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>
This commit is contained in:
parent
398eee551d
commit
798a391207
3 changed files with 32 additions and 95 deletions
|
|
@ -144,7 +144,6 @@ impl shader::Primitive for Primitive {
|
|||
pipeline.cached_epoch = cur_key;
|
||||
}
|
||||
pipeline.compute_wire_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
pipeline.compute_hatch_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
pipeline.compute_wipeout_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
pipeline.compute_image_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
pipeline.compute_hatch_lod(queue, self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
|
|
|
|||
Loading…
Reference in a new issue