forked from 1b-agent/opencadstudio-upstream
perf(render): arena handles add/remove too, not just in-place edits
The in-place-only arena still fell back to a full batched rebuild on add/remove — re-uploading the entire wire instance buffer, which on a drawing whose wires expand to millions of segments (~265 MB) stalls ~1s per add/remove on a shared-memory GPU. Only move/edit avoided it. Add append/tombstone so add/remove patch the instance buffer too: a new or segment-count-changed entity bump-allocates a slab at the tail (buffers carry 1.5x headroom); an erased entity is tombstoned (blanked at const slot 0). The huge instance buffer only grows/blanks by the changed entity. Three correctness points make add/remove safe (each verified by an adversarial review, findings folded in): - draw_depth_map normalises each entity`s z-bias by the block entity count, so a structural change re-scales every entity`s bias. Keep a CPU mirror of the const array; on any structural change refresh every slab`s draw_depth and re-upload the small (~1 MB) const buffer, leaving the instance buffer untouched. - a tail-appended entity draws last, which only mis-orders wires whose overlap resolves by submission order rather than the z-bias: transparency, and 3D-solid fallback edges (Solid3D/Region/Body/Surface are excluded from draw_depth_map, so their opaque edges share depth 0). `append_unsafe` bails to a full rebuild when the set contains either. - an in-place edit also flushes its consts to the GPU (a colour change is not structural, so the whole-buffer refresh would otherwise skip it). Still behind OCS_WIRE_GPU_PATCH (default off); every uncertain case returns false and the caller does the identical full rebuild, so correctness never rides on the fast path. Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
1 parent
e914be9852
commit
9761423b84
1 file changed
+221
-78
@@ -1,20 +1,39 @@
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// Persistent per-entity wire instance arena (native, behind OCS_WIRE_GPU_PATCH).
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//
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// The normal wire path re-emits EVERY wire into a fresh, tightly-packed instance
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// buffer whenever the resident set's content id changes — so moving one line on a
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// million-wire drawing re-uploads all million instances. This arena instead keeps
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// one persistent instance buffer (plus its shared WireConst storage) with per-
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// entity *slabs*, so an in-place edit is a `queue.write_buffer` of just that
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// entity's slab.
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// The normal wire path re-emits EVERY wire into a fresh instance buffer whenever
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// the resident set's content id changes — so any edit on a drawing whose wires
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// expand to millions of segments re-uploads the whole (hundreds-of-MB) buffer,
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// which stalls for ~1s on a shared-memory GPU. This arena instead keeps one
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// persistent instance buffer (plus its shared WireConst storage) laid out as
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// per-entity *slabs*, so an edit only writes what changed:
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//
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// Scope (v1): IN-PLACE patches only. A move / rotate / scale / colour change keeps
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// an entity's slab, its instance count, and — crucially — the block's entity count,
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// so `draw_depth_map`'s per-entity z-bias (normalised by that count) is unchanged
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// and every other slab stays correct. `patch` returns false (⇒ the caller does a
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// full batched rebuild) for anything else: an Add or Remove (which re-scales every
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// entity's z-bias), a segment-count change, or a set that isn't a single scissor-
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// free batch (mesh-edge fills, paper viewport scissor). Because a full rebuild is
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// always the fallback, correctness never rides on the fast path.
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// * Modify in place — a move / rotate / scale / colour change keeps the
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// entity's segment count, so its slab is overwritten where it sits.
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// * Add / a Modify whose segment count changed — bump-allocate a fresh slab at
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// the tail (tombstone the old one); the instance buffer only grows by that
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// entity.
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// * Erase — tombstone the slab (blank instances that render nothing).
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//
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// Two correctness points make add/remove safe:
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// * draw_depth_map normalises each entity's draw-order z-bias by the block's
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// entity count, so ANY add/remove re-scales EVERY entity's bias. We keep a
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// CPU mirror of the WireConst array and, on a structural change, refresh every
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// slab's draw_depth and re-upload the (small, ~1 MB) const buffer — the huge
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// instance buffer is untouched.
