forked from 1b-agent/opencadstudio-upstream
3DFACE entities previously created one WireGpu buffer per entity, resulting in N separate draw calls per frame. For files with large triangle meshes this was the dominant GPU CPU overhead. New pipeline: - face3d.wgsl: simple flat-color vertex + fragment shader (MVP only, no quad expansion, no pattern distance computation) - Face3DGpu: batches ALL Face3D entities into a single TriangleList buffer (6 vertices per face, per-vertex color) — 1 draw call - WireGpu::from_batch: merges N Face3D edge wire models into one quad-expanded buffer for edge rendering — 1 draw call - split_face3d_wires: separates face3d from other wires at Primitive build time via document handle lookup (O(N), once per epoch) Hit-testing via WireModel (CPU) is unaffected — face3d wires remain in entity_wires_arc() and hit_test_wires() as before. Before: N 3DFACE → N draw calls, N × 96 B/vertex WireVertex After: N 3DFACE → 2 draw calls (fill + edges), 28 B/vertex fill Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
38 lines
817 B
WebGPU Shading Language
38 lines
817 B
WebGPU Shading Language
// Face3D shader — flat-shaded triangle fill for DXF 3DFACE entities.
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//
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// Vertex layout (28 bytes):
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// position [f32; 3] offset 0 12 B
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// color [f32; 4] offset 12 16 B
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struct Uniforms {
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view_proj: mat4x4<f32>,
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viewport: vec2<f32>,
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_pad: vec2<f32>,
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};
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@group(0) @binding(0)
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var<uniform> u: Uniforms;
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struct VertexIn {
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@location(0) position: vec3<f32>,
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@location(1) color: vec4<f32>,
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};
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struct VertexOut {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) color: vec4<f32>,
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};
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@vertex
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fn vs_main(v: VertexIn) -> VertexOut {
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var out: VertexOut;
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out.clip_pos = u.view_proj * vec4<f32>(v.position, 1.0);
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out.color = v.color;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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return in.color;
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}
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