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ifcviewer: shrink vertex format from 16 to 12 bytes (oct i8x2 normals)
Replace i16x2 octahedral normals with i8x2, filling the 2-byte padding after position and saving 4 bytes per vertex. int8 gives ~1.4 deg worst-case angular error — invisible for BIM geometry which is overwhelmingly axis-aligned. 25% VBO reduction; sidecar files shrink ~15% overall (5.4 GB -> 4.6 GB on a 111-model test scene). Bumps sidecar format to v7. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -25,16 +25,18 @@
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#include <vector>
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// Per-vertex layout for instanced meshes, stored in local coordinates,
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// quantized against each mesh's local AABB. 16 bytes per vertex:
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// quantized against each mesh's local AABB. 12 bytes per vertex:
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// offset 0 pos 3 x uint16 normalized -> [0,1]; dequant to
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// mix(mesh.aabb_min, mesh.aabb_max, t)
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// offset 6 _pad 2 bytes
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// offset 8 normal 2 x int16 normalized -> [-1,1]; octahedral-decoded
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// offset 12 color 4 x uint8 normalized -> [0,1]
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// offset 6 normal 2 x int8 normalized -> [-1,1]; octahedral-decoded
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// offset 8 color 4 x uint8 normalized -> [0,1]
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//
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// int8 normals give ~1.4° worst-case angular error — invisible for BIM
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// geometry which is overwhelmingly axis-aligned (walls, floors, slabs).
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//
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// Quantization basis is per mesh, stored in the MeshGpu SSBO bound at
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// binding=2. The vertex shader looks up its basis via the instance's mesh_id.
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static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 16;
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static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 12;
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// Streamer-side intermediate format: 7 floats per vertex (pos3 + normal3 +
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// color-as-float). GeometryStreamer writes this into MeshChunk.vertices;
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@@ -43,8 +45,8 @@ static constexpr int INSTANCED_VERTEX_STRIDE_BYTES = 16;
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static constexpr int INSTANCED_VERTEX_STRIDE_FLOATS = 7;
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static constexpr int INSTANCED_VERTEX_POS_OFFSET = 0;
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static constexpr int INSTANCED_VERTEX_NORMAL_OFFSET = 8;
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static constexpr int INSTANCED_VERTEX_COLOR_OFFSET = 12;
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static constexpr int INSTANCED_VERTEX_NORMAL_OFFSET = 6;
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static constexpr int INSTANCED_VERTEX_COLOR_OFFSET = 8;
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// Per-mesh quantization basis, uploaded to a std430 SSBO. Two vec4s so
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// std430 layout is trivial (no alignment surprises). w components unused.
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+62
-136
@@ -46,12 +46,17 @@ engine with a Qt6 interface and OpenGL 4.5 rendering.
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- **Per-model GPU buffers**: each loaded model gets its own
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VAO/VBO/EBO/instance-SSBO/visible-SSBO/indirect-buffer. No cross-model
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growth copies. Removing a model frees its GPU memory immediately.
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- **Quantized local-coordinate vertex format (16 B):** position as
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- **Quantized local-coordinate vertex format (12 B):** position as
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`u16x3` normalised against each mesh's local AABB, octahedral-encoded
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normal as `i16x2`, packed RGBA8 colour. Dequantisation basis is per
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mesh, uploaded once in a `MeshGpu` SSBO at binding 2. The per-instance
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transform is applied in the vertex shader. No world-baked vertex data.
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~43 % smaller VBO and sidecar than the previous 28 B float layout.
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normal as `i8x2`, packed RGBA8 colour. The normal fills what was
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previously 2 bytes of padding, and shrinks from `i16x2` to `i8x2` —
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int8 gives ~1.4° worst-case angular error, invisible for BIM geometry
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which is overwhelmingly axis-aligned (walls, floors, slabs encode
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exactly). Dequantisation basis is per mesh, uploaded once in a
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`MeshGpu` SSBO at binding 2. The per-instance transform is applied in
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the vertex shader. No world-baked vertex data. 12/28 = 57 % smaller
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VBO than the original 28 B float layout (sidecar files shrink ~15 %
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overall since indices/instances/metadata are unchanged).
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- **Multi-draw indirect:** every frame the CPU builds a flat list of visible
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instance indices and one `DrawElementsIndirectCommand` per non-empty mesh,
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then issues a single `glMultiDrawElementsIndirect` per model. 50k visible
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@@ -111,7 +116,7 @@ engine with a Qt6 interface and OpenGL 4.5 rendering.
