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wgpu: spatial instance bucketing for streaming (env-gated prototype)
WGPU_SPATIAL_BUCKETS=1 swaps the applyCachedModelStreaming planner from mesh-keyed Morton+greedy to octree-style instance bucketing. Default behaviour unchanged (env var unset → mesh-keyed planner runs). Phase 1 of #55 / #56. The mesh-keyed planner produces chunks whose AABBs are the union of all instances of the chunk's meshes — for heavily-deduplicated IFC meshes (a "standard floor tile" used 800 times across a federation) the mesh's "centroid" is a mean of scattered instance positions and the chunk's AABB ends up spanning the entire model. Symptom: chunk-level frustum cull rarely fires (AABB always intersects view), and the screen-area priority metric under-rates big-AABB chunks because their corners straddle the near plane. Visible objects pop in/out as the camera tilts, even though they're fully on screen. The spatial planner bucketises INSTANCES directly. Each leaf bucket contains its instance list + the unique mesh data those instances reference. A mesh whose instances scatter into multiple buckets gets its vertex/index data uploaded into multiple pool slices — duplication is the cost for tight bucket AABBs. For IFC this is acceptable: heavily-shared meshes tend to be small (fittings, fasteners), so per-bucket duplication adds tens-of-MB not GB. Octree implementation (planSpatialChunks): - work-stack subdivision: for each (instance subset, AABB), split into 8 octants around centre and recurse - stop conditions: bucket fits WGPU_CHUNK_VERTEX_BYTES_LIMIT for union vertex bytes AND ≤ spatial_max_instances_ instances; OR single instance left; OR every instance falls into the same octant (pathological — emit as leaf rather than infinite recurse) - spatial_max_instances_ default 5000, overridable via WGPU_SPATIAL_BUCKET_MAX_INSTS env var so the prototype can be swept without rebuilding Data-model adjustment beyond what dc2927997 prepared: - Per-chunk per-mesh chunk-local offset table (chunk_mesh_offsets) built during the chunk-construction loop. The mesh-keyed per-mesh global arrays (mesh_chunk_idx etc.) still get populated for legacy reads, but under spatial bucketing they're overwritten when the same mesh appears in multiple chunks — harmless because cull reads the per-instance arrays exclusively (per dc2927997). - Post-construction, per-instance arrays are populated from chunk_mesh_offsets via (instance_to_chunk[i], inst.mesh_id) lookup. Mesh-keyed planner derives identical values to before (pixel-identical); spatial planner now writes the correct per-bucket offsets even when the mesh appears in multiple chunks. basic.ifc parity on all three paths confirmed (non-streaming mesh-keyed, streaming mesh-keyed, streaming spatial all produce 0 pixel diff vs the reference). Spatial planner produced 1 bucket on basic.ifc (3 instances, well under thresholds) as expected. Non-streaming applyCachedModel left unchanged — the prototype targets the streaming path which is where the federation-scale missing-objects issue lives. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -684,46 +684,75 @@ void WgpuViewportWindow::applyCachedModelStreaming(uint32_t model_id,
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}
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}
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// Sort mesh indices by 3D Morton (Z-order) code over centroids — gives
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// tight 3D voxel chunks instead of the XY-slab chunks the previous
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// lex (z, y, x) sort produced. Tight AABBs are a prerequisite for
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// per-chunk frustum / contribution / HiZ rejection actually
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// discriminating between near and far chunks of the same model.
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std::vector<uint32_t> sorted_mesh_ids =
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sortMeshIdsByMorton(n_meshes, mesh_cx, mesh_cy, mesh_cz, mesh_inst_count);
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// Greedy pack sorted meshes into chunks.
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// Chunk planning. Default is mesh-keyed Morton-sort + greedy pack
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// (each mesh in exactly one chunk). WGPU_SPATIAL_BUCKETS=1 swaps to
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// octree-style instance bucketing (a mesh may appear in multiple
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// chunks if its instances scatter — its vertex/index data gets
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// duplicated across those chunks' pool slices). The downstream
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// chunk-construction loop is identical either way; both branches
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// produce chunk_mesh_ids (per-chunk mesh list) and
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// instance_to_chunk (per-instance bucket index).
