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//! Mesh metadata buffers.
pub mod geometry_meta;
pub mod material_meta;
use awsm_renderer_core::{buffers::BufferDescriptor, renderer::AwsmRendererWebGpu};
use crate::{
bind_groups::{BindGroupCreate, BindGroups},
buffer::dynamic_uniform::DynamicUniformBuffer,
debug::AwsmRendererLogging,
materials::Materials,
meshes::{
buffer_info::MeshBufferInfo,
error::{AwsmMeshError, Result},
meta::{
geometry_meta::{
GeometryMeshMeta, GEOMETRY_BUFFER_USAGE, GEOMETRY_MESH_META_BYTE_ALIGNMENT,
GEOMETRY_MESH_META_BYTE_SIZE,
},
material_meta::{
MaterialMeshMeta, MATERIAL_BUFFER_USAGE, MATERIAL_MESH_META_BYTE_ALIGNMENT,
MATERIAL_MESH_META_BYTE_SIZE,
},
},
morphs::Morphs,
morphs::{GeometryMorphKey, MaterialMorphKey},
skins::SkinKey,
skins::Skins,
Mesh, MeshKey,
},
transforms::Transforms,
};
// Reduced from 1024 to stay under 128MB default storage buffer limit.
// Initial visibility buffer size = 512 * 3 * 1000 * 52 = ~76MB
// This is conservative; buffer will grow dynamically as needed.
/// Initial capacity for mesh meta buffers.
pub const MESH_META_INITIAL_CAPACITY: usize = 512;
/// Mesh metadata buffers for geometry and materials.
pub struct MeshMeta {
// meta data buffers
geometry_buffers: DynamicUniformBuffer<MeshKey>,
geometry_gpu_buffer: web_sys::GpuBuffer,
geometry_dirty: bool,
// meta data buffers
material_buffers: DynamicUniformBuffer<MeshKey>,
material_gpu_buffer: web_sys::GpuBuffer,
material_dirty: bool,
geometry_uploader: crate::buffer::mapped_uploader::MappedUploader,
material_uploader: crate::buffer::mapped_uploader::MappedUploader,
/// Last-frame value of the per-mesh shadow-receiver gate. Lets
/// `set_shadow_receiver_gate` skip the GPU patch when nothing
/// changed — without this, a 10k-mesh stress scene would patch
/// every meta slot every frame and the mapped-buffer ring would
/// spend an unreasonable chunk of its budget on a u32 that hasn't
/// changed since N frames ago.
shadow_receiver_gate_cache: slotmap::SecondaryMap<MeshKey, u32>,
}
impl MeshMeta {
/// Creates mesh meta buffers.
pub fn new(gpu: &AwsmRendererWebGpu) -> Result<Self> {
Ok(Self {
geometry_buffers: DynamicUniformBuffer::new(
MESH_META_INITIAL_CAPACITY,
GEOMETRY_MESH_META_BYTE_SIZE,
Some(GEOMETRY_MESH_META_BYTE_ALIGNMENT),
Some("GeometryMeshMetaData".to_string()),
),
geometry_gpu_buffer: gpu.create_buffer(&<web_sys::GpuBufferDescriptor>::from(
BufferDescriptor::new(
Some("GeometryMeshMetaData"),
MESH_META_INITIAL_CAPACITY * GEOMETRY_MESH_META_BYTE_ALIGNMENT,
*GEOMETRY_BUFFER_USAGE,
),
))?,
geometry_dirty: true,
material_buffers: DynamicUniformBuffer::new(
MESH_META_INITIAL_CAPACITY,
MATERIAL_MESH_META_BYTE_SIZE,
Some(MATERIAL_MESH_META_BYTE_ALIGNMENT),
Some("MaterialMeshMetaData".to_string()),
),
material_gpu_buffer: gpu.create_buffer(&<web_sys::GpuBufferDescriptor>::from(
BufferDescriptor::new(
Some("MaterialMeshMetaData"),
MESH_META_INITIAL_CAPACITY * MATERIAL_MESH_META_BYTE_ALIGNMENT,
*MATERIAL_BUFFER_USAGE,
),
))?,
material_dirty: true,
geometry_uploader: crate::buffer::mapped_uploader::MappedUploader::new(
"GeometryMeshMetaData",
),
material_uploader: crate::buffer::mapped_uploader::MappedUploader::new(
"MaterialMeshMetaData",
),
shadow_receiver_gate_cache: slotmap::SecondaryMap::new(),
})
}
/// Mapped-ring upload telemetry for the geometry-meta buffer.
pub fn geometry_upload_stats(&self) -> crate::buffer::mapped_staging_ring::UploadStats {
self.geometry_uploader.stats()
}
/// Mapped-ring upload telemetry for the material-meta buffer.
pub fn material_upload_stats(&self) -> crate::buffer::mapped_staging_ring::UploadStats {
self.material_uploader.stats()
}
/// Writes mesh metadata into GPU-bound buffers.
