refactor(pipeline): drop legacy per-hatch path (Phase 4-B, step 5)
The batched hatch pipeline has soaked through visibility + LOD; it's correct on every file tested (Floor plan.dxf, UTM site plans, the non-UTM regression case). Time to remove the parallel per-hatch plumbing that's been sitting empty since step 3: - `gpu_hatches: Vec<HatchGpu>` — never populated since `upload_hatches` switched to the batched builder; dropped. - `hatch_pixel_scissors`, `hatch_skip_flags` — same story; dropped. - `compute_hatch_scissors` — no longer has a consumer; dropped, with the render-time call removed from `Primitive::prepare`. - Hatch render pass — the dead `else if` branch over `gpu_hatches` is gone; only the single batched `pass.draw(0..vertex_count, 0..1)` remains. - `compute_hatch_lod` — no fallback path; if `gpu_hatch_batched` is `None` (empty hatch list) it just returns early. `HatchGpu` itself stays — the wipeout pipeline still uses it. So do `hatch_pipeline` / `hatch_bgl1`, kept around for that path. `#[allow(dead_code)]` on the four storage-buffer fields in `HatchBatchedGpu` — they exist only to keep the bind group's referenced resources alive; nothing reads them directly. Known gap left as a follow-up: per-hatch viewport scissor for paper- space MSPACE viewports isn't ported to the batched path yet. Hatches inside a paper-space viewport can render past the viewport border until that's added. Hasn't surfaced as a visible regression in the test files so far. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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3 changed files with 32 additions and 95 deletions
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@ -132,10 +132,14 @@ impl HatchBatchedVertex {
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pub struct HatchBatchedGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub vertex_count: u32,
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pub instance_buffer: wgpu::Buffer,
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pub boundary_buffer: wgpu::Buffer,
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pub family_buffer: wgpu::Buffer,
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pub dash_buffer: wgpu::Buffer,
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// The four storage buffers below are referenced via `bind_group` —
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// dropping them would invalidate it, but the bind group is the
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// only direct consumer. Keep them as fields to keep ownership in
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// one place; `#[allow(dead_code)]` silences the read-never warning.
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#[allow(dead_code)] pub instance_buffer: wgpu::Buffer,
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#[allow(dead_code)] pub boundary_buffer: wgpu::Buffer,
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#[allow(dead_code)] pub family_buffer: wgpu::Buffer,
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#[allow(dead_code)] pub dash_buffer: wgpu::Buffer,
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/// Per-instance visibility flag (1=draw, 0=skip). Stored in its
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/// own small storage buffer so per-frame updates don't have to
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/// touch the large `instance_buffer`. Vertex shader reads
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@ -144,7 +148,7 @@ pub struct HatchBatchedGpu {
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/// fragment stage runs.
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pub visibility_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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pub instance_count: u32,
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#[allow(dead_code)] pub instance_count: u32,
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/// CPU mirror — `update_visibility` re-uploads this whole slice
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/// when any flag changes. ~4 B per hatch, so 40 KB / 10 k hatches
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/// per pan tick. Far cheaper than touching the 112 B-per-instance
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@ -64,17 +64,12 @@ pub struct Pipeline {
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wire_pixel_scissors: Vec<Option<[u32; 4]>>,
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/// Ghost copies (25% alpha) of selected wires for the X-ray depth pass.
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gpu_selected_wires: Vec<WireGpu>,
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gpu_hatches: Vec<HatchGpu>,
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/// Phase 4-B — single batched-hatch GPU resource. When `Some`, the
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/// batched pipeline draws every hatch in one indexed call and the
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/// per-hatch `gpu_hatches` path is skipped.
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/// Phase 4-B — single batched-hatch GPU resource. Drawn in one
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/// indexed call with per-instance visibility masking the rest.