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std::vector<std::vector<uint32_t>> chunk_mesh_ids;
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chunk_mesh_ids.push_back({});
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uint64_t current_chunk_bytes = 0;
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for (uint32_t mi : sorted_mesh_ids) {
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const MeshInfo& mesh = metadata.meta.meshes[mi];
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const uint64_t mesh_bytes = uint64_t(mesh.vertex_count) * INSTANCED_VERTEX_STRIDE_BYTES;
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if (current_chunk_bytes > 0
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&& current_chunk_bytes + mesh_bytes > WGPU_CHUNK_VERTEX_BYTES_LIMIT) {
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chunk_mesh_ids.push_back({});
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current_chunk_bytes = 0;
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}
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chunk_mesh_ids.back().push_back(mi);
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current_chunk_bytes += mesh_bytes;
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}
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if (chunk_mesh_ids.back().empty()) chunk_mesh_ids.pop_back();
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std::vector<uint32_t> instance_to_chunk;
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instance_to_chunk.assign(metadata.meta.instances.size(), 0);
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// Per-chunk instance count (used to right-size visible_draws / prefix
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// buffers per chunk). Each instance belongs to one mesh's chunk.
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std::vector<uint32_t> mesh_to_chunk(n_meshes, 0);
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for (size_t ci = 0; ci < chunk_mesh_ids.size(); ++ci) {
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for (uint32_t mi : chunk_mesh_ids[ci]) mesh_to_chunk[mi] = uint32_t(ci);
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if (spatial_buckets_enabled_) {
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SpatialPlan plan = planSpatialChunks(metadata.meta.instances,
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metadata.meta.meshes);
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chunk_mesh_ids = std::move(plan.chunk_mesh_ids);
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instance_to_chunk = std::move(plan.instance_to_chunk);
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qInfo().noquote().nospace()
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<< "[wgpu spatial] mid=" << model_id << " produced "
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<< chunk_mesh_ids.size() << " spatial buckets from "
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<< metadata.meta.instances.size() << " instances";
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} else {
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// Mesh-keyed: sort meshes by 3D Morton code over centroids, then
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// greedy-pack into chunks ≤ WGPU_CHUNK_VERTEX_BYTES_LIMIT.
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std::vector<uint32_t> sorted_mesh_ids =
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sortMeshIdsByMorton(n_meshes, mesh_cx, mesh_cy, mesh_cz, mesh_inst_count);
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chunk_mesh_ids.push_back({});
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uint64_t current_chunk_bytes = 0;
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for (uint32_t mi : sorted_mesh_ids) {
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const MeshInfo& mesh = metadata.meta.meshes[mi];
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const uint64_t mesh_bytes = uint64_t(mesh.vertex_count) * INSTANCED_VERTEX_STRIDE_BYTES;
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if (current_chunk_bytes > 0
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&& current_chunk_bytes + mesh_bytes > WGPU_CHUNK_VERTEX_BYTES_LIMIT) {
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chunk_mesh_ids.push_back({});
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current_chunk_bytes = 0;
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}
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chunk_mesh_ids.back().push_back(mi);
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current_chunk_bytes += mesh_bytes;
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}
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if (chunk_mesh_ids.back().empty()) chunk_mesh_ids.pop_back();
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// Derive instance_to_chunk via mesh_id → chunk lookup table.
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std::vector<uint32_t> mesh_to_chunk(n_meshes, 0);
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for (size_t ci = 0; ci < chunk_mesh_ids.size(); ++ci) {
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for (uint32_t mi : chunk_mesh_ids[ci]) mesh_to_chunk[mi] = uint32_t(ci);
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}
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for (size_t i = 0; i < metadata.meta.instances.size(); ++i) {
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const uint32_t mi = metadata.meta.instances[i].mesh_id;
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if (mi < n_meshes) instance_to_chunk[i] = mesh_to_chunk[mi];
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}
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}
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std::vector<uint32_t> chunk_instance_count(chunk_mesh_ids.size(), 0);
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for (const auto& inst : metadata.meta.instances) {
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if (inst.mesh_id < n_meshes) ++chunk_instance_count[mesh_to_chunk[inst.mesh_id]];
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for (size_t i = 0; i < instance_to_chunk.size(); ++i) {
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const uint32_t ci = instance_to_chunk[i];
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if (ci < chunk_instance_count.size()) ++chunk_instance_count[ci];
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}
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// ---- Allocate per-chunk state. NO pool slices yet (chunks are
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// non-resident); the per-frame loader brings them in as cull marks
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// them visible.
