perf: dedicated Face3D shader — N draw calls → 2
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 <noreply@anthropic.com>
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5 changed files with 385 additions and 4 deletions
93
src/scene/pipeline/face3d_gpu.rs
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93
src/scene/pipeline/face3d_gpu.rs
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// Face3D GPU buffer — batches all DXF 3DFACE entities into a single
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// TriangleList buffer for efficient rendering.
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//
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// Each Face3D quad (4 corners) produces 2 triangles → 6 vertices.
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// All entities are merged into one wgpu::Buffer → 1 draw call total.
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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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// ------
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// 28 B / vertex
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use crate::scene::wire_model::WireModel;
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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// ── Vertex layout ──────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Face3DVertex {
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pub position: [f32; 3],
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pub color: [f32; 4],
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}
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impl Face3DVertex {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Face3DVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: 12,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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// ── GPU handle ─────────────────────────────────────────────────────────────
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pub struct Face3DGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub vertex_count: u32,
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}
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impl Face3DGpu {
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/// Build a batched GPU buffer from Face3D wire models.
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///
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/// Each WireModel's `key_vertices` holds the 4 corners in local space
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/// (world_offset already applied by tessellate.rs). Two triangles are
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/// emitted per face: (p0,p1,p2) and (p0,p2,p3).
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pub fn from_wires(device: &wgpu::Device, wires: &[WireModel]) -> Self {
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let mut vertices: Vec<Face3DVertex> = Vec::with_capacity(wires.len() * 6);
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for wire in wires {
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// key_vertices has exactly 4 entries for Face3D (p0..p3).
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if wire.key_vertices.len() < 4 {
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continue;
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}
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let color = wire.color;
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let p = &wire.key_vertices;
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let v = |i: usize| Face3DVertex { position: p[i], color };
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// Triangle 1: p0, p1, p2
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vertices.push(v(0));
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vertices.push(v(1));
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vertices.push(v(2));
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// Triangle 2: p0, p2, p3
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vertices.push(v(0));
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vertices.push(v(2));
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vertices.push(v(3));
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("face3d.vbuf"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Self {
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vertex_buffer,
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vertex_count: vertices.len() as u32,
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}
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}
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}
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