perf(pipeline): per-frame hatch+wipeout frustum cull at draw time (Phase 2.3)
The Phase 2.1 step-4 attempt at culling hatches inside `synced_hatch_models` was wrong: GPU hatch/wipeout buffers are uploaded on geometry_epoch only (see render.rs — they're "static buffers"), so any CPU-side cull at build time would freeze the visible set at the geometry epoch boundary and never re-evaluate on pan. Reverted that approach; the build-time function now returns the full visible set again and the cache key is back to geometry_epoch. The actual per-frame frustum cull moves into the existing draw-time skip-flag machinery: - `compute_hatch_lod` now also folds in `aabb_offscreen` (ORed with the existing Phase 3.3 sub-pixel skip), so out-of-view hatches are skipped at the draw call. - New `compute_wipeout_lod` + `wipeout_skip_flags` mirror the hatch path. The wipeout draw loop honors the flag. - `Primitive::prepare` calls the new compute step alongside the rest. Per-frame projection + skip is a few hundred microseconds on dense docs; far cheaper than re-uploading GPU buffers per pan tick. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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3 changed files with 52 additions and 63 deletions
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@ -408,14 +408,14 @@ pub struct Scene {
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/// Maps block_handle → (entity_handle.value() → sort_handle.value()).
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/// Replaces the O(objects) linear scan inside `wires_for_block()` with an O(1) lookup.
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sort_cache: RefCell<Option<(u64, HashMap<Handle, HashMap<u64, u64>>)>>,
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/// Cached hatch fill models, keyed by (geometry_epoch, camera_generation).
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/// The camera term is needed because `synced_hatch_models` now view-culls
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/// via the quadtree — a key that ignored camera would return stale culled
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/// lists across pan/zoom.
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hatch_cache: RefCell<Option<((u64, u64), Arc<Vec<HatchModel>>)>>,
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/// Cached wipeout fill models, keyed by (geometry_epoch, camera_generation).
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/// Same reasoning as `hatch_cache`.
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wipeout_cache: RefCell<Option<((u64, u64), Arc<Vec<HatchModel>>)>>,
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/// Cached hatch fill models, keyed by geometry_epoch. View culling
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/// is handled at draw time via `hatch_skip_flags` in the pipeline,
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/// not at build time — that lets the GPU buffer stay stable across
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/// pan/zoom while still skipping out-of-view hatches.
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hatch_cache: RefCell<Option<(u64, Arc<Vec<HatchModel>>)>>,
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/// Cached wipeout fill models, keyed by geometry_epoch. Same
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/// reasoning as `hatch_cache`.
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wipeout_cache: RefCell<Option<(u64, Arc<Vec<HatchModel>>)>>,
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/// Cached image models, keyed by geometry_epoch. Images do their own
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/// per-frame culling in the GPU pipeline (vp_scissor); no camera key
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/// needed here.
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@ -1061,32 +1061,30 @@ impl Scene {
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}
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pub(super) fn hatch_models_arc(&self) -> Arc<Vec<HatchModel>> {
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let key = (self.geometry_epoch, self.camera_generation);
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{
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let cache = self.hatch_cache.borrow();
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if let Some((cached_key, ref arc)) = *cache {
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if cached_key == key {
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if let Some((cached_epoch, ref arc)) = *cache {
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if cached_epoch == self.geometry_epoch {
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return Arc::clone(arc);
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}
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}
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}
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let arc = Arc::new(self.synced_hatch_models());
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*self.hatch_cache.borrow_mut() = Some((key, Arc::clone(&arc)));
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*self.hatch_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
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arc
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}
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pub(super) fn wipeout_models_arc(&self) -> Arc<Vec<HatchModel>> {
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let key = (self.geometry_epoch, self.camera_generation);
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{
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let cache = self.wipeout_cache.borrow();
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if let Some((cached_key, ref arc)) = *cache {
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if cached_key == key {
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if let Some((cached_epoch, ref arc)) = *cache {
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if cached_epoch == self.geometry_epoch {
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return Arc::clone(arc);
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}
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}
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}
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let arc = Arc::new(self.wipeout_models());
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*self.wipeout_cache.borrow_mut() = Some((key, Arc::clone(&arc)));
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*self.wipeout_cache.borrow_mut() = Some((self.geometry_epoch, Arc::clone(&arc)));
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arc
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}
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@ -2482,33 +2480,16 @@ impl Scene {
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.unwrap_or(false)
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};
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// Phase 2.1 — narrow the per-hatch visibility scan to candidates
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// the quadtree says intersect the view. The map below still does
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// the heavy lifting (model clone + render_style + selection tint)
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// so cutting the pre-filter from O(N_hatches) → O(visible_hatches)
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// is the main win.
