refactor(hatch): unify capability backends

Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
This commit is contained in:
Hakan Seven 2026-07-29 13:40:46 +03:00
commit d80637cda7
7 changed files with 385 additions and 322 deletions

View file

@ -0,0 +1,287 @@
//! Capability-selected hatch renderer.
//!
//! `Pipeline` sees one [`HatchGpu`]. This module owns the renderer selection,
//! render pipeline, resident/preview uploads, visibility updates, and draw
//! dispatch. The storage and texture transports remain private implementation
//! details because their bind groups and upload layouts are fundamentally
//! different.
mod storage;
mod texture;
use super::device_capabilities::DeviceCapabilities;
use crate::scene::model::hatch_model::HatchModel;
use iced::wgpu;
use storage::StorageHatchBatch;
use texture::TextureHatch;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
enum HatchBackendKind {
Storage,
Texture,
}
impl HatchBackendKind {
fn select(capabilities: DeviceCapabilities, force_compatibility: bool) -> Self {
if !force_compatibility && capabilities.supports_batched_hatch() {
Self::Storage
} else {
Self::Texture
}
}
}
enum HatchBackend {
Storage {
resident: Option<StorageHatchBatch>,
preview: Option<StorageHatchBatch>,
},
Texture {
resident: Vec<TextureHatch>,
preview: Vec<TextureHatch>,
},
}
/// One hatch renderer whose transport is selected from the active device.
pub struct HatchGpu {
pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
backend: HatchBackend,
}
impl HatchGpu {
pub fn new(
device: &wgpu::Device,
format: wgpu::TextureFormat,
frame_bind_group_layout: &wgpu::BindGroupLayout,
content_stencil: &wgpu::StencilState,
capabilities: DeviceCapabilities,
force_compatibility: bool,
) -> Self {
let backend_kind = HatchBackendKind::select(capabilities, force_compatibility);
let uses_storage = backend_kind == HatchBackendKind::Storage;
let bind_group_layout = if uses_storage {
StorageHatchBatch::bind_group_layout(device)
} else {
TextureHatch::bind_group_layout(device)
};
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("hatch.pipeline_layout"),
bind_group_layouts: &[frame_bind_group_layout, &bind_group_layout],
push_constant_ranges: &[],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(if uses_storage {
"hatch.storage.shader"
} else {
"hatch.texture.shader"
}),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(if uses_storage {
include_str!("../../../shaders/hatch.wgsl")
} else {
include_str!("../../../shaders/hatch_texture.wgsl")
})),
});
let vertex_layout = if uses_storage {
storage::HatchVertex::layout()
} else {
texture::vertex_layout()
};
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(if uses_storage {
"hatch.storage.pipeline"
} else {
"hatch.texture.pipeline"
}),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[vertex_layout],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: content_stencil.clone(),
bias: wgpu::DepthBiasState {
constant: 1,
slope_scale: 1.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState {
count: super::MSAA_SAMPLES,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
multiview: None,
cache: None,
});
let backend = match backend_kind {
HatchBackendKind::Storage => HatchBackend::Storage {
resident: None,
preview: None,
},
HatchBackendKind::Texture => HatchBackend::Texture {
resident: Vec::new(),
preview: Vec::new(),
},
};
Self {
pipeline,
bind_group_layout,
backend,
}
}
pub fn backend_name(&self) -> &'static str {
match self.backend {
HatchBackend::Storage { .. } => "storage",
HatchBackend::Texture { .. } => "texture",
}
}
pub fn upload(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, hatches: &[HatchModel]) {
match &mut self.backend {
HatchBackend::Storage { resident, .. } => {
let renderable: Vec<HatchModel> = hatches
.iter()
.filter(|hatch| hatch.boundary.len() >= 3)
.cloned()
.collect();
*resident = StorageHatchBatch::build(device, &self.bind_group_layout, &renderable);
}
HatchBackend::Texture { resident, .. } => {
*resident = hatches
.iter()
.filter(|hatch| hatch.boundary.len() >= 3)
.map(|hatch| TextureHatch::new(device, queue, hatch, &self.bind_group_layout))
.collect();
}
}
}
pub fn upload_preview(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
hatches: &[HatchModel],
) {
match &mut self.backend {
HatchBackend::Storage { preview, .. } => {
let renderable: Vec<HatchModel> = hatches
.iter()
.filter(|hatch| hatch.boundary.len() >= 3)
.cloned()
.collect();
*preview = StorageHatchBatch::build(device, &self.bind_group_layout, &renderable);
}
HatchBackend::Texture { preview, .. } => {
*preview = hatches
.iter()
.filter(|hatch| hatch.boundary.len() >= 3)
.map(|hatch| TextureHatch::new(device, queue, hatch, &self.bind_group_layout))
.collect();
}
}
}
/// Refresh resident hatch visibility. Texture hatches retain their existing
/// per-draw behavior and return zero because they have no visibility buffer.
pub fn update_visibility(
&mut self,
queue: &wgpu::Queue,
mut is_visible: impl FnMut([f32; 4]) -> bool,
) -> usize {
let HatchBackend::Storage {
resident: Some(batch),
..
} = &mut self.backend
else {
return 0;
};
for (index, aabb) in batch.instance_aabbs.iter().copied().enumerate() {
batch.visibility[index] = u32::from(is_visible(aabb));
}
batch.upload_visibility(queue);
batch.instance_aabbs.len()
}
pub fn draw<'pass>(
&'pass self,
pass: &mut wgpu::RenderPass<'pass>,
frame_bind_group: &'pass wgpu::BindGroup,
stencil_reference: u32,
) {
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, frame_bind_group, &[]);
pass.set_stencil_reference(stencil_reference);
match &self.backend {
HatchBackend::Storage { resident, preview } => {
for batch in [resident.as_ref(), preview.as_ref()].into_iter().flatten() {
pass.set_bind_group(1, &batch.bind_group, &[]);
pass.set_vertex_buffer(0, batch.vertex_buffer.slice(..));
pass.draw(0..batch.vertex_count, 0..1);
}
}
HatchBackend::Texture { resident, preview } => {
for hatch in resident.iter().chain(preview) {
pass.set_bind_group(1, &hatch.bind_group, &[]);
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
pass.draw(0..6, 0..1);
}
}
}
}
}
#[cfg(test)]
mod tests {
use super::{DeviceCapabilities, HatchBackendKind};
fn capabilities(storage_bindings: u32) -> DeviceCapabilities {
DeviceCapabilities {
max_storage_buffers_per_shader_stage: storage_bindings,
max_inter_stage_shader_components: 31,
max_vertex_attributes: 16,
}
}
#[test]
fn selects_backend_from_device_limits() {
assert_eq!(
HatchBackendKind::select(capabilities(5), false),
HatchBackendKind::Storage
);
assert_eq!(
HatchBackendKind::select(capabilities(4), false),
HatchBackendKind::Texture
);
}
#[test]
fn compatibility_override_selects_texture_backend() {
assert_eq!(
HatchBackendKind::select(capabilities(8), true),
HatchBackendKind::Texture
);
}
}