#[allow(clippy::too_many_arguments)]
pub fn insert(
&mut self,
mesh_key: MeshKey,
mesh: &Mesh,
buffer_info: &MeshBufferInfo,
visibility_geometry_data_offset: Option<usize>,
custom_attribute_indices_offset: usize,
custom_attribute_data_offset: usize,
geometry_morph_key: Option<GeometryMorphKey>,
material_morph_key: Option<MaterialMorphKey>,
skin_key: Option<SkinKey>,
materials: &Materials,
transforms: &Transforms,
morphs: &Morphs,
skins: &Skins,
) -> Result<()> {
let instance_attr_base = mesh.instance_attr_base;
let billboard_mode = mesh.billboard_mode.as_u32();
let transform_key = mesh.transform_key;
let material_key = mesh.material_key;
let transform_offset = transforms.buffer_offset(transform_key)?;
let normal_matrix_offset = transforms.normals_buffer_offset(transform_key)?;
let meta_data = MaterialMeshMeta {
mesh_key,
material_morph_key,
material_key,
buffer_info,
custom_attribute_indices_offset,
custom_attribute_data_offset,
visibility_geometry_data_offset,
transform_offset,
normal_matrix_offset,
materials,
morphs,
mesh,
}
.to_bytes()?;
self.material_buffers.update(mesh_key, &meta_data);
self.material_dirty = true;
// Seed the gate cache with the initial packed value
// (`MaterialMeshMeta::to_bytes` writes `1u` into the
// `shadow_receiver_gate` slot — the conservative
// "assume receiver until proven otherwise" default).
// Without this seed the very first frame's per-mesh
// `set_shadow_receiver_gate(mesh, 1)` from
// `LightMeshBuckets::mark_shadow_receivers` would miss the
// cache (no entry → `Option::None != Some(1)`) and patch
// every mesh's 4-byte gate slot. On the 10k-mesh stress
// scene that turned the first frame after a mass-insert
// into a 40 KB+ dirty-range upload through the mapped
// ring — pure waste, since the GPU buffer already
// contained `1` for every entry. Seeding here drops that
// back to "patch only the meshes whose gate actually
// flipped to 0 this frame", which on a typical scene is a
// tiny fraction.
self.shadow_receiver_gate_cache.insert(mesh_key, 1);
let meta_data = GeometryMeshMeta {
mesh_key,
material_key,
transform_key,
geometry_morph_key,
skin_key,
materials,
transforms,
morphs,
skins,
material_meta_buffers: &self.material_buffers,
instance_attr_base,
billboard_mode,
}
.to_bytes()?;
self.geometry_buffers.update(mesh_key, &meta_data);
self.geometry_dirty = true;
Ok(())
}
/// Returns the GPU buffer for geometry metadata.
pub fn geometry_gpu_buffer(&self) -> &web_sys::GpuBuffer {
&self.geometry_gpu_buffer
}
/// Returns the geometry metadata buffer offset for a mesh.
pub fn geometry_buffer_offset(&self, key: MeshKey) -> Result<usize> {
self.geometry_buffers
.offset(key)
.ok_or(AwsmMeshError::MetaNotFound(key))
}
/// Returns the GPU buffer for material metadata.
pub fn material_gpu_buffer(&self) -> &web_sys::GpuBuffer {
&self.material_gpu_buffer
}
/// Returns the material metadata buffer offset for a mesh.
pub fn material_buffer_offset(&self, key: MeshKey) -> Result<usize> {
self.material_buffers
.offset(key)
.ok_or(AwsmMeshError::MetaNotFound(key))
}
/// In-place patch of the `receive_shadows` u32 inside an
/// already-registered mesh's material metadata. Avoids the full
/// re-pack that `insert` would require (which needs Materials /
/// Transforms / Morphs / buffer_info in scope). The next
/// `write_gpu` flushes the dirty sub-range to the GPU buffer.
pub fn set_receive_shadows(&mut self, mesh_key: MeshKey, receive_shadows: bool) -> Result<()> {
if !self.material_buffers.contains_key(mesh_key) {
return Err(AwsmMeshError::MetaNotFound(mesh_key));
}
let value: u32 = if receive_shadows { 1 } else { 0 };
self.material_buffers.update_offset(
mesh_key,
material_meta::MATERIAL_MESH_META_RECEIVE_SHADOWS_OFFSET,
&value.to_le_bytes(),
);
self.material_dirty = true;
Ok(())
}
/// Patches the `material_offset` u32 (offset
/// `MATERIAL_MESH_META_MATERIAL_OFFSET_OFFSET`) inside an
/// already-registered mesh's material metadata. Used by the
/// cheap-material LOD routing in `Meshes::refresh_cheap_material_routing`
/// to point the GPU at either the authored material or the cheap
/// variant based on last-frame coverage — same shader_id + same
/// transparency classification on both sides means swapping the
/// offset is enough; no pass-routing or pipeline-key changes.