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/// Legacy per-hatch `Vec<HatchGpu>` + scissor / skip-flag plumbing
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/// removed in step 5; the `hatch_pipeline` itself stays around to
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/// serve the wipeout path which still uses `HatchGpu`.
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gpu_hatch_batched: Option<hatch_batched_gpu::HatchBatchedGpu>,
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/// Pixel scissor rects [x, y, w, h] for viewport-clipped hatches. Recomputed each frame.
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hatch_pixel_scissors: Vec<Option<[u32; 4]>>,
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/// `true` for hatches whose AABB projects to less than ~2 px at the
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/// current zoom. Render pass skips the draw call. Recomputed each
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/// frame alongside the scissor pass (Phase 3.3 hatch LOD).
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hatch_skip_flags: Vec<bool>,
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/// Wipeout fills — rendered after wires in a separate pass.
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gpu_wipeouts: Vec<HatchGpu>,
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/// Per-wipeout draw-time skip flag (Phase 2.3 frustum cull). `true`
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@ -689,10 +684,7 @@ impl Pipeline {
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gpu_wires: vec![],
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wire_pixel_scissors: vec![],
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gpu_selected_wires: vec![],
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gpu_hatches: vec![],
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gpu_hatch_batched: None,
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hatch_pixel_scissors: vec![],
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hatch_skip_flags: vec![],
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gpu_wipeouts: vec![],
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wipeout_skip_flags: vec![],
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wipeout_pixel_scissors: vec![],
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@ -730,21 +722,12 @@ impl Pipeline {
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.collect();
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}
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/// Recompute pixel scissor rects for viewport-clipped hatches.
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pub fn compute_hatch_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
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self.hatch_pixel_scissors = self
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.gpu_hatches
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.iter()
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.map(|h| project_scissor(h.vp_scissor, view_proj, clip_w, clip_h))
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.collect();
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}
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/// Recompute per-hatch LOD skip flags. A hatch whose entire AABB
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/// projects to less than ~2 px is invisible at this zoom — skip the
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/// draw call entirely instead of running the polygon test for every
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/// fragment in the bounding quad. Pairs with the shader-side
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/// solid-fill substitution for hatches between 2 px and the dense
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/// pattern threshold.
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/// Per-frame visibility refresh for the batched hatch path.
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/// Combines Phase 3.3 sub-pixel LOD skip with Phase 2.3 frustum
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/// cull and pushes the resulting 0/1 mask through to the GPU
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/// `visibility_buffer`. Vertex shader maps 0 → out-of-NDC clip,
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/// so the rasterizer culls the primitive before any fragment
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/// runs.
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pub fn compute_hatch_lod(
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&mut self,
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queue: &wgpu::Queue,
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@ -752,34 +735,15 @@ impl Pipeline {
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clip_w: u32,
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clip_h: u32,
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) {
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// Phase 4-B batched path — write the same skip rule (sub-pixel
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// LOD OR offscreen) into the GPU visibility buffer. The vertex
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// shader maps 0 → out-of-NDC clip → primitive culled before
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// fragment stage; equivalent to the per-hatch `skip_flags`
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// gate but at GPU-side cost.
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if let Some(batch) = &mut self.gpu_hatch_batched {
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// Same skip rule as the legacy per-hatch path: sub-pixel
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// LOD (`aabb_below_pixel`) OR offscreen (`aabb_offscreen`).
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// Walks the per-instance AABB mirror — no GPU readback.
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for (i, aabb) in batch.instance_aabbs.iter().enumerate() {
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let skip = aabb_below_pixel(*aabb, view_proj, clip_w, clip_h, 2.0)
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|| aabb_offscreen(*aabb, view_proj, clip_w, clip_h);
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batch.visibility[i] = if skip { 0 } else { 1 };
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}
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batch.upload_visibility(queue);
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let Some(batch) = &mut self.gpu_hatch_batched else {
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return;
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};
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for (i, aabb) in batch.instance_aabbs.iter().enumerate() {
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let skip = aabb_below_pixel(*aabb, view_proj, clip_w, clip_h, 2.0)
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|| aabb_offscreen(*aabb, view_proj, clip_w, clip_h);
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batch.visibility[i] = if skip { 0 } else { 1 };
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}
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// Per-hatch (legacy) fallback path.