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| `InstancedGeometry.h` | Shared structs: `MeshInfo`, `InstanceCpu`, `InstanceGpu`, chunk records |
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| `BvhAccel.h/cpp` | Median-split BVH builder; operates on instance world-AABBs |
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| `LodBuilder.h/cpp` | Post-stream decimation of unique meshes via meshoptimizer (`simplifySloppy`) |
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| `SidecarCache.h/cpp` | Raw binary `.ifcview` (v6) sidecar read/write |
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| `SidecarCache.h/cpp` | Raw binary `.ifcview` (v7) sidecar read/write |
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| `AppSettings.h/cpp` | Persisted preferences (geometry library, stats overlay, backface culling) |
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| `SettingsWindow.h/cpp` | Settings dialog |
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| `CMakeLists.txt` | Build configuration |
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@@ -288,7 +293,7 @@ while stack not empty:
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Depth 64 is enough for billions of items on any balanced tree. The stack
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is on the C++ stack, zero per-frame allocation.
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#### Sidecar format (`.ifcview`, v6)
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#### Sidecar format (`.ifcview`, v7)
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Raw memory dump, Blender-`.blend`-style — no serialisation, no parsing.
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Stores everything needed to skip the `IfcGeom::Iterator` pass:
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@@ -296,7 +301,7 @@ Stores everything needed to skip the `IfcGeom::Iterator` pass:
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```
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SidecarHeader (magic "IFVW", version, endian, ...)
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uint64_t source_file_size
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uint32_t + uint8_t[] vertex data (16 B/vert quantized; per-mesh basis in MeshInfo)
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uint32_t + uint8_t[] vertex data (12 B/vert quantized; per-mesh basis in MeshInfo)
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uint32_t + uint32_t[] index data (mesh-local)
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uint32_t + MeshInfo[] per-unique-mesh metadata (56 B each, incl. LOD1 slice)
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uint32_t + InstanceCpu[] per-placement records (transform + AABB + ids)
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@@ -324,7 +329,7 @@ Per-model state on the GPU:
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| Buffer | Contents | Lifetime |
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|--------|----------|----------|
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| `VBO` | Quantized local-coord vertex data (16 B/vert: u16x3 pos, oct i16x2 normal, RGBA8). One range per unique representation. | Grow-on-demand during streaming; static after finalize. |
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| `VBO` | Quantized local-coord vertex data (12 B/vert: u16x3 pos, oct i8x2 normal, RGBA8). One range per unique representation. | Grow-on-demand during streaming; static after finalize. |
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| `MeshGpu SSBO` (binding 2) | Per-mesh dequant basis (`vec4 aabb_min`, `vec4 aabb_max`). | Grow-on-demand; static after finalize. |
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| `EBO` | Mesh-local uint32 indices. One range per unique representation. | Same. |
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| `SSBO` (binding 0) | `InstanceGpu[]` (80 B each: mat4 transform, object_id, color_override, pad). | Appended during streaming, static after finalize. |
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@@ -338,7 +343,7 @@ struct DrawElementsIndirectCommand {
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uint32_t count; // mesh.index_count
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uint32_t instanceCount; // visible-list length for this mesh
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uint32_t firstIndex; // mesh.ebo_byte_offset / 4
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uint32_t baseVertex; // mesh.vbo_byte_offset / 16
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uint32_t baseVertex; // mesh.vbo_byte_offset / 12
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uint32_t baseInstance; // offset into the flat visible-index array
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};
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```
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@@ -742,143 +747,69 @@ The stats line now reports `cull[wall X | work: clr Y trv Z emt W upl U]`:
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where CPU cycles went. `IFC_CULL_THREADS=0` forces single-threaded mode
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for comparison.
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#### 3E. GPU compute culling — experiments, results, and current state
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#### 3E. GPU compute culling — experiments and removal
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##### What we tried
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**Attempt 1: Full GPU-driven rendering (reverted).** Five commits
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(`4fe32b54`..`d5b7b87b`) moved the entire cull-to-draw pipeline onto
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the GPU: a compute shader performed frustum + contribution + HiZ
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culling, selected LOD0/LOD1, handled fwd/rev winding bucketing, wrote
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indirect draw commands via `glMultiDrawElementsIndirectCount`, and
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drove rendering without CPU readback. This was architecturally clean
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but complex — the GPU built per-model indirect command buffers with
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atomic counters, prefix sums, and per-bucket compaction. It worked
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correctly but introduced code smells (extension loaders for
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`glMultiDrawElementsIndirectCount` not exposed by Qt6's
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`QOpenGLFunctions_4_5_Core`, ad-hoc GPU readbacks for validation).