View file

@ -126,13 +126,13 @@ const _: () = assert!(std::mem::size_of::<LineFamilyGpu>() == 48);
/// failed to tessellate emit an AABB quad here instead (see `build`).
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchVertex {
pub(super) struct HatchVertex {
pub local_xy: [f32; 2], // 0 — local-space position
pub instance_index: u32, // 8 — index into InstanceBuffer
}
impl HatchVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
pub(super) fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
@ -158,7 +158,7 @@ impl HatchVertex {
/// buffers + the per-vertex buffer needed by `hatch.wgsl`.
/// Returns `None` when the input slice is empty (caller skips the
/// hatch render pass entirely).
pub struct HatchGpu {
pub(super) struct StorageHatchBatch {
pub vertex_buffer: wgpu::Buffer,
pub vertex_count: u32,
// The four storage buffers below are referenced via `bind_group` —
@ -190,12 +190,12 @@ pub struct HatchGpu {
pub instance_aabbs: Vec<[f32; 4]>,
}
impl HatchGpu {
impl StorageHatchBatch {
/// One-time build from the full hatch list. Re-uploaded only when
/// `geometry_epoch` advances (mirrors the existing per-hatch
/// upload trigger). Per-frame visibility flips go through
/// [`upload_visibility`].
pub fn build(
pub(super) fn build(
device: &wgpu::Device,
bgl: &wgpu::BindGroupLayout,
hatches: &[HatchModel],
@ -257,7 +257,7 @@ impl HatchGpu {
}
let n_dashes = (dashes.len() as u32 - dash_offset).min(u32::MAX);
// QCAD PAT local-frame convention (mirrors
// `build_family_batch` in hatch_gpu.rs): `dy` is
// the storage batch convention: `dy` is
// the perpendicular spacing, `dx` is the along-line
// phase shift — both in family-local coords. The
// shader applies cos_off/sin_off to rotate them.
@ -501,7 +501,7 @@ impl HatchGpu {
/// Push the CPU `visibility` slice to GPU. Call when any
/// element changes (typically per-frame from compute_hatch_lod).
pub fn upload_visibility(&self, queue: &wgpu::Queue) {
pub(super) fn upload_visibility(&self, queue: &wgpu::Queue) {
queue.write_buffer(
&self.visibility_buffer,
0,
@ -514,7 +514,7 @@ impl HatchGpu {
/// storage and visible to both VS (AABB+visibility lookup) and FS
/// (boundary / family / dash sampling).
#[allow(dead_code)]
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
pub(super) fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
let entry = |binding: u32| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,

