perf(scene): hatch LOD — solid-fill substitute + sub-pixel skip (Phase 3.3)

Hatch fills drew the full per-family pattern loop every frame regardless
of zoom. Two LOD tiers, neither of which existed:

  * **Shader-side solid substitute.** When the densest line family's
    spacing × scale projects to less than 2 px, individual lines blur
    into a solid color and the per-fragment family loop is wasted ALU
    (and produces moiré). Pass `world_per_pixel` through Uniforms; the
    hatch fragment shader now returns `h.color` directly in that case.
  * **CPU-side sub-pixel skip.** When the entire hatch AABB projects
    to less than 2 px, drop the draw call. Adds `world_aabb` to
    HatchGpu plus a per-frame `compute_hatch_lod` pass (mirrors the
    existing scissor pass) and `hatch_skip_flags`. The render pass
    skips flagged hatches.

Factored a shared `aabb_below_pixel` helper for future LOD callers.

The Uniforms layout is unchanged in size (96 B) — the trailing
`_pad: vec2<f32>` becomes `world_per_pixel: f32, _pad: f32`, so wgsl
modules that don't read the new field keep working with their old
`_pad: vec2<f32>` declarations.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.7 committed 2026-05-15 23:18:21 +03:00
1 parent fbbac423d4
commit e7675be0bc
5 files changed
+102 -7

