Rework batch building into a streaming API
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adf49ab932
commit
455e807ee3
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@ -39,12 +39,14 @@ use std::cmp::Ordering;
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use std::fmt::{self, Debug, Formatter};
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use std::fs::File;
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use std::io::{self, BufWriter, Write};
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use std::iter;
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use std::mem;
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use std::ops::{Add, Mul, Sub};
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use std::path::PathBuf;
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use std::sync::atomic::{AtomicUsize, Ordering as AtomicOrdering};
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use std::time::{Duration, Instant};
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use std::u16;
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use std::u32;
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use svgtypes::Color as SvgColor;
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use usvg::{Node, NodeExt, NodeKind, Options as UsvgOptions, Paint as UsvgPaint};
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use usvg::{PathSegment as UsvgPathSegment, Rect as UsvgRect, Transform as UsvgTransform, Tree};
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@ -60,6 +62,9 @@ const FLATTENING_TOLERANCE: f32 = 0.1;
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const HAIRLINE_STROKE_WIDTH: f32 = 0.5;
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const MAX_FILLS_PER_BATCH: usize = 0x0002_0000;
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const MAX_MASKS_PER_BATCH: u16 = 0xffff;
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fn main() {
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let matches =
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App::new("tile-svg").arg(Arg::with_name("runs").short("r")
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@ -103,7 +108,7 @@ fn main() {
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let (mut elapsed_object_build_time, mut elapsed_scene_build_time) = (0.0, 0.0);
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let mut built_scene = BuiltScene::new(&scene.view_box, vec![]);
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let mut built_scene = BuiltScene::new(&scene.view_box);
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for _ in 0..runs {
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let z_buffer = ZBuffer::new(&scene.view_box);
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@ -115,11 +120,13 @@ fn main() {
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elapsed_object_build_time += duration_to_ms(&(Instant::now() - start_time));
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let start_time = Instant::now();
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let built_shaders = scene.build_shaders();
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built_scene = BuiltScene::from_objects_and_shaders(&scene.view_box,
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&built_objects,
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built_shaders,
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&z_buffer);
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built_scene = BuiltScene::new(&scene.view_box);
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built_scene.shaders = scene.build_shaders();
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let mut scene_builder = SceneBuilder::new(built_objects, z_buffer, &scene.view_box);
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built_scene.solid_tiles = scene_builder.build_solid_tiles();
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while let Some(batch) = scene_builder.build_batch() {
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built_scene.batches.push(batch);
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}
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elapsed_scene_build_time += duration_to_ms(&(Instant::now() - start_time));
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}
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@ -1127,65 +1134,71 @@ fn process_active_segment(contour: &Contour,
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// Scene construction
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impl BuiltScene {
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fn new(view_box: &Rect<f32>, shaders: Vec<ObjectShader>) -> BuiltScene {
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BuiltScene {
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view_box: *view_box,
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batches: vec![],
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solid_tiles: vec![],
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shaders,
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tile_rect: round_rect_out_to_tile_bounds(view_box),
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fn new(view_box: &Rect<f32>) -> BuiltScene {
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BuiltScene { view_box: *view_box, batches: vec![], solid_tiles: vec![], shaders: vec![] }
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}
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}
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// TODO(pcwalton): Turn this into a streaming batch model, for pipelining.
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#[inline(never)]
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fn from_objects_and_shaders(view_box: &Rect<f32>,
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objects: &[BuiltObject],
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shaders: Vec<ObjectShader>,
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z_buffer: &ZBuffer)
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-> BuiltScene {
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let mut scene = BuiltScene::new(view_box, shaders);
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scene.add_batch();
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fn scene_tile_index(tile_x: i16, tile_y: i16, tile_rect: Rect<i16>) -> u32 {
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(tile_y - tile_rect.origin.y) as u32 * tile_rect.size.width as u32 +
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(tile_x - tile_rect.origin.x) as u32
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}
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// Initialize z-buffer, and fill solid tiles.
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z_buffer.push_solid_tiles(&mut scene, objects);
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struct SceneBuilder {
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objects: Vec<BuiltObject>,
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z_buffer: ZBuffer,
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tile_rect: Rect<i16>,
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// Build batches.
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let mut object_tile_index_to_scene_mask_tile_index = vec![];
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for (object_index, object) in objects.iter().enumerate() {
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object_tile_index_to_scene_mask_tile_index.clear();
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object_tile_index_to_scene_mask_tile_index.reserve(object.tiles.len());
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current_object_index: usize,
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}
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impl SceneBuilder {
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fn new(objects: Vec<BuiltObject>, z_buffer: ZBuffer, view_box: &Rect<f32>) -> SceneBuilder {
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let tile_rect = round_rect_out_to_tile_bounds(view_box);
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SceneBuilder { objects, z_buffer, tile_rect, current_object_index: 0 }
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}
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fn build_solid_tiles(&self) -> Vec<SolidTileScenePrimitive> {
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self.z_buffer.build_solid_tiles(&self.objects, &self.tile_rect)
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}
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fn build_batch(&mut self) -> Option<Batch> {
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let mut batch = Batch::new();
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let mut object_tile_index_to_batch_mask_tile_index = vec![];
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while self.current_object_index < self.objects.len() {
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let object = &self.objects[self.current_object_index];
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if batch.fills.len() + object.fills.len() > MAX_FILLS_PER_BATCH {
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break;
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}
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object_tile_index_to_batch_mask_tile_index.clear();
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object_tile_index_to_batch_mask_tile_index.extend(
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iter::repeat(u16::MAX).take(object.tiles.len()));
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// Copy mask tiles.