View file

@ -1,14 +1,14 @@
// Storage-free hatch renderer — texture-backed, UNCAPPED.
//
// WebGL2 has no storage buffers; some native adapters also expose insufficient
// limits. This per-hatch renderer reuses the WebGL2-safe hatch algorithm (see
// wipeout.wgsl / hatch_web.wgsl) but packs the
// Devices without storage buffers use this per-hatch renderer. It reuses the
// storage-free hatch algorithm (see wipeout.wgsl / hatch_texture.wgsl) but packs the
// variable-length boundary / family / dash arrays into ONE RGBA32F data texture
// read via textureLoad — removing the MAX_FAMILIES / MAX_HATCH_BOUNDARY_VERTS /
// MAX_DASHES caps of the uniform (WipeoutGpu) path. Every hatch type — solid,
// gradient, and arbitrarily complex line patterns — renders in compat mode.
//
// Storage-capable devices use hatch_gpu.rs; wipeout masks use wipeout_gpu.rs.
// Storage-capable devices use the sibling storage backend; wipeout masks use
// wipeout_gpu.rs.
use crate::scene::model::hatch_model::{HatchModel, HatchPattern};
use iced::wgpu;
@ -27,12 +27,24 @@ struct HatchVertex {
_pad: f32,
}
pub(super) fn vertex_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
// ── Per-hatch uniform (binding 0) — 96 bytes, matches HatchUniforms in
// hatch_web.wgsl. ─────────────────────────────────────────────────────────
// hatch_texture.wgsl. ──────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct HatchWebUniform {
struct TextureHatchUniform {
color: [f32; 4], // 0
color2: [f32; 4], // 16
mode: u32, // 32
@ -53,9 +65,9 @@ struct HatchWebUniform {
// ── Per-hatch GPU handle ────────────────────────────────────────────────────
pub struct HatchWebGpu {
pub vertex_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
pub(super) struct TextureHatch {
pub(super) vertex_buffer: wgpu::Buffer,
pub(super) bind_group: wgpu::BindGroup,
/// Reserved for per-frame AABB LOD (mirrors `WipeoutGpu`); not yet wired
/// into the web hatch draw loop — the native batched path doesn't do
/// per-hatch LOD either.
@ -65,12 +77,12 @@ pub struct HatchWebGpu {
_data_tex: wgpu::Texture,
}
impl HatchWebGpu {
impl TextureHatch {
/// Group-1 layout: uniform header (binding 0) + non-filterable float data
/// texture (binding 1).
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
pub(super) fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch_web.bgl1"),
label: Some("hatch.texture.bgl1"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
@ -96,7 +108,7 @@ impl HatchWebGpu {
})
}
pub fn new(
pub(super) fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
model: &HatchModel,
@ -143,7 +155,7 @@ impl HatchWebGpu {
let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
// Anchor pattern phase at `world_origin` with the boundary stored raw,
// matching the desktop batched renderer (hatch_gpu.rs) — NOT WipeoutGpu,
// matching the storage backend — NOT WipeoutGpu,
// whose f64 origin grid-snap is dead code (wipeouts are always solid)
// and would phase-shift every line pattern relative to desktop. No drift.
let origin = model.world_origin;
@ -164,7 +176,7 @@ impl HatchWebGpu {
HatchVertex { pos: [x0, y1, 0.0], _pad: 0.0 },
];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_web.vbuf"),
label: Some("hatch.texture.vbuf"),
contents: bytemuck::cast_slice(&quad),
usage: wgpu::BufferUsages::VERTEX,
});
@ -182,7 +194,7 @@ impl HatchWebGpu {
} else {
let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
// Floor matches the desktop hatch renderer (hatch_gpu.rs).
// Floor matches the storage backend.
(proj_min, (proj_max - proj_min).max(1.0))
}
} else if mode == 3 {
@ -260,7 +272,7 @@ impl HatchWebGpu {
let height = ((texels.len() as u32).div_ceil(width)).max(1);
texels.resize((width * height) as usize, [0.0; 4]);
let data_tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("hatch_web.data_tex"),
label: Some("hatch.texture.data_tex"),
size: wgpu::Extent3d {
width,
height,
@ -290,7 +302,7 @@ impl HatchWebGpu {
let tex_view = data_tex.create_view(&wgpu::TextureViewDescriptor::default());
// ── Uniform header ────────────────────────────────────────────────
let uniform_data = HatchWebUniform {
let uniform_data = TextureHatchUniform {
color: model.color,
color2,
mode,
@ -314,13 +326,13 @@ impl HatchWebGpu {
tex_width: width,
};
let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_web.uniform"),
label: Some("hatch.texture.uniform"),
contents: bytemuck::bytes_of(&uniform_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch_web.bind_group1"),
label: Some("hatch.texture.bind_group1"),
layout: bgl1,
entries: &[
wgpu::BindGroupEntry {

