{i}");
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let vertex_buffer = vertex_buffer_mapped(device, &label, chunk);
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let label = format!("wire.batch.ibuf.{i}");
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let instance_buffer = instance_buffer_mapped(device, &label, chunk);
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Self {
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vertex_buffer,
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vertex_count: chunk.len() as u32,
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instance_buffer,
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instance_count: chunk.len() as u32,
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vp_scissor: None,
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}
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})
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@@ -285,15 +266,14 @@ impl WireGpu {
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}
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fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4]) -> Self {
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let vertices = emit_wire_vertices(wire, color);
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let label = format!("wire.vbuf.{}", wire.name);
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let vertex_buffer = vertex_buffer_mapped(device, &label, &vertices);
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let instances = emit_wire_instances(wire, color);
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let label = format!("wire.ibuf.{}", wire.name);
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let instance_buffer = instance_buffer_mapped(device, &label, &instances);
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Self {
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vertex_buffer,
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vertex_count: vertices.len() as u32,
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instance_buffer,
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instance_count: instances.len() as u32,
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vp_scissor: None,
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}
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}
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}
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+31
-21
@@ -1,12 +1,15 @@
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// Wire shader — renders 1-D CAD entities as screen-aligned quads.
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// Topology: TriangleList (6 vertices per segment).
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// Topology: TriangleList, 6 vertices drawn per INSTANCE.
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//
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// Each vertex carries both segment endpoints (pos_a, pos_b) plus which_end
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// (0=A, 1=B) and side (±1). The vertex shader expands the quad by half_width
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// pixels perpendicular to the segment direction in screen space.
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// One instance = one segment. The six vertex IDs map to the corners of a
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// two-triangle quad; the vertex shader derives `which_end` (0=A end, 1=B end)
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// and `side` (±1 perpendicular) from `@builtin(vertex_index)` and expands the
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// quad by `half_width` pixels perpendicular to the segment direction in
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// screen space.
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//
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// Linetype is applied entirely on the GPU:
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// • distance = cumulative arc-length from wire start (interpolated by GPU).
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// • distance = cumulative arc-length, linearly interpolated from
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// (distance_a, distance_b) by `which_end`.
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// • pattern_length > 0 enables the dash test; 0 = solid (no discard).
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// • pat0/pat1 encode up to 8 elements: positive=dash, negative=gap.
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@@ -15,24 +18,23 @@ struct Uniforms {
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camera_pos: vec4<f32>,
|
||||
viewport_size: vec2<f32>,
|
||||
world_per_pixel: f32,
|
||||
// LWDISPLAY toggle: 0.0 = force 1 px (half_width 0.5), 1.0 = use per-vertex
|
||||
// baked half_width. Lets the LWT button switch without retessellating.
|
||||
// LWDISPLAY toggle: 0.0 = force 1 px (half_width 0.5), 1.0 = use the
|
||||
// per-instance baked half_width. Lets the LWT button switch without
|
||||
// retessellating.
|
||||
lwdisplay_enable: f32,
|
||||
}
|
||||
@group(0) @binding(0) var<uniform> u: Uniforms;
|
||||
|
||||
struct VertexIn {
|
||||
struct InstanceIn {
|
||||
@location(0) pos_a: vec3<f32>,
|
||||
@location(1) pos_b: vec3<f32>,
|
||||
@location(2) which_end: f32,
|
||||
@location(3) side: f32,
|
||||
@location(4) color: vec4<f32>,
|
||||
@location(5) distance: f32,
|
||||
@location(6) half_width: f32,
|
||||
@location(7) pattern_length: f32,
|
||||
// location 8 = _pad (not needed in shader)
|
||||
@location(8) pat0: vec4<f32>,
|
||||
@location(9) pat1: vec4<f32>,
|
||||
@location(2) color: vec4<f32>,
|
||||
@location(3) distance_a: f32,
|
||||
@location(4) distance_b: f32,
|
||||
@location(5) half_width: f32,
|
||||
@location(6) pattern_length: f32,
|
||||
@location(7) pat0: vec4<f32>,
|
||||
@location(8) pat1: vec4<f32>,
|
||||
}
|
||||
|
||||
struct VertexOut {
|
||||
@@ -44,7 +46,15 @@ struct VertexOut {
|
||||
@location(4) pat1: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex fn vs_main(in: VertexIn) -> VertexOut {
|
||||
@vertex fn vs_main(@builtin(vertex_index) vid: u32, in: InstanceIn) -> VertexOut {
|
||||
// Two-triangle quad corner table:
|
||||
// vid 0,1,2 = (A,-1) (B,-1) (B,+1)
|
||||
// vid 3,4,5 = (A,-1) (B,+1) (A,+1)
|
||||
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 clip_a = u.view_proj * vec4<f32>(in.pos_a, 1.0);
|
||||
let clip_b = u.view_proj * vec4<f32>(in.pos_b, 1.0);
|
||||
|
||||
@@ -71,19 +81,19 @@ struct VertexOut {
|
||||
let perp_ndc = perp / (u.viewport_size * 0.5);
|
||||
|
||||
// Select the clip-space position for this vertex's endpoint.
|
||||
let clip_pos = mix(clip_a, clip_b, in.which_end);
|
||||
let clip_pos = mix(clip_a, clip_b, which_end);
|
||||
|
||||
// LWDISPLAY off → collapse to a 1-pixel-wide line (half_width = 0.5).
|
||||
let hw = select(0.5, in.half_width, u.lwdisplay_enable > 0.5);
|
||||
|
||||
// Offset in clip space (multiply by w to un-apply perspective division).
|
||||
let ndc_offset = perp_ndc * hw * in.side;
|
||||
let ndc_offset = perp_ndc * hw * side;
|
||||
let final_clip = clip_pos + vec4<f32>(ndc_offset * clip_pos.w, 0.0, 0.0);
|
||||
|
||||
var out: VertexOut;
|
||||
out.clip_pos = final_clip;
|
||||
out.color = in.color;
|
||||
out.distance = in.distance;
|
||||
out.distance = mix(in.distance_a, in.distance_b, which_end);
|
||||
out.pattern_length = in.pattern_length;
|
||||
out.pat0 = in.pat0;
|
||||
out.pat1 = in.pat1;
|
||||
|
||||
Reference in new issue
Block a user