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for (tile_index, tile) in object.tiles.iter().enumerate() {
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// Skip solid tiles, since we handled them above already.
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if object.solid_tiles[tile_index] {
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object_tile_index_to_scene_mask_tile_index.push(BLANK);
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continue;
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}
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// Cull occluded tiles.
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let scene_tile_index = scene_tile_index(tile.tile_x, tile.tile_y, scene.tile_rect);
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if !z_buffer.test(scene_tile_index, object_index as u16) {
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object_tile_index_to_scene_mask_tile_index.push(BLANK);
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let scene_tile_index = scene_tile_index(tile.tile_x, tile.tile_y, self.tile_rect);
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if !self.z_buffer.test(scene_tile_index, self.current_object_index as u32) {
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continue;
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}
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// Visible mask tile.
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let mut scene_mask_tile_index = scene.batches.last().unwrap().mask_tiles.len() as
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u16;
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if scene_mask_tile_index == u16::MAX {
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scene.add_batch();
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scene_mask_tile_index = 0;
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let batch_mask_tile_index = batch.mask_tiles.len() as u16;
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if batch_mask_tile_index == MAX_MASKS_PER_BATCH {
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break;
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}
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object_tile_index_to_scene_mask_tile_index.push(SceneMaskTileIndex {
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batch_index: scene.batches.len() as u16 - 1,
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mask_tile_index: scene_mask_tile_index,
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});
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object_tile_index_to_batch_mask_tile_index[tile_index] = batch_mask_tile_index;
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scene.batches.last_mut().unwrap().mask_tiles.push(MaskTileBatchPrimitive {
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batch.mask_tiles.push(MaskTileBatchPrimitive {
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tile: *tile,
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shader: object.shader,
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});
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@ -1194,42 +1207,26 @@ impl BuiltScene {
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// Remap and copy fills, culling as necessary.
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for fill in &object.fills {
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let object_tile_index = object.tile_coords_to_index(fill.tile_x, fill.tile_y);
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let SceneMaskTileIndex {
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batch_index,
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mask_tile_index,
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} = object_tile_index_to_scene_mask_tile_index[object_tile_index as usize];
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if batch_index < u16::MAX {
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scene.batches[batch_index as usize].fills.push(FillBatchPrimitive {
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let mask_tile_index =
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object_tile_index_to_batch_mask_tile_index[object_tile_index as usize];
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if mask_tile_index < u16::MAX {
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batch.fills.push(FillBatchPrimitive {
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px: fill.px,
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subpx: fill.subpx,
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mask_tile_index,
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});
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}
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}
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self.current_object_index += 1;
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}
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return scene;
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#[derive(Clone, Copy, Debug)]
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struct SceneMaskTileIndex {
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batch_index: u16,
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mask_tile_index: u16,
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}
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const BLANK: SceneMaskTileIndex = SceneMaskTileIndex {
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batch_index: 0,
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mask_tile_index: 0,
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};
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}
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fn add_batch(&mut self) {
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self.batches.push(Batch::new());
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if batch.is_empty() {
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None
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} else {
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Some(batch)
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}
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}
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fn scene_tile_index(tile_x: i16, tile_y: i16, tile_rect: Rect<i16>) -> u32 {
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(tile_y - tile_rect.origin.y) as u32 * tile_rect.size.width as u32 +
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(tile_x - tile_rect.origin.x) as u32
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}
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// Culling
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@ -1249,7 +1246,7 @@ impl ZBuffer {
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}
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}
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fn test(&self, scene_tile_index: u32, object_index: u16) -> bool {
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fn test(&self, scene_tile_index: u32, object_index: u32) -> bool {
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let existing_depth = self.buffer[scene_tile_index as usize].load(AtomicOrdering::SeqCst);
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existing_depth < object_index as usize + 1
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}
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@ -1271,8 +1268,9 @@ impl ZBuffer {
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}
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}
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fn push_solid_tiles(&self, scene: &mut BuiltScene, objects: &[BuiltObject]) {
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let tile_rect = scene.tile_rect;
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fn build_solid_tiles(&self, objects: &[BuiltObject], tile_rect: &Rect<i16>)
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-> Vec<SolidTileScenePrimitive> {
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let mut solid_tiles = vec![];
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for scene_tile_y in 0..tile_rect.size.height {
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for scene_tile_x in 0..tile_rect.size.width {
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let scene_tile_index = scene_tile_y as usize * tile_rect.size.width as usize +
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@ -1282,13 +1280,15 @@ impl ZBuffer {
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continue
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}
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let object_index = (depth - 1) as usize;
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scene.solid_tiles.push(SolidTileScenePrimitive {
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solid_tiles.push(SolidTileScenePrimitive {
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tile_x: scene_tile_x + tile_rect.origin.x,
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tile_y: scene_tile_y + tile_rect.origin.y,
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shader: objects[object_index].shader,
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});
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}
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}
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solid_tiles
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}
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}
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@ -1310,8 +1310,6 @@ struct BuiltScene {
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batches: Vec<Batch>,
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solid_tiles: Vec<SolidTileScenePrimitive>,
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shaders: Vec<ObjectShader>,
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tile_rect: Rect<i16>,
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}
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#[derive(Debug)]
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@ -1640,6 +1638,8 @@ impl Batch {
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fn new() -> Batch {
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Batch { fills: vec![], mask_tiles: vec![] }
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}
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fn is_empty(&self) -> bool { self.mask_tiles.is_empty() }
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}
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impl TileObjectPrimitive {
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