cad-editor/src/scene/pipeline/wire_gpu.rs
Hakan 0ad7af7742 perf(wire): parallelize per-wire vertex emission with rayon
Step 2 of the wire pipeline cold-open optimization plan. Extracts the
per-wire vertex expansion into a free function and drives it from
`from_batch` via `par_iter().map(...).reduce(...)`. Per-wire emission is
already independent (no shared state, no order coupling — `block_cache`
groups wires by style upstream), so the parallel-then-concatenate shape
is correctness-preserving.

Cold-open wire upload now scales with available cores; a drawing with
many short wires shows the biggest win. Also collapses two near-identical
emission loops (`from_batch`, `build`) into one shared helper.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 09:49:06 +03:00

299 lines
11 KiB
Rust

// 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::<WireVertex>()) 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::<WireVertex>() 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<WireVertex> {
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<WireVertex> = 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<Self> {
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<WireVertex> per wire, then concatenated) while letting
// rayon spread CPU work across cores. Ordering is preserved.
let vertices: Vec<WireVertex> = 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::<WireVertex>();
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,
}
}
}