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All five commits were reverted as a single block to keep the codebase
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clean while preserving the AABB SSBO upload (`b2044737`) and the
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frustum-only validation shader (`b17860fc`).
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Five iterations of GPU compute culling were explored on a 1.06 M-instance
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/ 111-model scene (GTX 1650):
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**Attempt 2: GPU frustum-only validation shader.** A minimal compute
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shader (64 threads/workgroup) testing each instance's AABB against 6
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frustum planes. Used as a measurement baseline — no contribution,
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HiZ, LOD, or winding. Results on a 1.06 M-instance / 111-model scene
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(GTX 1650):
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1. **Full GPU-driven rendering** — compute shader doing frustum +
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contribution + HiZ + LOD + winding + indirect command building via
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`glMultiDrawElementsIndirectCount`. Worked but introduced code smells
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(extension loaders, ad-hoc readbacks). Reverted.
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| Metric | GPU frustum-only | CPU BVH (parallel) |
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|--------|------------------|--------------------|
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| Cull time | **0.82 ms** (GPU timestamp) | 9.6–15.2 ms wall |
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| Survivors | 279 k (frustum only) | 130 k (frustum + contribution + HiZ) |
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2. **GPU frustum-only validation** — minimal compute shader (64
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threads/workgroup), 0.82 ms for 1.06 M instances vs 10–15 ms CPU.
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Proved GPU brute-force beats CPU BVH for raw AABB-vs-frustum.
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The GPU brute-force scan of 1.06 M instances in 0.82 ms was 12–18×
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faster than the CPU BVH walk despite testing every instance.
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3. **Hybrid with synchronous readback** — added contribution culling,
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read survivors back with `glGetNamedBufferSubData`. The 4–7 ms
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pipeline stall negated all GPU savings.
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**Attempt 3: Hybrid GPU cull with synchronous readback.** Added
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contribution culling to the GPU shader (bounding-sphere screen-space
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radius test), then read back the compact survivor list to the CPU with
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`glGetNamedBufferSubData`. CPU retains HiZ, LOD selection, winding
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bucketing, indirect command building, and all GL draw calls.
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4. **Async one-frame-late readback** — persistent-mapped buffer +
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fence. Zero stalls, ~5.5 ms total vs ~5.5 ms CPU-only. Matched
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but didn't beat.
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| Phase | Time |
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|-------|------|
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| GPU dispatch (frustum + contribution) | 0.92 ms |
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| Synchronous readback (`glGetNamedBufferSubData`) | **4.2–7.4 ms** |
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| CPU consume (HiZ + LOD + winding + emit) | 6.4–9.8 ms |
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| **Total wall** | **~15 ms** |
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5. **Dirty-mesh tracking** — reduced emit from O(total meshes) to
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O(dirty meshes). Helped the consume phase but didn't change the
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bottom line.
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The synchronous readback pipeline-stalled the GPU, adding 4–7 ms of
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idle wait. Total wall time was roughly equal to the CPU-only path,
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negating the GPU cull's speed advantage.
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##### Why it was removed
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**Attempt 4: Async one-frame-late readback (committed, `30e43ffe`).**
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Replaced synchronous readback with a persistent-mapped buffer
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(`GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT`) and a `glFenceSync` /
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`glClientWaitSync` fence. The GPU writes survivors this frame; the
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CPU reads them next frame. One frame of latency, but zero stalls.
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Benchmark with motion-adaptive culling + HiZ active (Phase 3G):
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| Phase | Time |
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|-------|------|
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| GPU dispatch | 0.69–0.78 ms |
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| Async readback (fence poll) | **0.00 ms** |
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| CPU consume | 5.0–6.2 ms |
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| **Total wall** | **~5.5 ms** |
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| Path | FPS |
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|------|-----|
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| CPU BVH (parallel) | 51.0 |
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| GPU cull + async readback | 52.0 |
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vs the CPU-only path at 5.2–6.4 ms wall on the same scene. The GPU
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cull + async readback matches or slightly beats the parallel CPU BVH
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path, with headroom for scenes where the CPU path can't parallelise
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(single large model).
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The GPU cull added ~585 lines of code (compute shader, persistent-mapped
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readback buffer, fence management, per-model AABB SSBOs, 8 profiling
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counters, cleanup at 4 sites) for a 2% improvement that was within
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measurement noise. With HiZ + motion culling reducing the visible set
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to ~11 k objects, the CPU BVH path handles the work in ~2 ms — there's
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nothing left for the GPU to win.