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self.hatch_skip_flags = self
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.gpu_hatches
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.iter()
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.map(|h| {
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// Phase 3.3 sub-pixel LOD skip OR Phase 2.3 frustum skip.
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aabb_below_pixel(h.world_aabb, view_proj, clip_w, clip_h, 2.0)
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|| aabb_offscreen(h.world_aabb, view_proj, clip_w, clip_h)
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})
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.collect();
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batch.upload_visibility(queue);
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}
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/// Recompute pixel scissor rects for viewport-clipped wipeouts.
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@ -861,12 +825,8 @@ impl Pipeline {
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}
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pub fn upload_hatches(&mut self, device: &wgpu::Device, hatches: &[HatchModel]) {
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// Phase 4-B — build the single batched GPU resource. The
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// per-hatch `gpu_hatches` Vec is left empty; the draw loop
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// takes the batched path when `gpu_hatch_batched.is_some()`.
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let renderable: Vec<HatchModel> =
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hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
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self.gpu_hatches = vec![];
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self.gpu_hatch_batched =
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hatch_batched_gpu::HatchBatchedGpu::build(device, &self.hatch_batched_bgl1, &renderable);
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}
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@ -940,43 +900,17 @@ impl Pipeline {
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// MSAA texture is clip-bounds-sized, so viewport starts at (0, 0).
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pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
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// Phase 4-B — single batched draw covers every hatch.
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// The vertex shader culls per-instance via the `visible`
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// flag set by `compute_hatch_lod` (sub-pixel + offscreen).
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// Viewport-clip scissors haven't been ported to the batched
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// path yet; paper-space MSPACE rendering still uses the
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// per-hatch fallback below when no batched resource exists.
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// Vertex shader culls per-instance via the `visibility`
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// buffer (sub-pixel LOD + frustum cull written each frame
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// by `compute_hatch_lod`). Per-hatch viewport scissor
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// (paper-space MSPACE) isn't ported to the batched path
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// yet — follow-up if it shows up as a visual issue.
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if let Some(batch) = &self.gpu_hatch_batched {
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pass.set_pipeline(&self.hatch_batched_pipeline);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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pass.set_bind_group(1, &batch.bind_group, &[]);
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pass.set_vertex_buffer(0, batch.vertex_buffer.slice(..));
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pass.draw(0..batch.vertex_count, 0..1);
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} else if !self.gpu_hatches.is_empty() {
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pass.set_pipeline(&self.hatch_pipeline);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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let mut scissor_active = false;
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for (i, hatch) in self.gpu_hatches.iter().enumerate() {
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if self.hatch_skip_flags.get(i).copied().unwrap_or(false) {
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continue;
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}
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match self.hatch_pixel_scissors.get(i) {
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Some(Some([x, y, w, h])) => {
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pass.set_scissor_rect(*x, *y, *w, *h);
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scissor_active = true;
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}
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_ if scissor_active => {
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pass.set_scissor_rect(0, 0, vp.width, vp.height);
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scissor_active = false;
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}
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_ => {}
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}
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pass.set_bind_group(1, &hatch.bind_group, &[]);
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pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
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pass.draw(0..6, 0..1);
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}
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if scissor_active {
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pass.set_scissor_rect(0, 0, vp.width, vp.height);
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}
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}
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}
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@ -144,7 +144,6 @@ impl shader::Primitive for Primitive {
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pipeline.cached_epoch = cur_key;
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}
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pipeline.compute_wire_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_hatch_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_wipeout_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_image_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_hatch_lod(queue, self.uniforms.view_proj, clip_size.width, clip_size.height);
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