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// * A tail-appended entity draws last, which only mis-orders alpha-blended /
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// coincident wires. So when the set contains ANY transparent wire we bail to a
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// full rebuild instead of appending. Opaque overlap resolves by the z-bias, so
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// it is order-independent and safe to relocate.
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//
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// A tombstoned instance points at const slot 0 (a blank WireConst, half_width 0),
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// so the shader expands it to a zero-area quad — no pixels. When tombstone waste
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// or capacity is exceeded, `patch` returns false and the caller compacts via a
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// full rebuild. Because a full rebuild is always the fallback, correctness never
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// rides on the fast path.
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//
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// Scope: a SINGLE batch — the set must have no mesh-edge fills (which force the
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// draw-order-preserving multi-batch split) and no per-wire scissor (paper content
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// viewports). Mixed 2D/3D or scissored sets fall back to the batched path.
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#![cfg(not(target_arch = "wasm32"))]
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@@ -25,6 +44,13 @@ use acadrust::Handle;
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use iced::wgpu;
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use rustc_hash::FxHashMap;
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/// Spare capacity multiplier when (re)allocating, so a run of adds appends
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/// without reallocating each time.
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const HEADROOM_NUM: u64 = 3;
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const HEADROOM_DEN: u64 = 2;
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const MIN_INST_CAP: u64 = 4096;
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const MIN_CONST_CAP: u64 = 1024;
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struct Slab {
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inst_off: u32,
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inst_len: u32,
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@@ -34,10 +60,19 @@ struct Slab {
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pub struct WireArena {
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inst_buf: wgpu::Buffer,
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inst_cap: u32,
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inst_tail: u32,
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const_buf: wgpu::Buffer,
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const_bind_group: std::sync::Arc<wgpu::BindGroup>,
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const_cap: u32,
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const_tail: u32,
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/// CPU mirror of the const buffer so a structural edit can refresh every
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/// slab's draw_depth (denominator change) without re-emitting geometry.
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consts_cpu: Vec<WireConst>,
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slabs: FxHashMap<Handle, Slab>,
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/// Tombstoned instances (blanked, not reclaimed) — past half the tail a patch
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/// bails so the caller compacts with a full rebuild.
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tombstoned: u32,
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}
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fn handle_of(w: &WireModel) -> Option<Handle> {
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@@ -45,19 +80,30 @@ fn handle_of(w: &WireModel) -> Option<Handle> {
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}
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/// True if the whole set is arena-eligible: a single batch that draws with no
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/// viewport scissor — no mesh/solid fill (which forces the multi-batch draw-order
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/// split) and no per-wire scissor (paper content viewports, which the arena's
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/// scissor-free wrapper would fail to clip). Model tiles qualify; scissored paper
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/// viewports fall back to the normal batched path.
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/// viewport scissor — no mesh/solid fill and no per-wire scissor.
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pub fn is_arena_eligible(wires: &[WireModel]) -> bool {
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wires
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.iter()
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.all(|w| w.fill_tris.is_empty() && w.vp_scissor.is_none())
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}
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/// True when appending a new entity at the tail could change the image, so the
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/// arena must fall back to a full rebuild instead of relocating a slab. Two
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/// cases where draw order (not the z-bias) decides the winning pixel:
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/// * transparency — alpha blends in submission order;
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/// * a wire with NO draw-order depth — 3D solids (Solid3D / Region / Body /
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/// Surface) are excluded from `draw_depth_map`, so their fallback edge wires
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/// get draw_depth 0.0. Two coincident opaque such wires share a z-bias and
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/// resolve by submission order, which a tail relocation would flip.
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fn append_unsafe(wires: &[WireModel], depth_map: &FxHashMap<u64, f32>) -> bool {
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wires.iter().any(|w| {
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w.color[3] < 0.999
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|| handle_of(w).map_or(true, |h| !depth_map.contains_key(&h.value()))
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})
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}
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/// handle → wire-slot index for the selection / text-highlight overlays, built
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/// from the resident Vec (independent of the arena's slab layout, exactly like
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/// the batched path's index).
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/// from the resident Vec (independent of the arena's slab layout).