pub fn set_material_offset(&mut self, mesh_key: MeshKey, offset: u32) -> bool {
if !self.material_buffers.contains_key(mesh_key) {
return false;
}
self.material_buffers.update_offset(
mesh_key,
material_meta::MATERIAL_MESH_META_MATERIAL_OFFSET_OFFSET,
&offset.to_le_bytes(),
);
self.material_dirty = true;
true
}
/// Patches the per-frame `shadow_receiver_gate` u32 (offset
/// `MATERIAL_MESH_META_SHADOW_RECEIVER_GATE_OFFSET`) for an
/// already-registered mesh. Returns whether the patch actually
/// happened — `false` when the cached last-frame value matched the
/// new gate, so the caller (per-frame walk) doesn't double-count
/// "transitions" in any future telemetry.
///
/// The cache is critical for steady-state perf: on a 10k-mesh stress
/// scene most meshes' gate values don't change frame-to-frame
/// (lights stay in the same buckets), so skipping the
/// `update_offset` write keeps the material-meta dirty-range set
/// sparse — the mapped-buffer ring then uploads only the actual
/// transitions instead of the entire 2.56 MB buffer.
pub fn set_shadow_receiver_gate(&mut self, mesh_key: MeshKey, gate: u32) -> bool {
if !self.material_buffers.contains_key(mesh_key) {
return false;
}
if self.shadow_receiver_gate_cache.get(mesh_key).copied() == Some(gate) {
return false;
}
self.shadow_receiver_gate_cache.insert(mesh_key, gate);
self.material_buffers.update_offset(
mesh_key,
material_meta::MATERIAL_MESH_META_SHADOW_RECEIVER_GATE_OFFSET,
&gate.to_le_bytes(),
);
self.material_dirty = true;
true
}
/// Removes mesh metadata entries.
pub fn remove(&mut self, mesh_key: MeshKey) {
if self.geometry_buffers.remove(mesh_key) {
self.geometry_dirty = true;
}
if self.material_buffers.remove(mesh_key) {
self.material_dirty = true;
}
// Drop the cached shadow-gate value so a recycled MeshKey
// doesn't inherit a stale "no change since last frame" hit.
self.shadow_receiver_gate_cache.remove(mesh_key);
}
/// Writes dirty metadata buffers to the GPU.
pub fn write_gpu(
&mut self,
_logging: &AwsmRendererLogging,
gpu: &AwsmRendererWebGpu,
bind_groups: &mut BindGroups,
) -> Result<()> {
if self.geometry_dirty {
let mut resized = false;
if let Some(new_size) = self.geometry_buffers.take_gpu_needs_resize() {
self.geometry_gpu_buffer = gpu.create_buffer(
&BufferDescriptor::new(
Some("GeometryMeshMetaData"),
new_size,
*GEOMETRY_BUFFER_USAGE,
)
.into(),
)?;
bind_groups.mark_create(BindGroupCreate::GeometryMeshMetaResize);
resized = true;
}
if resized {
self.geometry_buffers.clear_dirty_ranges();
gpu.write_buffer(
&self.geometry_gpu_buffer,
None,
self.geometry_buffers.raw_slice(),
None,
None,
)?;
} else {
let ranges = self.geometry_buffers.take_dirty_ranges();
self.geometry_uploader.write_dirty_ranges(
gpu,
&self.geometry_gpu_buffer,
self.geometry_buffers.raw_slice().len(),
self.geometry_buffers.raw_slice(),
&ranges,
)?;
}
self.geometry_dirty = false;
}
if self.material_dirty {
let mut resized = false;
if let Some(new_size) = self.material_buffers.take_gpu_needs_resize() {
self.material_gpu_buffer = gpu.create_buffer(
&BufferDescriptor::new(
Some("MaterialMeshMetaData"),
new_size,
*MATERIAL_BUFFER_USAGE,
)
.into(),
)?;
bind_groups.mark_create(BindGroupCreate::MaterialMeshMetaResize);
resized = true;
}
if resized {
self.material_buffers.clear_dirty_ranges();
gpu.write_buffer(
&self.material_gpu_buffer,
None,
self.material_buffers.raw_slice(),
None,
None,
)?;
} else {
let ranges = self.material_buffers.take_dirty_ranges();
self.material_uploader.write_dirty_ranges(
gpu,
&self.material_gpu_buffer,
self.material_buffers.raw_slice().len(),
self.material_buffers.raw_slice(),
&ranges,
)?;
}
self.material_dirty = false;
}
Ok(())
}
}
impl Drop for MeshMeta {
fn drop(&mut self) {
self.geometry_gpu_buffer.destroy();
self.material_gpu_buffer.destroy();
}
}