View file

@ -1,9 +1,6 @@
mod device_capabilities;
pub mod face3d_gpu;
pub mod hatch_gpu;
/// Texture-backed compatibility hatch renderer. Used on WebGL2 and on native
/// adapters that cannot support the storage-buffer batch.
pub mod hatch_web_gpu;
pub mod wipeout_gpu;
pub mod image_gpu;
pub mod mesh_gpu;
@ -91,14 +88,9 @@ pub struct Pipeline {
/// compatibility mode. Passed to `WireGpu::from_run` / `from_batch`.
pub(crate) wire_const_bgl: Option<wgpu::BindGroupLayout>,
wipeout_pipeline: wgpu::RenderPipeline,
/// Phase 4-B — single-draw batched hatch pipeline. Per-instance
/// data lives in storage buffers; one draw call covers every
/// hatch in the frame. `None` in compatibility mode.
hatch_pipeline: Option<wgpu::RenderPipeline>,
/// Texture-backed compatibility hatch pipeline + its group-1 layout.
/// Present whenever the storage-buffer batch is unavailable or forced off.
hatch_compat_bgl1: Option<wgpu::BindGroupLayout>,
hatch_compat_pipeline: Option<wgpu::RenderPipeline>,
/// Capability-selected hatch renderer. Storage and texture transports are
/// private backends behind one upload/LOD/draw lifecycle.
hatch_gpu: hatch_gpu::HatchGpu,
image_pipeline: wgpu::RenderPipeline,
/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
@ -140,11 +132,6 @@ pub struct Pipeline {
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
wipeout_bgl1: wgpu::BindGroupLayout,
/// Group-1 layout for the batched hatch pipeline (storage buffers
/// for instances / boundary / families / dashes). `None` in compatibility
/// mode, where hatches render through `hatch_web_gpu`.
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
hatch_bgl1: Option<wgpu::BindGroupLayout>,
image_bgl1: wgpu::BindGroupLayout,
/// Group-1 layout for the text pipeline (atlas texture + sampler).
text_atlas_bgl: wgpu::BindGroupLayout,
@ -245,16 +232,6 @@ pub struct Pipeline {
/// frame they are present (small), drawn on top of the base wire pass — so
/// a live drag never re-uploads the resident base buffer.
gpu_preview_wires: Vec<WireGpu>,
/// The canonical hatch fills — a single batched GPU resource drawn in one
/// call with per-instance visibility masking the rest. All pattern line
/// families are uploaded (no cap). `None` in compatibility mode.
gpu_hatch: Option<hatch_gpu::HatchGpu>,
/// Compatibility hatch fills — one texture-backed GPU object per hatch.
gpu_hatches_compat: Vec<hatch_web_gpu::HatchWebGpu>,
/// Tiny live hatch batch used by grip previews. Separate from the resident
/// batch so an interactive edit uploads only the hatch being changed.
gpu_preview_hatch: Option<hatch_gpu::HatchGpu>,
gpu_preview_hatches_compat: Vec<hatch_web_gpu::HatchWebGpu>,
/// Wipeout masks — solid fills rendered after wires in a separate pass via
/// the legacy per-primitive `WipeoutGpu` renderer.
gpu_wipeouts: Vec<WipeoutGpu>,
@ -398,32 +375,8 @@ impl Pipeline {
let force_compat_renderer = crate::cli::gui_config().compat_renderer;
#[cfg(target_arch = "wasm32")]
let force_compat_renderer = false;
let wire_mode = wire_gpu::WirePipelineMode::select(
device_caps,
force_compat_renderer,
);
let hatch_uses_storage =
!force_compat_renderer && device_caps.supports_batched_hatch();
#[cfg(not(target_arch = "wasm32"))]
if std::env::var_os("RUST_LOG").is_some() {
eprintln!(
"renderer pipelines: wire={} hatch={} mesh={} compute-cull={} (storage buffers/stage: {})",
if wire_mode.uses_storage() { "storage" } else { "packed" },