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+5
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@@ -106,6 +106,10 @@ pub struct HatchGpu {
/// frame's `compute_hatch_scissors` can translate the world rect into /// frame's `compute_hatch_scissors` can translate the world rect into
/// a pixel scissor. /// a pixel scissor.
pub vp_scissor: Option<[f32; 4]>, pub vp_scissor: Option<[f32; 4]>,
/// World-space XY bounding rect [min_x, min_y, max_x, max_y] of the
/// boundary polygon. Used by the per-frame LOD pass to skip hatches
/// whose entire footprint projects to less than ~2 px (Phase 3.3).
pub world_aabb: [f32; 4],
_uniform_buf: wgpu::Buffer, _uniform_buf: wgpu::Buffer,
_boundary_buf: wgpu::Buffer, _boundary_buf: wgpu::Buffer,
_family_buf: wgpu::Buffer, _family_buf: wgpu::Buffer,
@@ -273,6 +277,7 @@ impl HatchGpu {
vertex_buffer, vertex_buffer,
bind_group, bind_group,
vp_scissor: model.vp_scissor, vp_scissor: model.vp_scissor,
world_aabb: [min_x, min_y, max_x, max_y],
_uniform_buf, _uniform_buf,
_boundary_buf, _boundary_buf,
_family_buf, _family_buf,
+60
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@@ -59,6 +59,10 @@ pub struct Pipeline {
gpu_hatches: Vec<HatchGpu>, gpu_hatches: Vec<HatchGpu>,
/// Pixel scissor rects [x, y, w, h] for viewport-clipped hatches. Recomputed each frame. /// Pixel scissor rects [x, y, w, h] for viewport-clipped hatches. Recomputed each frame.
hatch_pixel_scissors: Vec<Option<[u32; 4]>>, hatch_pixel_scissors: Vec<Option<[u32; 4]>>,
/// `true` for hatches whose AABB projects to less than ~2 px at the
/// current zoom. Render pass skips the draw call. Recomputed each
/// frame alongside the scissor pass (Phase 3.3 hatch LOD).
hatch_skip_flags: Vec<bool>,
/// Wipeout fills — rendered after wires in a separate pass. /// Wipeout fills — rendered after wires in a separate pass.
gpu_wipeouts: Vec<HatchGpu>, gpu_wipeouts: Vec<HatchGpu>,
/// Pixel scissor rects [x, y, w, h] for viewport-clipped wipeouts. Recomputed each frame. /// Pixel scissor rects [x, y, w, h] for viewport-clipped wipeouts. Recomputed each frame.
@@ -597,6 +601,7 @@ impl Pipeline {
gpu_selected_wires: vec![], gpu_selected_wires: vec![],
gpu_hatches: vec![], gpu_hatches: vec![],
hatch_pixel_scissors: vec![], hatch_pixel_scissors: vec![],
hatch_skip_flags: vec![],
gpu_wipeouts: vec![], gpu_wipeouts: vec![],
wipeout_pixel_scissors: vec![], wipeout_pixel_scissors: vec![],
gpu_images: vec![], gpu_images: vec![],
@@ -640,6 +645,20 @@ impl Pipeline {
.collect(); .collect();
} }
/// Recompute per-hatch LOD skip flags. A hatch whose entire AABB
/// projects to less than ~2 px is invisible at this zoom — skip the
/// draw call entirely instead of running the polygon test for every
/// fragment in the bounding quad. Pairs with the shader-side
/// solid-fill substitution for hatches between 2 px and the dense
/// pattern threshold.
pub fn compute_hatch_lod(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
self.hatch_skip_flags = self
.gpu_hatches
.iter()
.map(|h| aabb_below_pixel(h.world_aabb, view_proj, clip_w, clip_h, 2.0))
.collect();
}
/// Recompute pixel scissor rects for viewport-clipped wipeouts. /// Recompute pixel scissor rects for viewport-clipped wipeouts.
pub fn compute_wipeout_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) { pub fn compute_wipeout_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
self.wipeout_pixel_scissors = self self.wipeout_pixel_scissors = self
@@ -767,6 +786,10 @@ impl Pipeline {
pass.set_bind_group(0, &self.uniform_bind_group, &[]); pass.set_bind_group(0, &self.uniform_bind_group, &[]);
let mut scissor_active = false; let mut scissor_active = false;
for (i, hatch) in self.gpu_hatches.iter().enumerate() { for (i, hatch) in self.gpu_hatches.iter().enumerate() {
// Phase 3.3 LOD: skip hatches projecting to sub-pixel size.
if self.hatch_skip_flags.get(i).copied().unwrap_or(false) {
continue;
}
match self.hatch_pixel_scissors.get(i) { match self.hatch_pixel_scissors.get(i) {
Some(Some([x, y, w, h])) => { Some(Some([x, y, w, h])) => {
pass.set_scissor_rect(*x, *y, *w, *h); pass.set_scissor_rect(*x, *y, *w, *h);
@@ -1161,6 +1184,43 @@ impl Pipeline {
} }
} }
/// Return `true` when the world-XY AABB's screen-space size is below the
/// given pixel threshold. Used by LOD passes (hatch skip, etc.) to drop
/// draw calls that wouldn't contribute a visible pixel.
fn aabb_below_pixel(
aabb: [f32; 4],
view_proj: glam::Mat4,
clip_w: u32,
clip_h: u32,
threshold_px: f32,
) -> bool {
let [x0, y0, x1, y1] = aabb;
if !x0.is_finite() || !y0.is_finite() || !x1.is_finite() || !y1.is_finite() {