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m.chunks.resize(chunk_mesh_ids.size());
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// Per-chunk per-mesh chunk-local offsets. Built during the chunk
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// construction loop, consumed by the post-loop per-instance array
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// population. Under spatial bucketing the same mesh_id can land in
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// multiple chunks at different offsets, so this can't be a per-mesh
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// global — it has to be per-(chunk, mesh).
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struct MeshLocal { uint32_t base_vertex; uint32_t ebo_first; uint32_t lod1_first; };
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std::vector<std::unordered_map<uint32_t, MeshLocal>>
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chunk_mesh_offsets(chunk_mesh_ids.size());
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for (size_t ci = 0; ci < chunk_mesh_ids.size(); ++ci) {
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WgpuModelGpuData::Chunk& c = m.chunks[ci];
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c.mesh_ids = std::move(chunk_mesh_ids[ci]);
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@@ -743,6 +772,7 @@ void WgpuViewportWindow::applyCachedModelStreaming(uint32_t model_id,
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m.mesh_chunk_idx[mi] = uint32_t(ci);
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m.mesh_chunk_local_base_vertex[mi] = chunk_local_v;
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m.mesh_chunk_local_ebo_first_u32[mi] = chunk_local_i;
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chunk_mesh_offsets[ci][mi] = MeshLocal{chunk_local_v, chunk_local_i, 0};
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chunk_local_v += mesh.vertex_count;
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chunk_local_i += mesh.index_count;
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}
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@@ -751,6 +781,7 @@ void WgpuViewportWindow::applyCachedModelStreaming(uint32_t model_id,
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const MeshInfo& mesh = metadata.meta.meshes[mi];
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if (mesh.lod1_index_count == 0) continue;
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m.mesh_chunk_local_lod1_first_u32[mi] = chunk_local_i + chunk_local_lod1;
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chunk_mesh_offsets[ci][mi].lod1_first = chunk_local_i + chunk_local_lod1;
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chunk_local_lod1 += mesh.lod1_index_count;
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}
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c.vertex_count = chunk_local_v;
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@@ -847,17 +878,16 @@ void WgpuViewportWindow::applyCachedModelStreaming(uint32_t model_id,
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m.instances = std::move(metadata.meta.instances);
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// Compute per-chunk world AABBs + instance-id lists from the
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// instances grouped by their mesh's chunk. The AABBs are used to
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// chunk-cull (cull skips every instance in a chunk whose AABB is
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// outside the frustum) and to prioritise streaming. instance_ids
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// lets cull iterate the chunk's instances when the chunk passes.
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// instance_to_chunk mapping. Under spatial bucketing this captures
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// each bucket's actual instance extent; under mesh-keyed it's
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// equivalent to the old mesh_chunk_idx lookup since one mesh → one
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// chunk → instances all land identically.
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for (size_t ci = 0; ci < m.chunks.size(); ++ci) {
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m.chunks[ci].instance_ids.reserve(m.instances.size() / m.chunks.size() + 4);
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}
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for (uint32_t inst_idx = 0; inst_idx < uint32_t(m.instances.size()); ++inst_idx) {
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const auto& inst = m.instances[inst_idx];
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if (inst.mesh_id >= m.mesh_chunk_idx.size()) continue;
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const uint32_t ci = m.mesh_chunk_idx[inst.mesh_id];
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const uint32_t ci = instance_to_chunk[inst_idx];
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if (ci >= m.chunks.size()) continue;
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auto& c = m.chunks[ci];
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for (int a = 0; a < 3; ++a) {
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@@ -867,10 +897,14 @@ void WgpuViewportWindow::applyCachedModelStreaming(uint32_t model_id,
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c.instance_ids.push_back(inst_idx);
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}
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// Resolve per-instance chunk lookups by translating from the per-mesh
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// arrays. Cull reads these directly, so the spatial-bucket planner
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// (which can place the same mesh in multiple chunks under #55) will
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// populate them without going through mesh_chunk_idx[].