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let view_candidates: Option<std::collections::HashSet<Handle>> =
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self.view_world_aabb().map(|local_view| {
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let [ox, oy, _] = self.world_offset;
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let view_wcs: [f64; 4] = [
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local_view[0] as f64 + ox,
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local_view[1] as f64 + oy,
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local_view[2] as f64 + ox,
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local_view[3] as f64 + oy,
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];
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let tree = self.entity_index();
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tree.query_rect(view_wcs).into_iter().collect()
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});
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// synced_hatch_models is cached on geometry_epoch and the GPU
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// upload is keyed on geometry_epoch only (see render.rs — hatch
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// buffers are "static"). Don't view-cull here; the per-frame
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// skip flag in compute_hatch_lod handles frustum + sub-pixel
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// culling at draw time, which keeps the GPU upload set stable
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// across pan/zoom.
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let mut models: Vec<HatchModel> = self
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.hatches
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.iter()
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.filter(|(&handle, _)| {
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if let Some(set) = view_candidates.as_ref() {
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if !set.contains(&handle) {
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return false;
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}
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}
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let Some(entity) = self.document.get_entity(handle) else {
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return true;
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};
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@ -2593,11 +2574,6 @@ impl Scene {
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if fills.is_empty() {
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continue;
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}
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if let Some(set) = view_candidates.as_ref() {
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if !set.contains(&common.handle) {
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continue;
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}
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}
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if common.invisible || layer_hidden(&common.layer) {
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continue;
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}
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@ -2643,29 +2619,17 @@ impl Scene {
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} else {
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self.world_offset
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};
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// Phase 2.1 — quadtree pre-filter for wipeouts in Model layout.
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let view_candidates: Option<std::collections::HashSet<Handle>> =
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self.view_world_aabb().map(|local_view| {
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let [ox, oy, _] = self.world_offset;
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let view_wcs: [f64; 4] = [
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local_view[0] as f64 + ox,
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local_view[1] as f64 + oy,
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local_view[2] as f64 + ox,
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local_view[3] as f64 + oy,
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];
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let tree = self.entity_index();
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tree.query_rect(view_wcs).into_iter().collect()
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});
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// No per-frame view-cull here: GPU wipeout buffer upload is
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// gated on geometry_epoch only (see render.rs), so any cull at
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// build time would freeze the visible subset at the geometry
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// epoch boundary and never re-evaluate as the user pans. The
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// pipeline's `wipeout_skip_flags` (compute_wipeout_lod) does
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// the per-frame skip at draw time instead.
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let mut models = Vec::new();
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for entity in self.document.entities() {
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let EntityType::Wipeout(wo) = entity else {
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continue;
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};
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if let Some(set) = view_candidates.as_ref() {
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if !set.contains(&wo.common.handle) {
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continue;
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}
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}
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if entity.common().invisible {
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continue;
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}
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@ -65,6 +65,10 @@ pub struct Pipeline {
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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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/// when the wipeout's projected AABB sits entirely outside the
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/// viewport rect. Recomputed by `compute_wipeout_lod`.
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wipeout_skip_flags: Vec<bool>,
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/// Pixel scissor rects [x, y, w, h] for viewport-clipped wipeouts. Recomputed each frame.
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wipeout_pixel_scissors: Vec<Option<[u32; 4]>>,
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gpu_images: Vec<ImageGpu>,
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@ -622,6 +626,7 @@ impl Pipeline {
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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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gpu_images: vec![],
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image_pixel_scissors: vec![],
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@ -676,7 +681,11 @@ impl Pipeline {
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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| aabb_below_pixel(h.world_aabb, view_proj, clip_w, clip_h, 2.0))
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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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}
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@ -689,6 +698,18 @@ impl Pipeline {
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.collect();
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}
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/// Per-frame wipeout frustum-skip flag (Phase 2.3). Mirrors
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/// `compute_hatch_lod`'s frustum branch. No sub-pixel skip:
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/// wipeouts mask, so dropping a sub-pixel one wouldn't be wrong
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/// but also wouldn't pay off — they're usually few.
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pub fn compute_wipeout_lod(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
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self.wipeout_skip_flags = self
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.gpu_wipeouts
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.iter()
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.map(|h| aabb_offscreen(h.world_aabb, view_proj, clip_w, clip_h))
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.collect();
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}
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/// Recompute pixel scissor rects for viewport-clipped raster images.
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pub fn compute_image_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
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self.image_pixel_scissors = self
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@ -1098,6 +1119,9 @@ impl 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, wipeout) in self.gpu_wipeouts.iter().enumerate() {
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if self.wipeout_skip_flags.get(i).copied().unwrap_or(false) {
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continue;
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}
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match self.wipeout_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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@ -148,6 +148,7 @@ impl shader::Primitive for Primitive {
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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(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_wipeout_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_mesh_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
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if self.show_viewcube {
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pipeline.viewcube.upload(
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