perf(scene): skip wire GPU re-upload when only the camera moved
Phase 3.2 (wire pan path). Wire vertex buffers are world-space, so a camera move changes only the view_proj uniform (uploaded every frame), never the wire data — yet upload_wires re-ran on every camera_generation tick, re-packing vertices and re-writing the GPU buffer on each pan. Stamp every Model-tile re-tessellation with a monotonic content id (WIRE_CONTENT_GEN), reused when a pan reuses the tessellation. The pipeline records the resident buffer's id and skips upload_wires when the incoming id matches. The gate is pulled out of the (epoch, camera_gen) block so a preview/interim wire change still uploads even with a static camera; non-tile paths and overlay frames force a fresh id, preserving current behaviour. Monotonic id sidesteps the ABA hazard a freed/realloc'd Arc pointer would carry. Pairs with the pan tessellation reuse: a pan now skips both the CPU re-tessellation and the GPU wire upload. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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4 changed files with 93 additions and 14 deletions
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@ -74,9 +74,13 @@ pub struct ViewportData {
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pub(super) hidden_line: bool,
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pub(super) geometry_epoch: u64,
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/// Camera generation captured when this Primitive was assembled. Paired
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/// with `geometry_epoch` so the wire buffers re-upload when the view
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/// changes (frustum culling produces a different wire list).
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/// with `geometry_epoch` so the per-frame scissor / LOD recompute runs.
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pub(super) camera_generation: u64,
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/// Content id of `wires` (Phase 3.2). Stable across a pure pan that reuses
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/// the Model-tile tessellation, so `prepare` skips re-uploading the
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/// world-space wire buffer when only the camera moved. Non-tile and
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/// preview/interim frames carry a fresh id each time → always re-upload.
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pub(super) wire_content_id: u64,
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/// Screen rectangle this viewport fills, **normalized** to the widget
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/// bounds (each component in 0..1). A single full-widget view is
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/// `(0, 0, 1, 1)`; tiled / floating viewports are sub-rectangles.
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@ -227,9 +231,6 @@ impl shader::Primitive for Primitive {
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inner.upload_images(device, queue, &vp.images[..]);
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inner.upload_meshes(device, &vp.meshes[..]);
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}
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// Wires re-upload on every camera change because the visible
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// subset shifts under frustum culling.
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inner.upload_wires(device, &vp.wires[..], &vp.draw_depths);
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inner.upload_face3d(
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device,
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&vp.face3d_wires[..],
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@ -239,6 +240,17 @@ impl shader::Primitive for Primitive {
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);
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inner.cached_epoch = cur_key;
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}
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// Wire buffers are world-space, so a camera move alone doesn't
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// change them — only the view_proj uniform (uploaded every frame).
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// Gate the upload on the wire content id instead of the camera tick
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// (Phase 3.2): a pan that reused the Model-tile tessellation keeps
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// the id, skipping the vertex re-pack + GPU write. Kept independent
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// of the `cur_key` block so a preview/interim wire change still
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// uploads even when the camera didn't move.
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if vp.wire_content_id != inner.cached_wire_id {
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inner.upload_wires(device, &vp.wires[..], &vp.draw_depths);
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inner.cached_wire_id = vp.wire_content_id;
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}
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let vproj = vp.uniforms.view_proj;
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inner.compute_wire_scissors(vproj, clip_size.width, clip_size.height);
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inner.compute_wipeout_scissors(vproj, clip_size.width, clip_size.height);
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@ -587,22 +599,39 @@ impl Scene {
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// tile's camera — culling/LOD depend on per-tile zoom, not the
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// active tile's. Paper-space content viewports already had a
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// per-viewport cache.
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let base_arc = if let Some(tile_idx) = inst.tile_idx {
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// `tile_wire_gen` is the Model-tile content id (Phase 3.2): present
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// only on the tiled Model path, where a pan reuses the tessellation
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// and its id so the GPU wire upload can be skipped. The other wire
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// sources don't participate and force a re-upload below.
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let (base_arc, tile_wire_gen) = if let Some(tile_idx) = inst.tile_idx {
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let aspect = if full.height > 0.0 {
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full.width / full.height
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} else {
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1.0
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};
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self.model_tile_wires_arc(tile_idx, &inst.camera, aspect, full.height)
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let arc = self.model_tile_wires_arc(tile_idx, &inst.camera, aspect, full.height);
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(arc, Some(self.last_model_wire_gen.get()))
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} else if inst.paper_sheet {
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// The sheet renders the paper block's own entities + viewport
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// borders — NOT the projected viewport content (the GPU content
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// viewports draw that themselves).
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self.paper_sheet_wires_arc()
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(self.paper_sheet_wires_arc(), None)
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} else if inst.handle == acadrust::Handle::NULL {
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self.entity_wires_arc()
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(self.entity_wires_arc(), None)
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} else {
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self.model_wires_for_viewport_arc(inst.handle, full.height)
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(self.model_wires_for_viewport_arc(inst.handle, full.height), None)
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};
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// Wire-buffer content id for the upload gate. Live preview / interim
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// wires are appended below and vary frame-to-frame, so any frame
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// carrying them forces a fresh upload, as do the non-tile paths.
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let has_overlay = self.interim_wire.is_some() || !self.preview_wires.is_empty();
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let wire_content_id = match tile_wire_gen {
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Some(g) if !has_overlay => g,
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_ => {
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let n = self.wire_force_nonce.get().wrapping_add(1);
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self.wire_force_nonce.set(n);
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n | (1u64 << 63)
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}
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};
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let (face3d_wires, other_wires) = split_face3d_wires(&base_arc, &self.document);
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let all_wires = if self.interim_wire.is_none() && self.preview_wires.is_empty() {
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@ -694,6 +723,7 @@ impl Scene {
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hidden_line: flags.hidden_line,
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geometry_epoch: self.geometry_epoch,
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camera_generation: self.camera_generation,
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wire_content_id,
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screen_rect,
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})
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}
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