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**Attempt 5: Dirty-mesh tracking (committed, `01dd8d57`).** Profiling
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the CPU consume phase revealed that `clr` (clearing per-mesh visibility
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buckets) and `emit` (building indirect commands) were O(total_meshes)
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= O(462 k), not O(survivors). Added a dirty-mesh list so only mesh
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buckets that received survivors are cleared and iterated.
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**Removed** in favour of keeping the codebase simple. The CPU BVH path
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is now the only cull path.
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Consume sub-phase breakdown (summed across parallel threads,
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~128 k survivors):
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##### Lessons learned
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| Sub-phase | Before | After | Scales with |
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|-----------|--------|-------|-------------|
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| bin (model binning) | 0.11 ms | 0.18 ms | O(survivors) |
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| clr (bucket clear) | 2.0 ms | **1.6 ms** | O(dirty meshes) |
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| class (HiZ + LOD + winding) | 5.1 ms | 5.3 ms | O(survivors) |
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| emit (indirect cmd build) | 4.2 ms | **2.2 ms** | O(dirty meshes) |
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Emit improved ~48%, clr ~20%. The dominant cost shifted to `class`
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(per-survivor HiZ + LOD + winding classification).
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##### What we learned
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1. **GPU brute-force beats CPU BVH for frustum + contribution.**
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0.82 ms for 1.06 M instances vs 10–15 ms for the CPU BVH walk.
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The BVH's hierarchical skip advantage is overwhelmed by the GPU's
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raw parallelism — 1 M independent AABB-vs-frustum tests is a
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perfect compute workload.
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2. **Synchronous readback kills the advantage.** The 4–7 ms stall from
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`glGetNamedBufferSubData` on ~1 MB of data negated all GPU savings.
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A pipeline stall is worse than just doing the work on the CPU.
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3. **Async one-frame-late readback works well.** Persistent mapping +
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fence polling adds zero measurable overhead. The one-frame latency
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is imperceptible for culling — worst case, a few objects at the
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frustum edge pop in one frame late during fast camera motion.
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4. **CPU consume is now the bottleneck.** With GPU dispatch at <1 ms
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and readback at 0 ms, the 5–6 ms consume phase (HiZ test, LOD
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selection, winding classification, indirect command building)
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dominates. The `class` sub-phase alone is 5+ ms, scaling linearly
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with survivor count.
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5. **Dirty-mesh tracking helps but doesn't transform performance.**
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The 462 k total meshes → ~104 k active meshes reduction cut emit
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in half, but the per-survivor classification work is the true
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bottleneck.
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##### What remains
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The hybrid path (`IFC_GPU_CULL=1`) is functional and committed. It
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matches the CPU path's performance today and provides the foundation
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for further GPU offload. Remaining opportunities:
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- Move HiZ + LOD + winding classification to the GPU (eliminates the
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5 ms `class` sub-phase entirely — the GPU already has the AABBs and
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can sample the HiZ pyramid directly).
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- GPU BVH traversal to reduce dispatch from O(total) to O(visible +
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tree overhead) — matters when survivor ratio is low.
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- GPU-driven indirect command building (eliminates CPU emit entirely).
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Each of these would chip away at the consume phase, but the sub_draw
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analysis below reveals a more fundamental bottleneck.
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1. **GPU brute-force beats CPU BVH for raw frustum tests** (0.82 ms vs
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10–15 ms for 1 M instances) but the advantage disappears once
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higher-level culling (HiZ, contribution) reduces the working set.
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2. **Synchronous readback kills GPU cull.** Persistent-mapped async
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readback works but adds complexity for negligible gain.
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3. **Hybrid GPU/CPU paths are maintenance-heavy** for diminishing
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returns when the CPU path is already fast enough.
