// Wire GPU buffers — quad (TriangleList) rendering for thick lines. // // Each segment [A→B] emits 6 vertices (2 triangles). Every vertex carries // both endpoints so the vertex shader can compute the screen-space // perpendicular direction and expand the quad to the correct pixel width. // // NaN sentinel: text glyphs pack multiple disconnected strokes into one // WireModel, separated by [NaN, NaN, NaN] points. Segments where either // endpoint contains NaN are silently skipped during upload. // // Vertex layout (96 bytes, stride = 96): // pos_a [f32; 3] offset 0 12 B — segment start (world) // pos_b [f32; 3] offset 12 12 B — segment end (world) // which_end f32 offset 24 4 B — 0.0 = A end, 1.0 = B end // side f32 offset 28 4 B — ±1.0 perpendicular side // color [f32; 4] offset 32 16 B — RGBA [0,1] // distance f32 offset 48 4 B — arc-length from wire start // half_width f32 offset 52 4 B — half line width in pixels // pattern_length f32 offset 56 4 B — dash pattern total length // _pad f32 offset 60 4 B // pat0 [f32; 4] offset 64 16 B — pattern elements 0-3 // pat1 [f32; 4] offset 80 16 B — pattern elements 4-7 // ------ // 96 B / vertex use crate::scene::wire_model::WireModel; use iced::wgpu; use rayon::prelude::*; /// Allocate a VERTEX buffer with `mapped_at_creation` and write `data` directly /// into the mapped slice. Skips the intermediate staging copy that /// `create_buffer_init` performs and avoids holding a second `Vec` worth of /// memory during upload — meaningful on cold open where wire buffers can run /// into the hundreds of MB. fn vertex_buffer_mapped( device: &wgpu::Device, label: &str, data: &[WireVertex], ) -> wgpu::Buffer { let bytes: &[u8] = bytemuck::cast_slice(data); // wgpu rejects size-0 buffers; the renderer already guards `vertex_count` // before issuing a draw, so a placeholder allocation is fine here. let size = bytes.len().max(std::mem::size_of::()) as u64; let buf = device.create_buffer(&wgpu::BufferDescriptor { label: Some(label), size, usage: wgpu::BufferUsages::VERTEX, mapped_at_creation: true, }); { let mut view = buf.slice(..).get_mapped_range_mut(); view[..bytes.len()].copy_from_slice(bytes); } buf.unmap(); buf } // ── Vertex layout ───────────────────────────────────────────────────────── #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] pub struct WireVertex { pub pos_a: [f32; 3], pub pos_b: [f32; 3], pub which_end: f32, pub side: f32, pub color: [f32; 4], pub distance: f32, pub half_width: f32, pub pattern_length: f32, pub _pad: f32, pub pat0: [f32; 4], pub pat1: [f32; 4], } impl WireVertex { pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> { wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as u64, step_mode: wgpu::VertexStepMode::Vertex, attributes: &[ wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x3, }, // pos_a wgpu::VertexAttribute { offset: 12, shader_location: 1, format: wgpu::VertexFormat::Float32x3, }, // pos_b wgpu::VertexAttribute { offset: 24, shader_location: 2, format: wgpu::VertexFormat::Float32, }, // which_end wgpu::VertexAttribute { offset: 28, shader_location: 3, format: wgpu::VertexFormat::Float32, }, // side wgpu::VertexAttribute { offset: 32, shader_location: 4, format: wgpu::VertexFormat::Float32x4, }, // color wgpu::VertexAttribute { offset: 48, shader_location: 5, format: wgpu::VertexFormat::Float32, }, // distance wgpu::VertexAttribute { offset: 52, shader_location: 6, format: wgpu::VertexFormat::Float32, }, // half_width wgpu::VertexAttribute { offset: 56, shader_location: 7, format: wgpu::VertexFormat::Float32, }, // pattern_length wgpu::VertexAttribute { offset: 64, shader_location: 8, format: wgpu::VertexFormat::Float32x4, }, // pat0 wgpu::VertexAttribute { offset: 80, shader_location: 9, format: wgpu::VertexFormat::Float32x4, }, // pat1 ], } } } // ── GPU handle ──────────────────────────────────────────────────────────── pub