ifcviewer: move chunk residency helpers (buildChunkBindGroup + applyStreamedChunk + loadChunkBytesAndUploadGpu + unloadChunk + makeChunkRequest) into ViewportCore (#84-n)

The chunk-state machine that mediates between the streaming pool and the
per-chunk WGPU bind groups now lives in ViewportCore. ViewportWindow's
remaining streaming code (driveStreamingLoads, finalizeModel) calls
through to core_.applyStreamedChunk / core_.unloadChunk /
core_.loadChunkBytesAndUploadGpu, and the chunk request builder is a
static helper on ViewportCore so VW's still-here driveStreamingLoads can
enqueue requests against streaming_thread_ without reimplementing it.

streaming_frame_idx_ moved to core (alongside the residency clock),
aliased on VW so the inline streaming logic stays compiling. The
mesh-volume side effect inside applyStreamedChunk now fires a
std::function<void()> callback (core_.on_volume_dirty_) instead of
reaching into ViewportWindow::updateVolumeReadout — VW wires the
callback in its ctor, non-Qt hosts leave it null and pay nothing.

computeMeshLocalVolumeQuantised moved to ViewportCore.cpp's anonymous
namespace; it was only called by applyStreamedChunk.
This commit is contained in:
Dion Moult
2026-06-06 16:33:31 +10:00
parent ea24851a51
commit 077080b318
4 changed files with 408 additions and 368 deletions
+7 -23
View File
@@ -270,26 +270,9 @@ private:
bool buildPipelines();
void buildModelBindGroup(ModelGpuData& m);
void buildChunkBindGroup(ModelGpuData& m, size_t chunk_idx);
// Streaming: read the chunk's vertex + index bytes from disk,
// sub-allocate ranges in pool_, queueWriteBuffer them in, build the
// chunk's bind group, flip is_resident=true. Returns true on success;
// false if either the disk read or a pool alloc fails (caller is
// expected to have already evicted enough). No-op (returns true)
// when already resident.
bool loadChunkBytesAndUploadGpu(ModelGpuData& m, size_t chunk_idx);
// Pool-allocate + queueWriteBuffer + build bind group for a chunk
// whose vbytes/idx have already been read (by either the worker
// thread's drained result or the sync fallback). Returns false on
// pool OOM. Toggles is_resident=true / is_loading=false on success.
bool applyStreamedChunk(ModelGpuData& m, size_t chunk_idx,
const std::vector<uint8_t>& vbytes,
const std::vector<uint32_t>& idx);
// Release a resident chunk's pool ranges + bind group; flip
// is_resident=false. The chunk's CPU metadata (offsets, AABB,
// visible-draw scratch) is retained so a subsequent
// loadChunkBytesAndUploadGpu can bring it back without re-planning.
void unloadChunk(ModelGpuData& m, size_t chunk_idx);
// buildChunkBindGroup / applyStreamedChunk / loadChunkBytesAndUploadGpu
// / unloadChunk moved to ViewportCore (#84-n). Call them via core_.
//
// Called from render() after cull: find non-resident chunks with
// current visible draw counts > 0 and bring them resident. When the
// pool is full, evicts LRU non-visible chunks first, then falls back
@@ -946,9 +929,10 @@ public:
// scene fits through the constraints a browser will impose.
bool web_limits_ = false;
// Monotonic frame counter, bumped at the top of driveStreamingLoads.
// Used as the LRU key for chunk eviction.
uint64_t streaming_frame_idx_ = 0;
// Monotonic frame counter alias (storage in core_). Bumped at the
// top of driveStreamingLoads; used as the LRU key for chunk
// eviction.
uint64_t& streaming_frame_idx_;
// Sub-allocator for all chunk vertex + index bytes. Sized at startup
// by probeAndCreatePool() — the runtime tells us how big a single