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#### 3F. Sub-draw fragmentation analysis
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##### The problem
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With GPU cull solving the *culling* bottleneck, the dominant cost
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shifts to the *drawing* side. On the 1.06 M-instance / 111-model
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With the culling pipeline mature (BVH + contribution + HiZ + motion
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culling), the dominant cost shifts to the *drawing* side. On the 1.06 M-instance / 111-model
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scene, frame times are 48–63 ms despite only 24–47 M visible
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triangles — well within the GTX 1650's throughput. The culprit is
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the number of indirect sub-draws (individual `DrawElementsIndirectCommand`
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@@ -996,7 +927,6 @@ Benchmarked on 1.06 M-instance / 111-model scene, 200-frame orbit
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| MIN_PX_MOTION=10 | 37.67 | 26.5 | 1.6× | 70k | 56k | 0 |
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| HIZ_MOTION=1 | 21.44 | 46.6 | 2.9× | 33k | 17.5k | 28k |
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| HIZ_MOTION=1 + MIN_PX_MOTION=10 | 19.62 | 51.0 | 3.1× | 11.4k | 8.7k | 11.5k |
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| GPU_CULL + HIZ + MIN_PX | 19.22 | 52.0 | 3.2× | 11.3k | 8.6k | 59k |
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##### Conclusions
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@@ -1010,10 +940,7 @@ Benchmarked on 1.06 M-instance / 111-model scene, 200-frame orbit
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3. **Combining both gives diminishing returns** — 3.1× vs 2.9× (HiZ
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alone) or 1.6× (MIN_PX alone). They compete over the same objects.
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4. **GPU cull adds nothing** on top of these — 52.0 vs 51.0 fps. The
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CPU BVH path handles the reduced visible set in ~2 ms.
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5. **The ~19 ms floor is GPU rendering**, not culling. At 8.6k
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4. **The ~19 ms floor is GPU rendering**, not culling. At 8.6k
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sub_draws the bottleneck shifts to draw dispatch + triangle
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rasterization. Further improvement requires reducing sub_draws
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(static batching) or moving to a more efficient draw model.
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@@ -1048,7 +975,6 @@ Scene size Bottleneck Fix
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+ Phase 3B LOD (done)
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multi-million + occluders redundant rasterisation Phase 3C HiZ (done, CPU readback)
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many models, serial cull single-thread BVH trv Phase 3D parallel cull (done)
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single giant model / <18 cores CPU BVH trv Phase 3E GPU cull (hybrid, done)
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orbit fps on 1M+ scenes too many vis objects Phase 3G motion culling + HiZ (done, 3.1×)
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90k+ unique visible meshes per-draw GPU overhead Phase 3F static batching (next)
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```
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@@ -1067,14 +993,14 @@ orbit fps on 1M+ scenes too many vis objects Phase 3G motion culling
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- [x] Reflection-aware two-pass draw for mirrored placements
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- [x] Backface culling (user-toggleable, default on)
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- [x] `reorient-shells` enabled in iterator
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- [x] Perf diagnostic env vars (`IFC_SKIP_MDI`, `IFC_MAX_SUBDRAWS`, `IFC_MIN_PX`, `IFC_LOD1_PX`, `IFC_NO_HIZ`, `IFC_HIZ_SIZE`, `IFC_CULL_THREADS`, `IFC_MIN_PX_MOTION`, `IFC_HIZ_MOTION`, `IFC_GPU_CULL`, `IFC_SUBDRAW_DIAG`)
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- [x] Perf diagnostic env vars (`IFC_SKIP_MDI`, `IFC_MAX_SUBDRAWS`, `IFC_MIN_PX`, `IFC_LOD1_PX`, `IFC_NO_HIZ`, `IFC_HIZ_SIZE`, `IFC_CULL_THREADS`, `IFC_MIN_PX_MOTION`, `IFC_HIZ_MOTION`, `IFC_SUBDRAW_DIAG`)
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- [x] Phase 3A — screen-space contribution culling
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- [x] Phase 3B — distance / contribution LOD (meshoptimizer `simplifySloppy`)
|
||||
- [x] Phase 3C — Hierarchical-Z occlusion culling (v1, CPU-side readback)
|
||||
- [x] Phase 3D — Parallel per-model CPU cull (`std::async` fan-out)
|
||||
- [x] Quantized VBO (16 B/vert, sidecar v6)
|
||||
- [x] Quantized VBO (12 B/vert: u16x3 pos + oct i8x2 normal + RGBA8, sidecar v7)
|
||||
- [x] Event-driven rendering (zero idle CPU/GPU, cull skipped on still frames)
|
||||
- [x] Phase 3E — GPU compute-shader culling (hybrid: GPU frustum+contribution, async readback, CPU HiZ+LOD+emit)
|
||||
- [x] Phase 3E — GPU compute-shader culling (explored, removed — CPU BVH matches at ~585 fewer lines)
|
||||
- [x] Phase 3G — Motion-adaptive culling + HiZ during motion (3.1× orbit speedup on 1M-instance scene)
|
||||
- [x] Benchmark CLI (`--camera`, `--benchmark`, press C to capture camera)
|
||||
- [ ] **Phase 3F — Static batching of single-instance meshes** (next; reduces 90k+ sub_draws to hundreds)
|
||||
|
||||
@@ -39,7 +39,9 @@ static constexpr uint32_t SIDECAR_MAGIC = 0x49465657; // "IFVW"
|
||||
// where meshoptimizer decimation produced useful output.