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// Populate per-instance arrays from the per-chunk per-mesh offsets
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// computed during chunk construction. Works for both planners:
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// - mesh-keyed: each mesh in one chunk, offsets match the old
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// per-mesh-array translation exactly (pixel-identical)
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// - spatial: the same mesh_id may appear in different chunks at
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// different offsets; the per-chunk table holds each chunk's own
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// local offsets, so instance_*[i] reflects the chunk that
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// instance i's bucket landed in
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{
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const size_t n_inst = m.instances.size();
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m.instance_chunk_idx.assign(n_inst, 0);
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@@ -878,12 +912,15 @@ void WgpuViewportWindow::applyCachedModelStreaming(uint32_t model_id,
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m.instance_ebo_first_u32.assign(n_inst, 0);
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m.instance_lod1_first_u32.assign(n_inst, 0);
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for (size_t i = 0; i < n_inst; ++i) {
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const uint32_t ci = instance_to_chunk[i];
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const uint32_t mi = m.instances[i].mesh_id;
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if (mi >= m.mesh_chunk_idx.size()) continue;
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m.instance_chunk_idx[i] = m.mesh_chunk_idx[mi];
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m.instance_base_vertex[i] = m.mesh_chunk_local_base_vertex[mi];
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m.instance_ebo_first_u32[i] = m.mesh_chunk_local_ebo_first_u32[mi];
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m.instance_lod1_first_u32[i] = m.mesh_chunk_local_lod1_first_u32[mi];
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if (ci >= chunk_mesh_offsets.size()) continue;
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auto it = chunk_mesh_offsets[ci].find(mi);
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if (it == chunk_mesh_offsets[ci].end()) continue;
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m.instance_chunk_idx[i] = ci;
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m.instance_base_vertex[i] = it->second.base_vertex;
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m.instance_ebo_first_u32[i] = it->second.ebo_first;
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m.instance_lod1_first_u32[i] = it->second.lod1_first;
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}
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}
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@@ -1373,6 +1410,19 @@ bool WgpuViewportWindow::initWgpu() {
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"[stream-debug] log enabled";
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}
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}
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if (const char* s = std::getenv("WGPU_SPATIAL_BUCKETS")) {
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spatial_buckets_enabled_ = (s[0] == '1');
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if (spatial_buckets_enabled_) {
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qInfo() << "[wgpu] WGPU_SPATIAL_BUCKETS=1 — using octree-style "
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"instance bucketing for the streaming planner";
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}
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}
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if (const char* s = std::getenv("WGPU_SPATIAL_BUCKET_MAX_INSTS")) {
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const long v = std::strtol(s, nullptr, 10);
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if (v > 0) spatial_max_instances_ = uint32_t(v);
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qInfo().noquote().nospace()
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<< "[wgpu] WGPU_SPATIAL_BUCKET_MAX_INSTS=" << spatial_max_instances_;
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}
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if (const char* s = std::getenv("WGPU_CULL_THREADS")) {
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// "0" disables std::async dispatch — every model is culled on the
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// main thread, sequentially. Used to measure speedup vs the
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@@ -5010,6 +5060,132 @@ float WgpuViewportWindow::chunkScreenAreaPx(const WgpuModelGpuData::Chunk& c,
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return (xmax - xmin) * (ymax - ymin);
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}
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WgpuViewportWindow::SpatialPlan WgpuViewportWindow::planSpatialChunks(
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const std::vector<InstanceCpu>& instances,
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const std::vector<MeshInfo>& meshes) const {
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SpatialPlan out;
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if (instances.empty()) return out;
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const size_t n_inst = instances.size();
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out.instance_to_chunk.assign(n_inst, 0);
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// Per-instance centroid + AABB → we'll split by centroid, but the
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// unique-mesh-bytes test uses the actual mesh table.
