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>
This commit is contained in:
parent
8c3964305b
commit
298098e764
5 changed files with 385 additions and 4 deletions
37
src/shaders/face3d.wgsl
Normal file
37
src/shaders/face3d.wgsl
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
// Face3D shader — flat-shaded triangle fill for DXF 3DFACE entities.
|
||||
//
|
||||
// Vertex layout (28 bytes):
|
||||
// position [f32; 3] offset 0 12 B
|
||||
// color [f32; 4] offset 12 16 B
|
||||
|
||||
struct Uniforms {
|
||||
view_proj: mat4x4<f32>,
|
||||
viewport: vec2<f32>,
|
||||
_pad: vec2<f32>,
|
||||
};
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> u: Uniforms;
|
||||
|
||||
struct VertexIn {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
};
|
||||
|
||||
struct VertexOut {
|
||||
@builtin(position) clip_pos: vec4<f32>,
|
||||
@location(0) color: vec4<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(v: VertexIn) -> VertexOut {
|
||||
var out: VertexOut;
|
||||
out.clip_pos = u.view_proj * vec4<f32>(v.position, 1.0);
|
||||
out.color = v.color;
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
|
||||
return in.color;
|
||||
}
|
||||
Loading…
Reference in a new issue