if hatch_uses_storage { "storage" } else { "texture" },
if device_caps.supports_mesh_storage_instancing() { "storage" } else { "uniform" },
if device_caps.supports_mesh_compute_culling() { "gpu" } else { "cpu" },
device.limits().max_storage_buffers_per_shader_stage
);
}
#[cfg(target_arch = "wasm32")]
log::info!(
"renderer pipelines: wire={} hatch={} mesh={} compute-cull={} (storage buffers/stage: {})",
if wire_mode.uses_storage() { "storage" } else { "packed" },
if hatch_uses_storage { "storage" } else { "texture" },
if device_caps.supports_mesh_storage_instancing() { "storage" } else { "uniform" },
if device_caps.supports_mesh_compute_culling() { "gpu" } else { "cpu" },
device.limits().max_storage_buffers_per_shader_stage
);
let wire_mode =
wire_gpu::WirePipelineMode::select(device_caps, force_compat_renderer);
let wire_const_bgl = wire_mode
.uses_storage()
.then(|| wire_gpu::WireConst::bind_group_layout(device));
@ -761,138 +714,36 @@ impl Pipeline {
cache: None,
});
// ── Hatch pipelines ────────────────────────────────────────────────
// Fast mode batches every hatch through five storage buffers. Compat
// mode uses one data texture per hatch and therefore needs no storage.
let (hatch_bgl1, hatch_pipeline) = if hatch_uses_storage {
let hatch_bgl1 = hatch_gpu::HatchGpu::bind_group_layout(device);
let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("hatch.pipeline_layout"),
bind_group_layouts: &[&frame_bgl, &hatch_bgl1],
push_constant_ranges: &[],
});
let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("hatch.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/hatch.wgsl"
))),
});
let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("hatch.pipeline"),
layout: Some(&hatch_layout),
vertex: wgpu::VertexState {
module: &hatch_shader,
entry_point: Some("vs_main"),
buffers: &[hatch_gpu::HatchVertex::layout()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: content_stencil.clone(),
bias: wgpu::DepthBiasState {
constant: 1,
slope_scale: 1.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState {
count: MSAA_SAMPLES,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &hatch_shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
multiview: None,
cache: None,
});
(Some(hatch_bgl1), Some(hatch_pipeline))
} else {
(None, None)
};
let (hatch_compat_bgl1, hatch_compat_pipeline) = if !hatch_uses_storage {
let bgl1 = hatch_web_gpu::HatchWebGpu::bind_group_layout(device);
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("hatch_compat.pipeline_layout"),
bind_group_layouts: &[&frame_bgl, &bgl1],
push_constant_ranges: &[],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("hatch_compat.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/hatch_web.wgsl"
))),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("hatch_compat.pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: 16,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: content_stencil.clone(),
bias: wgpu::DepthBiasState {
constant: 1,
slope_scale: 1.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState {
count: MSAA_SAMPLES,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
multiview: None,
cache: None,
});
(Some(bgl1), Some(pipeline))
} else {
(None, None)
};
// ── Hatch renderer ─────────────────────────────────────────────────
// The façade owns capability selection plus both backend lifecycles.
let hatch_gpu = hatch_gpu::HatchGpu::new(
device,
format,
&frame_bgl,