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auto inst_center = [&](uint32_t i) {
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return std::array<float, 3>{
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0.5f * (instances[i].world_aabb_min[0] + instances[i].world_aabb_max[0]),
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0.5f * (instances[i].world_aabb_min[1] + instances[i].world_aabb_max[1]),
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0.5f * (instances[i].world_aabb_min[2] + instances[i].world_aabb_max[2])};
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};
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// Initial work item: all instances + their union AABB.
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struct WorkItem {
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std::vector<uint32_t> instance_ids;
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float aabb_min[3];
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float aabb_max[3];
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};
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WorkItem root;
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root.instance_ids.reserve(n_inst);
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for (int a = 0; a < 3; ++a) {
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root.aabb_min[a] = std::numeric_limits<float>::infinity();
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root.aabb_max[a] = -std::numeric_limits<float>::infinity();
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}
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for (uint32_t i = 0; i < uint32_t(n_inst); ++i) {
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root.instance_ids.push_back(i);
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for (int a = 0; a < 3; ++a) {
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root.aabb_min[a] = std::min(root.aabb_min[a], instances[i].world_aabb_min[a]);
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root.aabb_max[a] = std::max(root.aabb_max[a], instances[i].world_aabb_max[a]);
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}
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}
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// Computes the total vertex bytes of the unique meshes referenced by
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// a bucket. Used as the primary stop condition.
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auto bucket_vertex_bytes = [&](const std::vector<uint32_t>& inst_ids) -> uint64_t {
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std::set<uint32_t> mesh_ids;
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for (uint32_t i : inst_ids) {
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if (instances[i].mesh_id < meshes.size()) {
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mesh_ids.insert(instances[i].mesh_id);
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}
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}
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uint64_t total = 0;
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for (uint32_t mi : mesh_ids) {
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total += uint64_t(meshes[mi].vertex_count) * INSTANCED_VERTEX_STRIDE_BYTES;
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}
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return total;
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};
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// Emit a leaf bucket from a work item.
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auto emit_leaf = [&](WorkItem&& w) {
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const uint32_t ci = uint32_t(out.chunk_mesh_ids.size());
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std::set<uint32_t> unique_meshes;
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for (uint32_t i : w.instance_ids) {
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out.instance_to_chunk[i] = ci;
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if (instances[i].mesh_id < meshes.size()) {
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unique_meshes.insert(instances[i].mesh_id);
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}
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}
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out.chunk_mesh_ids.emplace_back(unique_meshes.begin(), unique_meshes.end());
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};
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// Octree subdivision via a work stack. A bucket is final when it fits
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// the byte budget AND the instance cap. Degenerate cases (1 instance
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// but still too big — e.g. a single huge mesh) also terminate to
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// avoid infinite recursion.
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std::vector<WorkItem> stack;
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stack.push_back(std::move(root));
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while (!stack.empty()) {
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WorkItem w = std::move(stack.back());
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stack.pop_back();
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const uint64_t vbytes = bucket_vertex_bytes(w.instance_ids);
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const bool fits_bytes = vbytes <= WGPU_CHUNK_VERTEX_BYTES_LIMIT;
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const bool fits_count = w.instance_ids.size() <= spatial_max_instances_;
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if ((fits_bytes && fits_count) || w.instance_ids.size() <= 1) {
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emit_leaf(std::move(w));
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continue;
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}
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// Split into 8 octants around centre. Empty octants skipped.
