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>
This commit is contained in:
Hakan Seven 2026-05-17 15:02:07 +03:00
commit b70c9f9262
3 changed files with 52 additions and 63 deletions

View file

@ -65,6 +65,10 @@ pub struct Pipeline {
hatch_skip_flags: Vec<bool>,
/// Wipeout fills — rendered after wires in a separate pass.
gpu_wipeouts: Vec<HatchGpu>,
/// Per-wipeout draw-time skip flag (Phase 2.3 frustum cull). `true`
/// when the wipeout's projected AABB sits entirely outside the
/// viewport rect. Recomputed by `compute_wipeout_lod`.
wipeout_skip_flags: Vec<bool>,
/// Pixel scissor rects [x, y, w, h] for viewport-clipped wipeouts. Recomputed each frame.
wipeout_pixel_scissors: Vec<Option<[u32; 4]>>,
gpu_images: Vec<ImageGpu>,
@ -622,6 +626,7 @@ impl Pipeline {
hatch_pixel_scissors: vec![],
hatch_skip_flags: vec![],
gpu_wipeouts: vec![],
wipeout_skip_flags: vec![],
wipeout_pixel_scissors: vec![],
gpu_images: vec![],
image_pixel_scissors: vec![],
@ -676,7 +681,11 @@ impl Pipeline {
self.hatch_skip_flags = self
.gpu_hatches
.iter()
.map(|h| aabb_below_pixel(h.world_aabb, view_proj, clip_w, clip_h, 2.0))
.map(|h| {
// Phase 3.3 sub-pixel LOD skip OR Phase 2.3 frustum skip.
aabb_below_pixel(h.world_aabb, view_proj, clip_w, clip_h, 2.0)
|| aabb_offscreen(h.world_aabb, view_proj, clip_w, clip_h)
})
.collect();
}
@ -689,6 +698,18 @@ impl Pipeline {
.collect();
}
/// Per-frame wipeout frustum-skip flag (Phase 2.3). Mirrors
/// `compute_hatch_lod`'s frustum branch. No sub-pixel skip:
/// wipeouts mask, so dropping a sub-pixel one wouldn't be wrong
/// but also wouldn't pay off — they're usually few.
pub fn compute_wipeout_lod(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
self.wipeout_skip_flags = self
.gpu_wipeouts
.iter()
.map(|h| aabb_offscreen(h.world_aabb, view_proj, clip_w, clip_h))
.collect();
}
/// Recompute pixel scissor rects for viewport-clipped raster images.
pub fn compute_image_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
self.image_pixel_scissors = self
@ -1098,6 +1119,9 @@ impl Pipeline {
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
let mut scissor_active = false;
for (i, wipeout) in self.gpu_wipeouts.iter().enumerate() {
if self.wipeout_skip_flags.get(i).copied().unwrap_or(false) {
continue;
}
match self.wipeout_pixel_scissors.get(i) {
Some(Some([x, y, w, h])) => {
pass.set_scissor_rect(*x, *y, *w, *h);