&content_stencil,
device_caps,
force_compat_renderer,
);
#[cfg(not(target_arch = "wasm32"))]
if std::env::var_os("RUST_LOG").is_some() {
eprintln!(
"renderer pipelines: wire={} hatch={} mesh={} compute-cull={} (storage buffers/stage: {})",
if wire_mode.uses_storage() { "storage" } else { "packed" },
hatch_gpu.backend_name(),
if device_caps.supports_mesh_storage_instancing() { "storage" } else { "uniform" },
if device_caps.supports_mesh_compute_culling() { "gpu" } else { "cpu" },
device.limits().max_storage_buffers_per_shader_stage
);
}
#[cfg(target_arch = "wasm32")]
log::info!(
"renderer pipelines: wire={} hatch={} mesh={} compute-cull={} (storage buffers/stage: {})",
if wire_mode.uses_storage() { "storage" } else { "packed" },
hatch_gpu.backend_name(),
if device_caps.supports_mesh_storage_instancing() { "storage" } else { "uniform" },
if device_caps.supports_mesh_compute_culling() { "gpu" } else { "cpu" },
device.limits().max_storage_buffers_per_shader_stage
);
// ── Mesh pipeline ──────────────────────────────────────────────────
let mesh_storage_instancing = device_caps.supports_mesh_storage_instancing();
@ -1758,9 +1609,7 @@ impl Pipeline {
wire_xray_pipeline,
wire_const_bgl,
wipeout_pipeline,
hatch_pipeline,
hatch_compat_bgl1,
hatch_compat_pipeline,
hatch_gpu,
image_pipeline,
text_pipeline,
text_highlight_pipeline,
@ -1798,7 +1647,6 @@ impl Pipeline {
uniform_buffer,
uniform_bind_group,
wipeout_bgl1,
hatch_bgl1,
image_bgl1,
depth_texture_size: Size::new(1, 1),
// (0, 0) forces the first `ensure_depth_texture` to allocate at the
@ -1827,10 +1675,6 @@ impl Pipeline {
clip_boundary: None,
gpu_selected_wires: vec![],
gpu_preview_wires: vec![],
gpu_hatch: None,
gpu_hatches_compat: vec![],
gpu_preview_hatch: None,
gpu_preview_hatches_compat: vec![],
gpu_wipeouts: vec![],
wipeout_skip_flags: vec![],
gpu_images: vec![],
@ -2352,22 +2196,20 @@ impl Pipeline {
clip_h: u32,
) {
let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
let Some(batch) = &mut self.gpu_hatch else {
let instance_count = self.hatch_gpu.update_visibility(queue, |aabb| {
!aabb_below_pixel(aabb, view_rot, eye, clip_w, clip_h, 2.0)
&& !aabb_offscreen(aabb, view_rot, eye, clip_w, clip_h)
});
if instance_count == 0 {
return;
};
for (i, aabb) in batch.instance_aabbs.iter().enumerate() {
let skip = aabb_below_pixel(*aabb, view_rot, eye, clip_w, clip_h, 2.0)
|| aabb_offscreen(*aabb, view_rot, eye, clip_w, clip_h);
batch.visibility[i] = if skip { 0 } else { 1 };
}
batch.upload_visibility(queue);
if let Some(started) = perf_started {
let elapsed_ms = started.elapsed().as_secs_f64() * 1000.0;
if elapsed_ms >= 1.0 {
crate::perf_record!(
"[perf] hatch-lod {:>7.1}ms instances={}",
elapsed_ms,
batch.instance_aabbs.len(),
instance_count,
);
}
}
@ -2851,32 +2693,18 @@ impl Pipeline {
hatches: &[HatchModel],
) {
let perf_started = crate::perf::enabled().then(iced::time::Instant::now);
if let Some(bgl1) = &self.hatch_compat_bgl1 {
self.gpu_hatches_compat = hatches
.iter()
.filter(|h| h.boundary.len() >= 3)
.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, bgl1))
.collect();
self.gpu_hatch = None;
return;
}
self.gpu_hatches_compat.clear();
let _ = queue;
let Some(bgl1) = &self.hatch_bgl1 else {
self.gpu_hatch = None;
return;
};
let renderable: Vec<HatchModel> =
hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
self.gpu_hatch = hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