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const float cx = 0.5f * (w.aabb_min[0] + w.aabb_max[0]);
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const float cy = 0.5f * (w.aabb_min[1] + w.aabb_max[1]);
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const float cz = 0.5f * (w.aabb_min[2] + w.aabb_max[2]);
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WorkItem octs[8];
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for (auto& o : octs) {
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for (int a = 0; a < 3; ++a) {
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o.aabb_min[a] = std::numeric_limits<float>::infinity();
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o.aabb_max[a] = -std::numeric_limits<float>::infinity();
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}
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}
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for (uint32_t i : w.instance_ids) {
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const auto c = inst_center(i);
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const int idx = (c[0] > cx ? 1 : 0)
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| (c[1] > cy ? 2 : 0)
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| (c[2] > cz ? 4 : 0);
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octs[idx].instance_ids.push_back(i);
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for (int a = 0; a < 3; ++a) {
|
||||
octs[idx].aabb_min[a] = std::min(octs[idx].aabb_min[a], instances[i].world_aabb_min[a]);
|
||||
octs[idx].aabb_max[a] = std::max(octs[idx].aabb_max[a], instances[i].world_aabb_max[a]);
|
||||
}
|
||||
}
|
||||
|
||||
// Pathological case: every instance falls into the SAME octant —
|
||||
// centroids cluster but AABBs still span. Emit the leaf as-is
|
||||
// rather than infinite-recurse. Common cause: many instances
|
||||
// sharing one mesh that's a long thin slab spanning the bucket.
|
||||
int non_empty = 0;
|
||||
for (const auto& o : octs) if (!o.instance_ids.empty()) ++non_empty;
|
||||
if (non_empty <= 1) {
|
||||
emit_leaf(std::move(w));
|
||||
continue;
|
||||
}
|
||||
|
||||
for (auto& o : octs) {
|
||||
if (!o.instance_ids.empty()) stack.push_back(std::move(o));
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
void WgpuViewportWindow::applyNavPreset(const char* name) {
|
||||
// Matches GL AppSettings::NavPreset semantics exactly.
|
||||
// blender — Orbit MMB, Pan Shift+MMB (default)
|
||||
|
||||
@@ -142,6 +142,19 @@ private:
|
||||
float chunkScreenAreaPx(const WgpuModelGpuData::Chunk& c,
|
||||
const QMatrix4x4& vp_mat) const;
|
||||
|
||||
// Octree-style spatial planner. Produces (a) per-bucket mesh_ids — a
|
||||
// mesh may appear in multiple buckets if its instances scattered, and
|
||||
// (b) per-instance bucket assignment. Each bucket carries its own
|
||||
// mesh data in its chunk pool slice (duplicated when shared). Stop
|
||||
// condition: bucket's union vertex bytes ≤ WGPU_CHUNK_VERTEX_BYTES_LIMIT
|
||||
// and instance count ≤ spatial_max_instances_. See task #55.
|
||||
struct SpatialPlan {
|
||||
std::vector<std::vector<uint32_t>> chunk_mesh_ids;
|
||||
std::vector<uint32_t> instance_to_chunk;
|
||||
};
|
||||
SpatialPlan planSpatialChunks(const std::vector<InstanceCpu>& instances,
|
||||
const std::vector<MeshInfo>& meshes) const;
|
||||
|
||||
public:
|
||||
|
||||
// Queue a one-shot framebuffer capture: the next rendered frame is
|
||||
@@ -505,6 +518,20 @@ private:
|
||||
// and is per-model the right granularity?).
|
||||
bool cull_threads_enabled_ = true;
|
||||
|
||||
// WGPU_SPATIAL_BUCKETS=1 swaps the streaming chunk planner from the
|
||||
// mesh-keyed Morton+greedy algorithm to an octree-style spatial
|
||||
// subdivision of INSTANCES. Same mesh may appear in multiple buckets
|
||||
// (data duplicated) when its instances scatter — this is the central
|
||||
// trade for tight per-chunk AABBs that actually match what cull and
|
||||
// priority code want. See task #55.
|
||||
bool spatial_buckets_enabled_ = false;
|
||||
// Stop-subdividing thresholds for the octree planner. A cell becomes a
|
||||
// leaf bucket when (a) the union vertex bytes of meshes its instances
|
||||
// reference fits the chunk budget, AND (b) instance count is below the
|
||||
// cap. Tunable via WGPU_SPATIAL_BUCKET_MAX_INSTS env var so we can
|
||||
// sweep without rebuild during the prototype phase.
|
||||
uint32_t spatial_max_instances_ = 5000;
|
||||
|
||||
public:
|
||||
// Master switch for HiZ occlusion. Set false to skip the depth resolve
|
||||
// + readback + cull test entirely (matches IFC_NO_HIZ in the GL backend).
|
||||
|
||||
Reference in New Issue
Block a user