fix: chunk block-wire vertex buffers

BlockWireGpu::from_wires built one unbounded vertex buffer per
(source_id, mesh_edge) group. On a block-heavy drawing that reached
~505 MiB in a single create_buffer_init, which fails on a 2 GB card;
wgpu then returns an invalid buffer and the unchecked
get_mapped_range_mut() inside create_buffer_init panics.

The instance buffer in the same function was already chunked. Convert
the vertex buffer the same way, matching the solid-mesh chunking in
mesh_gpu.rs (#203) and the fill chunking in face3d_gpu.rs (#358),
including mesh_gpu.rs's clamp: max_buffer_size is an API validation
limit, not physical VRAM, and NVIDIA reports several GB on a 2 GB card.

Chunk sizes are rounded down to a multiple of 6 so a segment's quad
never straddles two buffers -- the shader derives its corner from
vertex_index % 6 and every draw restarts that counter at zero.

Instance buffers are hoisted out so they are built once and reused
across vertex chunks instead of re-uploaded per chunk.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
PanosandClaude Opus 5 committed 2026-09-04 16:20:38 +03:00
1 parent 886d5777d8
commit 8552450aa8
1 file changed
+49 -18
+49 -18
View File
@@ -740,11 +740,33 @@ impl BlockWireGpu {
};
vertices.extend_from_slice(&[vertex; 6]);
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("block_wire.vertices"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
// Split vertex data into buffers small enough to allocate on
// low-VRAM devices. Same scheme as the solid-mesh chunking in
// `mesh_gpu.rs` (#203) and the fill chunking in `face3d_gpu.rs`
// (#358); the block-wire path was never converted, so a
// block-heavy drawing produced one multi-hundred-MB buffer.
// `max_buffer_size` is an API validation limit, not physical VRAM
// (NVIDIA reports several GB on a 2 GB card), so clamp it the way
// `mesh_gpu.rs` already does.
let vertex_budget = ((device.limits().max_buffer_size as usize / 10) * 9)
.min(32 * 1024 * 1024);
let vsize = std::mem::size_of::<BlockWireVertex>();
// Round down to a multiple of 6: each segment expands to six
// vertices and must not straddle two chunks.
let max_verts = ((vertex_budget / vsize).max(6) / 6) * 6;
let vertex_chunks: Vec<(wgpu::Buffer, u32)> = vertices
.chunks(max_verts)
.map(|chunk| {
(
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("block_wire.vertices"),
contents: bytemuck::cast_slice(chunk),
usage: wgpu::BufferUsages::VERTEX,
}),
chunk.len() as u32,
)
})
.collect();
let const_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("block_wire.const"),
contents: bytemuck::bytes_of(&constant),
@@ -791,19 +813,28 @@ impl BlockWireGpu {
let max_instances = ((device.limits().max_buffer_size as usize / 10) * 9
/ std::mem::size_of::<BlockWireInstance>())
.max(1);
for chunk in instances.chunks(max_instances) {
out.push(Self {
vertex_buffer: vertex_buffer.clone(),
instance_buffer: instance_buffer_mapped(
device,
"block_wire.instances",
chunk,
),
vertex_count: vertices.len() as u32,
instance_count: chunk.len() as u32,
is_3d_mesh_edge: mesh_edge,
const_bind_group: const_bind_group.clone(),
});
// Build each instance buffer once and reuse it across vertex
// chunks, rather than re-uploading it per chunk.
let instance_chunks: Vec<(wgpu::Buffer, u32)> = instances
.chunks(max_instances)
.map(|chunk| {
(
instance_buffer_mapped(device, "block_wire.instances", chunk),
chunk.len() as u32,
)
})
.collect();
for (vertex_buffer, vertex_count) in &vertex_chunks {
for (instance_buffer, instance_count) in &instance_chunks {
out.push(Self {
vertex_buffer: vertex_buffer.clone(),
instance_buffer: instance_buffer.clone(),
vertex_count: *vertex_count,
instance_count: *instance_count,
is_3d_mesh_edge: mesh_edge,
const_bind_group: const_bind_group.clone(),
});
}
}
}
out