let renderable_count = hatches
.iter()
.filter(|hatch| hatch.boundary.len() >= 3)
.count();
self.hatch_gpu.upload(device, queue, hatches);
if let Some(started) = perf_started {
let elapsed_ms = started.elapsed().as_secs_f64() * 1000.0;
if elapsed_ms >= 1.0 {
crate::perf_record!(
"[perf] hatch-upload {:>7.1}ms models={}",
elapsed_ms,
renderable.len(),
renderable_count,
);
}
}
@ -2888,27 +2716,7 @@ impl Pipeline {
queue: &wgpu::Queue,
hatches: &[HatchModel],
) {
if let Some(bgl1) = &self.hatch_compat_bgl1 {
self.gpu_preview_hatches_compat = hatches
.iter()
.filter(|h| h.boundary.len() >= 3)
.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, bgl1))
.collect();
self.gpu_preview_hatch = None;
return;
}
self.gpu_preview_hatches_compat.clear();
let Some(bgl1) = &self.hatch_bgl1 else {
self.gpu_preview_hatch = None;
return;
};
let renderable: Vec<HatchModel> = hatches
.iter()
.filter(|h| h.boundary.len() >= 3)
.cloned()
.collect();
self.gpu_preview_hatch = hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
self.hatch_gpu.upload_preview(device, queue, hatches);
}
pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
@ -3077,57 +2885,13 @@ impl Pipeline {
pass.set_vertex_buffer(0, vbuf.slice(..));
pass.draw(0..*vcount, 0..1);
}
// Phase 4-B — single batched draw covers every hatch.
// Vertex shader culls per-instance via the `visibility`
// buffer (sub-pixel LOD + frustum cull written each frame
// by `compute_hatch_lod`). Per-hatch viewport scissor
// (paper-space MSPACE) isn't ported to the batched path
// yet — follow-up if it shows up as a visual issue.
if let (Some(batch), Some(pipeline)) =
(&self.gpu_hatch, &self.hatch_pipeline)
{
// Skipped while navigating (interaction LOD) — the per-pixel
// hatch pass dominates the GPU frame on hatch-heavy drawings.
if !self.skip_hatch_frame {
pass.set_pipeline(pipeline);
pass.set_stencil_reference(stencil_ref);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
pass.set_bind_group(1, &batch.bind_group, &[]);
pass.set_vertex_buffer(0, batch.vertex_buffer.slice(..));
pass.draw(0..batch.vertex_count, 0..1);
}
}
if let (Some(batch), Some(pipeline)) =
(&self.gpu_preview_hatch, &self.hatch_pipeline)
{
if !self.skip_hatch_frame {
pass.set_pipeline(pipeline);
pass.set_stencil_reference(stencil_ref);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
pass.set_bind_group(1, &batch.bind_group, &[]);
pass.set_vertex_buffer(0, batch.vertex_buffer.slice(..));
pass.draw(0..batch.vertex_count, 0..1);
}
}
// Storage-free compatibility path. Draw before wires so outlines
// remain on top, matching the batched path.
// The capability-selected façade dispatches storage or texture
// draws before wires so outlines remain on top in either backend.
// Skipped while navigating because per-pixel hatch work dominates
// hatch-heavy drawings.
if !self.skip_hatch_frame {
if let Some(pipeline) = &self.hatch_compat_pipeline {
pass.set_pipeline(pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
pass.set_stencil_reference(stencil_ref);
for hatch in &self.gpu_hatches_compat {
pass.set_bind_group(1, &hatch.bind_group, &[]);
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
pass.draw(0..6, 0..1);
}
for hatch in &self.gpu_preview_hatches_compat {
pass.set_bind_group(1, &hatch.bind_group, &[]);
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
pass.draw(0..6, 0..1);
}
}
self.hatch_gpu
.draw(&mut pass, &self.uniform_bind_group, stencil_ref);
}
}