struct WireGpu { pub vertex_buffer: wgpu::Buffer, pub vertex_count: u32, /// Paper-space bbox [x0, y0, x1, y1] for GPU scissor clipping. /// Set only for viewport-projected wires; None for regular wires. pub vp_scissor: Option<[f32; 4]>, } /// Expand one `WireModel` into its flat vertex stream (6 verts per finite /// segment). Pulled out so both the single-wire and batched paths share the /// same emission logic, and so the batched path can `par_iter().flat_map` /// across wires on cold open. fn emit_wire_vertices(wire: &WireModel, color: [f32; 4]) -> Vec { let pat0 = [ wire.pattern[0], wire.pattern[1], wire.pattern[2], wire.pattern[3], ]; let pat1 = [ wire.pattern[4], wire.pattern[5], wire.pattern[6], wire.pattern[7], ]; let half_width = wire.line_weight_px * 0.5; let n = wire.points.len(); let seg_count = n.saturating_sub(1); if seg_count == 0 { return Vec::new(); } let mut dists = vec![0.0_f32; n]; for i in 1..n { let p = wire.points[i - 1]; let q = wire.points[i]; if !p[0].is_finite() || !q[0].is_finite() { // plinegen=false: reset to 0 at the first real point after a NaN separator. dists[i] = if !wire.plinegen && !p[0].is_finite() && q[0].is_finite() { 0.0 } else { dists[i - 1] }; } else { let dx = q[0] - p[0]; let dy = q[1] - p[1]; let dz = q[2] - p[2]; dists[i] = dists[i - 1] + (dx * dx + dy * dy + dz * dz).sqrt(); } } let mut vertices: Vec = Vec::with_capacity(seg_count * 6); for i in 0..seg_count { let a = wire.points[i]; let b = wire.points[i + 1]; if !a[0].is_finite() || !a[1].is_finite() || !a[2].is_finite() || !b[0].is_finite() || !b[1].is_finite() || !b[2].is_finite() { continue; } let dist_a = dists[i]; let dist_b = dists[i + 1]; let make = |which_end: f32, side: f32| -> WireVertex { let dist = if which_end < 0.5 { dist_a } else { dist_b }; WireVertex { pos_a: a, pos_b: b, which_end, side, color, distance: dist, half_width, pattern_length: wire.pattern_length, _pad: 0.0, pat0, pat1, } }; vertices.push(make(0.0, -1.0)); vertices.push(make(1.0, -1.0)); vertices.push(make(1.0, 1.0)); vertices.push(make(0.0, -1.0)); vertices.push(make(1.0, 1.0)); vertices.push(make(0.0, 1.0)); } vertices } impl WireGpu { pub fn new(device: &wgpu::Device, wire: &WireModel) -> Self { let mut g = Self::build(device, wire, wire.color); g.vp_scissor = wire.vp_scissor; g } /// Merge multiple WireModels into GPU buffers chunked to fit the 256 MB GPU limit. /// Each wire keeps its own color and pattern — they're stored per-vertex. /// Returns an empty Vec if the combined vertex list is empty. pub fn from_batch(device: &wgpu::Device, wires: &[WireModel]) -> Vec { let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum(); if total_segs == 0 { return vec![]; } // Parallel per-wire vertex emission. `flat_map_iter` keeps memory peak // sane (one Vec per wire, then concatenated) while letting // rayon spread CPU work across cores. Ordering is preserved. let vertices: Vec = wires .par_iter() .map(|wire| emit_wire_vertices(wire, wire.color)) .reduce(Vec::new, |mut acc, mut chunk| { if acc.is_empty() { chunk } else if chunk.is_empty() { acc } else { acc.append(&mut chunk); acc } }); if vertices.is_empty() { return vec![]; } // GPU max buffer size is 256 MB; chunk to stay within the limit. const MAX_VERTS: usize = 268_435_456 / std::mem::size_of::(); vertices .chunks(MAX_VERTS) .enumerate() .map(|(i, chunk)| { let label = format!("wire.batch.vbuf.{i}"); let vertex_buffer = vertex_buffer_mapped(device, &label, chunk); Self { vertex_buffer, vertex_count: chunk.len() as u32, vp_scissor: None, } }) .collect() } fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4]) -> Self { let vertices = emit_wire_vertices(wire, color); let label = format!("wire.vbuf.{}", wire.name); let vertex_buffer = vertex_buffer_mapped(device, &label, &vertices); Self { vertex_buffer, vertex_count: vertices.len() as u32, vp_scissor: None, } } }