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pub fn build_handle_index(wires: &[WireModel]) -> std::sync::Arc<FxHashMap<u64, Vec<u32>>> {
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let mut index: FxHashMap<u64, Vec<u32>> = FxHashMap::default();
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index.reserve(wires.len());
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@@ -85,7 +131,7 @@ fn handle_ranges(wires: &[WireModel]) -> Option<Vec<(Handle, usize, usize)>> {
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Some(out)
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}
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fn build_const_bind_group(
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fn make_const_bg(
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device: &wgpu::Device,
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bgl: &wgpu::BindGroupLayout,
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buf: &wgpu::Buffer,
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@@ -100,28 +146,46 @@ fn build_const_bind_group(
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}))
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}
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fn alloc_inst(device: &wgpu::Device, cap: u32) -> wgpu::Buffer {
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fn alloc_inst(device: &wgpu::Device, cap: u64) -> wgpu::Buffer {
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device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("wire_arena.ibuf"),
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size: (cap as u64) * std::mem::size_of::<WireInstance>() as u64,
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size: cap * std::mem::size_of::<WireInstance>() as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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})
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}
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fn alloc_const(device: &wgpu::Device, cap: u32) -> wgpu::Buffer {
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fn alloc_const(device: &wgpu::Device, cap: u64) -> wgpu::Buffer {
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device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("wire_arena.cbuf"),
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size: (cap as u64) * std::mem::size_of::<WireConst>() as u64,
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size: cap * std::mem::size_of::<WireConst>() as u64,
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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})
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}
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fn blank_const() -> WireConst {
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<WireConst as bytemuck::Zeroable>::zeroed()
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}
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/// A blank instance: zero-length segment at const slot 0 (half_width 0) — the
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/// shader expands it to a zero-area quad, so it rasterises nothing.
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fn blank_instance() -> WireInstance {
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WireInstance {
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pos_a: [0.0; 3],
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pos_a_low: [0.0; 3],
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pos_b: [0.0; 3],
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pos_b_low: [0.0; 3],
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distance_a: 0.0,
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distance_b: 0.0,
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wire_id: 0,
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}
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}
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impl WireArena {
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/// Build a fresh arena from the full resident set, or `None` if it isn't
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/// single-batch (has mesh-edge fills) or a wire is unnamed — in which case
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/// the caller keeps using the normal batched path.
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/// Build a fresh arena from the full resident set, or `None` if it isn't a
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/// single scissor-free batch or a wire is unnamed (caller keeps the batched
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/// path).
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pub fn build(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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@@ -134,18 +198,19 @@ impl WireArena {
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}
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let ranges = handle_ranges(wires)?;
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// const slot 0 = blank tombstone target.
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let mut instances: Vec<WireInstance> = Vec::new();
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let mut consts: Vec<WireConst> = Vec::new();
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let mut consts_cpu: Vec<WireConst> = vec![blank_const()];
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let mut slabs: FxHashMap<Handle, Slab> = FxHashMap::default();
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for (h, i, j) in ranges {
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let inst_off = instances.len() as u32;
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let const_off = consts.len() as u32;
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let const_off = consts_cpu.len() as u32;
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for w in &wires[i..j] {
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let wire_id = consts.len() as u32;
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let wire_id = consts_cpu.len() as u32;
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let dd = wire_draw_depth(w, depth_map);
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let (mut insts, cst) = emit_wire_native(w, wire_id, w.color, dd);
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instances.append(&mut insts);
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consts.push(cst);
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consts_cpu.push(cst);
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}
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slabs.insert(
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h,
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@@ -153,33 +218,49 @@ impl WireArena {
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inst_off,
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inst_len: instances.len() as u32 - inst_off,
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const_off,
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const_len: consts.len() as u32 - const_off,
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const_len: consts_cpu.len() as u32 - const_off,
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},
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);
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}
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// In-place-only: allocate exactly the set's size (no append headroom).