View file

@ -1,6 +1,6 @@
// Wipeout GPU buffers — the legacy per-primitive fill renderer, now used ONLY
// for wipeout masks (solid fills drawn after wires to hide them). Real hatch
// fills go through the canonical `hatch_gpu.rs` batched renderer.
// fills go through the capability-selected `hatch_gpu` renderer.
//
// It retains a general pattern/gradient capability (mode 0/2 below) and the
// `MAX_FAMILIES = 16` cap, but wipeouts are always solid (mode 1, zero pattern

View file

@ -5,7 +5,7 @@
// positions so we don't depend on @builtin(instance_index) edge cases
// across backends).
//
// Layout matches `hatch_gpu.rs`:
// Layout matches `hatch_gpu/storage.rs`:
// group 1 binding 0 InstanceBuffer HatchInstance[] (128 B / inst)
// group 1 binding 1 BoundaryBuffer vec4<f32>[] (xy in .xy)
// group 1 binding 2 FamilyBuffer LineFamilyGpu[] (48 B / fam)

View file

@ -1,4 +1,4 @@
// Hatch shader (WebGL2) texture-backed, UNCAPPED variant of wipeout.wgsl.
// Hatch texture shader storage-free, UNCAPPED variant of wipeout.wgsl.
//
// Devices without vertex/fragment storage buffers cannot use the batched
// storage-buffer renderer (hatch.wgsl). This shader keeps the exact