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
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@ -125,6 +125,82 @@ impl WireGpu {
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Self::build(device, wire, [r, g, b, a * alpha])
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}
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/// Merge multiple WireModels into a single GPU buffer (1 draw call for all).
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/// Each wire keeps its own color and pattern — they're stored per-vertex.
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/// Returns None if the combined vertex list is empty.
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pub fn from_batch(device: &wgpu::Device, wires: &[WireModel]) -> Option<Self> {
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let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
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if total_segs == 0 {
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return None;
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}
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let mut vertices: Vec<WireVertex> = Vec::with_capacity(total_segs * 6);
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for wire in wires {
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let color = wire.color;
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let pat0 = [wire.pattern[0], wire.pattern[1], wire.pattern[2], wire.pattern[3]];
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let pat1 = [wire.pattern[4], wire.pattern[5], wire.pattern[6], wire.pattern[7]];
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let half_width = wire.line_weight_px * 0.5;
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let n = wire.points.len();
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// Cumulative arc-length per point.
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let mut dists = vec![0.0_f32; n];
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for i in 1..n {
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let p = wire.points[i - 1];
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let q = wire.points[i];
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if !p[0].is_finite() || !q[0].is_finite() {
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dists[i] = dists[i - 1];
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} else {
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let dx = q[0] - p[0];
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let dy = q[1] - p[1];
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let dz = q[2] - p[2];
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dists[i] = dists[i - 1] + (dx * dx + dy * dy + dz * dz).sqrt();
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}
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}
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for i in 0..n.saturating_sub(1) {
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let a = wire.points[i];
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let b = wire.points[i + 1];
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if !a[0].is_finite() || !a[1].is_finite() || !a[2].is_finite()
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|| !b[0].is_finite() || !b[1].is_finite() || !b[2].is_finite()
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{
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continue;
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}
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let dist_a = dists[i];
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let dist_b = dists[i + 1];
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let make = |which_end: f32, side: f32| -> WireVertex {
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let dist = if which_end < 0.5 { dist_a } else { dist_b };
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WireVertex {
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pos_a: a, pos_b: b, which_end, side, color,
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distance: dist, half_width,
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pattern_length: wire.pattern_length,
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_pad: 0.0, pat0, pat1,
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}
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};
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vertices.push(make(0.0, -1.0));
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vertices.push(make(1.0, -1.0));
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vertices.push(make(1.0, 1.0));
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vertices.push(make(0.0, -1.0));
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vertices.push(make(1.0, 1.0));
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vertices.push(make(0.0, 1.0));
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}
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}
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if vertices.is_empty() {
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return None;
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("wire.batch.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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Some(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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fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4]) -> Self {
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let pat0 = [
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wire.pattern[0],
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