return false;
}
let w = clip_w as f32;
let h = clip_h as f32;
let corners = [
view_proj.project_point3(glam::Vec3::new(x0, y0, 0.0)),
view_proj.project_point3(glam::Vec3::new(x1, y0, 0.0)),
view_proj.project_point3(glam::Vec3::new(x0, y1, 0.0)),
view_proj.project_point3(glam::Vec3::new(x1, y1, 0.0)),
];
let mut min_px = f32::INFINITY;
let mut max_px = f32::NEG_INFINITY;
let mut min_py = f32::INFINITY;
let mut max_py = f32::NEG_INFINITY;
for c in &corners {
let px = (c.x + 1.0) * 0.5 * w;
let py = (1.0 - c.y) * 0.5 * h;
if px < min_px { min_px = px; }
if px > max_px { max_px = px; }
if py < min_py { min_py = py; }
if py > max_py { max_py = py; }
}
(max_px - min_px).max(max_py - min_py) < threshold_px
}
/// Project a world-space XY scissor rect through `view_proj` into the four /// Project a world-space XY scissor rect through `view_proj` into the four
/// pixel-space corners and return the smallest aligned-rect that bounds them, /// pixel-space corners and return the smallest aligned-rect that bounds them,
/// clamped to the clip viewport. Returns `None` when the rect is missing or /// clamped to the clip viewport. Returns `None` when the rect is missing or
+13 -2
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@@ -7,16 +7,27 @@ pub struct Uniforms {
pub view_proj: glam::Mat4, pub view_proj: glam::Mat4,
pub camera_pos: glam::Vec4, pub camera_pos: glam::Vec4,
pub viewport_size: [f32; 2], pub viewport_size: [f32; 2],
pub _pad: [f32; 2], /// World units per screen pixel at the current zoom. Used by the
/// hatch shader to substitute solid fill when pattern line spacing
/// falls below ~2 px (Phase 3.3 LOD).
pub world_per_pixel: f32,
pub _pad: f32,
} }
impl Uniforms { impl Uniforms {
pub fn new(camera: &Camera, bounds: Rectangle) -> Self { pub fn new(camera: &Camera, bounds: Rectangle) -> Self {
let half_h = camera.ortho_size();
let world_per_pixel = if bounds.height > 0.0 {
(2.0 * half_h) / bounds.height
} else {
0.0
};
Self { Self {
view_proj: camera.view_proj(bounds), view_proj: camera.view_proj(bounds),
camera_pos: camera.position_vec4(), camera_pos: camera.position_vec4(),
viewport_size: [bounds.width, bounds.height], viewport_size: [bounds.width, bounds.height],
_pad: [0.0; 2], world_per_pixel,
_pad: 0.0,
} }
} }
} }
+1
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@@ -147,6 +147,7 @@ impl shader::Primitive for Primitive {
pipeline.compute_hatch_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height); pipeline.compute_hatch_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_wipeout_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height); pipeline.compute_wipeout_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_image_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height); pipeline.compute_image_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
pipeline.compute_hatch_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
if self.show_viewcube { if self.show_viewcube {
pipeline.viewcube.upload( pipeline.viewcube.upload(
queue, queue,
+23 -5
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@@ -13,10 +13,11 @@
// ── Group 0: frame uniforms (shared) ────────────────────────────────────── // ── Group 0: frame uniforms (shared) ──────────────────────────────────────
struct Uniforms { struct Uniforms {
view_proj: mat4x4<f32>, view_proj: mat4x4<f32>,
camera_pos: vec4<f32>, camera_pos: vec4<f32>,
viewport_size: vec2<f32>, viewport_size: vec2<f32>,
_pad: vec2<f32>, world_per_pixel: f32,
_pad: f32,
} }
@group(0) @binding(0) var<uniform> u: Uniforms; @group(0) @binding(0) var<uniform> u: Uniforms;
@@ -195,7 +196,24 @@ fn check_family(
return mix(h.color, h.color2, t); return mix(h.color, h.color2, t);
} }
// 3. Pattern: evaluate each line family. // 3. Pattern: LOD substitution — when the densest family's spacing
// projects to less than 2 px, individual lines blur into a solid
// fill and the per-family loop just wastes ALU. Return solid color
// instead. (Phase 3.3 hatch LOD.)
if u.world_per_pixel > 0.0 && f.n_families > 0u {
var min_spacing_world: f32 = 1.0e30;
for (var i = 0u; i < f.n_families; i++) {
let s = abs(f.families[i].perp_step) * h.scale;
if s > 0.0 && s < min_spacing_world {
min_spacing_world = s;
}
}
if min_spacing_world / u.world_per_pixel < 2.0 {
return h.color;
}
}
// 4. Pattern: evaluate each line family.
let cos_off = cos(h.angle_offset); let cos_off = cos(h.angle_offset);
let sin_off = sin(h.angle_offset); let sin_off = sin(h.angle_offset);
for (var i = 0u; i < f.n_families; i++) { for (var i = 0u; i < f.n_families; i++) {