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let inst_tail = instances.len() as u32;
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let inst_buf = alloc_inst(device, inst_tail.max(1));
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let const_buf = alloc_const(device, (consts.len() as u32).max(1));
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let const_tail = consts_cpu.len() as u32;
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let inst_cap = ((inst_tail as u64 * HEADROOM_NUM / HEADROOM_DEN).max(MIN_INST_CAP)) as u32;
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let const_cap =
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((const_tail as u64 * HEADROOM_NUM / HEADROOM_DEN).max(MIN_CONST_CAP)) as u32;
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let inst_buf = alloc_inst(device, inst_cap as u64);
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let const_buf = alloc_const(device, const_cap as u64);
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if inst_tail > 0 {
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queue.write_buffer(&inst_buf, 0, bytemuck::cast_slice(&instances));
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}
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queue.write_buffer(&const_buf, 0, bytemuck::cast_slice(&consts));
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let const_bind_group = build_const_bind_group(device, const_bgl, &const_buf);
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queue.write_buffer(&const_buf, 0, bytemuck::cast_slice(&consts_cpu));
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let const_bind_group = make_const_bg(device, const_bgl, &const_buf);
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Some(Self {
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inst_buf,
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inst_cap,
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inst_tail,
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const_buf,
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const_bind_group,
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const_cap,
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const_tail,
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consts_cpu,
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slabs,
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tombstoned: 0,
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})
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}
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/// Apply the changed handles to the arena in place. Returns false (⇒ the
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/// caller does a full batched rebuild) for any change that isn't an in-place
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/// slab overwrite — see the module header.
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fn write_insts(&self, queue: &wgpu::Queue, off: u32, data: &[WireInstance]) {
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if data.is_empty() {
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return;
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}
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let sz = std::mem::size_of::<WireInstance>() as u64;
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queue.write_buffer(&self.inst_buf, off as u64 * sz, bytemuck::cast_slice(data));
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}
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/// Apply the changed handles in place; returns false (⇒ full rebuild) when the
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/// arena can't absorb the change: not eligible, a transparent append, a
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/// capacity overflow, or too much tombstone waste.
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pub fn patch(
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&mut self,
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queue: &wgpu::Queue,
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@@ -195,61 +276,123 @@ impl WireArena {
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};
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let range_of: FxHashMap<Handle, (usize, usize)> =
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ranges.into_iter().map(|(h, i, j)| (h, (i, j))).collect();
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let append_unsafe = append_unsafe(wires, depth_map);
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let inst_sz = std::mem::size_of::<WireInstance>() as u64;
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let const_sz = std::mem::size_of::<WireConst>() as u64;
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// Only IN-PLACE updates are safe to patch: an entity keeps its slab and
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// its instance/const count (a move / rotate / scale / colour change).
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// Add / Remove / any count-changed edit alter the layout AND — because
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// draw_depth_map normalises each entity's z-bias by the block's entity
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// count — re-scale EVERY entity's draw order, which we can't patch slab-
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// by-slab. Those fall back to a full rebuild (return false), where the
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// batched path re-emits everything with the current depth map.
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let mut structural = false;
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for &(h, kind) in changes {
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if matches!(kind, ChangeKind::Added | ChangeKind::Removed) {
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return false;
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let new_range = range_of.get(&h).copied();
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// Removed / now-hidden ⇒ tombstone the slab.
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if matches!(kind, ChangeKind::Removed) || new_range.is_none() {
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if let Some(slab) = self.slabs.remove(&h) {
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let blanks = vec![blank_instance(); slab.inst_len as usize];
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self.write_insts(queue, slab.inst_off, &blanks);
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self.tombstoned += slab.inst_len;
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structural = true;
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}
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continue;
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}
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let Some(&(i, j)) = range_of.get(&h) else {
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return false; // Modified but now absent (hidden / not in set)
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};
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let Some(&Slab {
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inst_off,
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inst_len,
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const_off,
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const_len,
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}) = self.slabs.get(&h)
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else {
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return false; // no existing slab to overwrite
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};
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let (i, j) = new_range.unwrap();
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let run = &wires[i..j];
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// Emit into the entity's existing const slots (wire_id = const_off + k).
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// Emit into fresh, run-local const slots (patched to absolute below).
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let mut insts: Vec<WireInstance> = Vec::new();
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let mut csts: Vec<WireConst> = Vec::new();
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for w in run {
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let wire_id = const_off + csts.len() as u32;
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let wire_id = csts.len() as u32;
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let dd = wire_draw_depth(w, depth_map);
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let (mut wi, c) = emit_wire_native(w, wire_id, w.color, dd);
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insts.append(&mut wi);
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csts.push(c);
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}
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if insts.len() as u32 != inst_len || csts.len() as u32 != const_len {
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return false; // segment count changed ⇒ not in place ⇒ rebuild
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}
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if inst_len > 0 {
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let inst_len = insts.len() as u32;
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let const_len = csts.len() as u32;
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let in_place = self
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.slabs
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.get(&h)
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.map(|s| s.inst_len == inst_len && s.const_len == const_len)
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.unwrap_or(false);
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if in_place {
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let (inst_off, const_off) = {
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let s = self.slabs.get(&h).unwrap();
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(s.inst_off, s.const_off)
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};
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for w in insts.iter_mut() {
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w.wire_id += const_off;
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}
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self.write_insts(queue, inst_off, &insts);
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for (k, c) in csts.iter().enumerate() {
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self.consts_cpu[const_off as usize + k] = *c;
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}
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// Push the entity's consts to the GPU too — an in-place edit is
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// NOT structural, so the whole-buffer refresh below won't run and
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// a colour change would otherwise never reach the shader.
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let csz = std::mem::size_of::<WireConst>() as u64;
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queue.write_buffer(
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&self.inst_buf,
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inst_off as u64 * inst_sz,
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bytemuck::cast_slice(&insts),
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&self.const_buf,
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const_off as u64 * csz,
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bytemuck::cast_slice(&csts),
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);
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continue;
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}
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queue.write_buffer(
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&self.const_buf,
|
||||
const_off as u64 * const_sz,
|
||||
bytemuck::cast_slice(&csts),
|
||||
|
||||
// Layout changed ⇒ append at the tail. Unsafe to relocate when the set
|
||||
// resolves overlap by submission order (transparency, or a wire with
|
||||
// no draw-order depth); fall back to a full rebuild instead.
|
||||
if append_unsafe {
|
||||
return false;
|
||||
}
|
||||
if self.inst_tail + inst_len > self.inst_cap
|
||||
|| self.const_tail + const_len > self.const_cap
|
||||
{
|
||||
return false;
|
||||
}
|
||||
structural = true;
|
||||
if let Some(s) = self.slabs.remove(&h) {
|
||||
let blanks = vec![blank_instance(); s.inst_len as usize];
|
||||
self.write_insts(queue, s.inst_off, &blanks);
|
||||
self.tombstoned += s.inst_len;
|
||||
}
|
||||
let inst_off = self.inst_tail;
|
||||
let const_off = self.const_tail;
|
||||
for w in insts.iter_mut() {
|
||||
w.wire_id += const_off;
|
||||
}
|
||||
self.write_insts(queue, inst_off, &insts);
|
||||
for c in &csts {
|
||||
self.consts_cpu.push(*c);
|
||||
}
|
||||
self.inst_tail += inst_len;
|
||||
self.const_tail += const_len;
|
||||
self.slabs.insert(
|
||||
h,
|
||||
Slab {
|
||||
inst_off,
|
||||
inst_len,
|
||||
const_off,
|
||||
const_len,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
if structural {
|
||||
// The entity count changed ⇒ draw_depth_map re-normalised every
|
||||
// entity's z-bias. Refresh each live slab's draw_depth from the new
|
||||
// depth map and re-upload the whole (small) const buffer; the instance
|
||||
// buffer is untouched.
|
||||
for (h, slab) in &self.slabs {
|
||||
let dd = depth_map.get(&h.value()).copied().unwrap_or(0.0);
|
||||
for k in 0..slab.const_len {
|
||||
self.consts_cpu[(slab.const_off + k) as usize].draw_depth = dd;
|
||||
}
|
||||
}
|
||||
queue.write_buffer(&self.const_buf, 0, bytemuck::cast_slice(&self.consts_cpu));
|
||||
if self.tombstoned > self.inst_tail / 2 {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
true
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user