|
||||
// v6 = VBO vertices quantized to 16 B/vertex (pos u16x3 + normal oct i16x2 +
|
||||
// color u8x4). Dequant basis is per-mesh MeshInfo.local_aabb_min/max.
|
||||
static constexpr uint32_t SIDECAR_VERSION = 6;
|
||||
// v7 = VBO vertices shrunk to 12 B/vertex (normal oct i8x2 replaces i16x2,
|
||||
// eliminating 2-byte pad + saving 2 bytes on normal).
|
||||
static constexpr uint32_t SIDECAR_VERSION = 7;
|
||||
static constexpr uint32_t SIDECAR_ENDIAN = 0x01020304;
|
||||
|
||||
// Fixed-size element record. Strings are stored as (offset, length) pairs
|
||||
@@ -61,7 +63,7 @@ struct PackedElementInfo {
|
||||
// re-running the iterator. v6 schema: instanced + quantized geometry.
|
||||
struct SidecarData {
|
||||
// Per-model GPU geometry (local coords). Raw VBO bytes at the
|
||||
// INSTANCED_VERTEX_STRIDE_BYTES layout (16 B/vertex as of v6).
|
||||
// INSTANCED_VERTEX_STRIDE_BYTES layout (12 B/vertex as of v7).
|
||||
std::vector<uint8_t> vertices;
|
||||
std::vector<uint32_t> indices;
|
||||
|
||||
|
||||
@@ -46,9 +46,9 @@ static_assert(sizeof(DrawElementsIndirectCommand) == 20, "indirect cmd must be 2
|
||||
// Shaders
|
||||
// -----------------------------------------------------------------------------
|
||||
//
|
||||
// Vertex layout (GL side, 16 bytes — quantized; see InstancedGeometry.h):
|
||||
// Vertex layout (GL side, 12 bytes — quantized; see InstancedGeometry.h):
|
||||
// location 0: vec3 a_position_q (u16x3 normalized, per-mesh AABB basis)
|
||||
// location 1: vec2 a_normal_oct (i16x2 normalized, octahedral)
|
||||
// location 1: vec2 a_normal_oct (i8x2 normalized, octahedral)
|
||||
// location 2: vec4 a_color (u8x4 normalized)
|
||||
//
|
||||
// Per-instance record in SSBO std430 (80 bytes):
|
||||
@@ -66,7 +66,7 @@ static const char* MAIN_VERTEX_SHADER = R"(
|
||||
#extension GL_ARB_shader_draw_parameters : require
|
||||
// Quantized vertex inputs — see InstancedGeometry.h for layout.
|
||||
layout(location = 0) in vec3 a_position_q; // u16x3 normalized -> [0,1]
|
||||
layout(location = 1) in vec2 a_normal_oct; // i16x2 normalized -> [-1,1]
|
||||
layout(location = 1) in vec2 a_normal_oct; // i8x2 normalized -> [-1,1]
|
||||
layout(location = 2) in vec4 a_color;
|
||||
|
||||
struct InstanceRecord {
|
||||
@@ -307,7 +307,7 @@ static void octEncode(const float n[3], float out[2]) {
|
||||
}
|
||||
|
||||
// Quantize a streamer-format vertex (pos3 + normal3 + color-as-float) into
|
||||
// the 16 B VBO record, given the mesh's tight local AABB. `extent_recip`
|
||||
// the 12 B VBO record, given the mesh's tight local AABB. `extent_recip`
|
||||
// is 1/(max-min) per axis, or 0 for degenerate axes (quantum becomes 0).
|
||||
static void quantizeVertex(const float src[7],
|
||||
const float aabb_min[3],
|
||||
@@ -320,14 +320,14 @@ static void quantizeVertex(const float src[7],
|
||||
if (t < 0.0f) t = 0.0f; else if (t > 1.0f) t = 1.0f;
|
||||
p[a] = static_cast<uint16_t>(t * 65535.0f + 0.5f);
|
||||
}
|
||||
// Normal -> oct i16x2.
|
||||
// Normal -> oct i8x2. int8 gives ~1.4° worst-case error — fine for BIM.
|
||||
float oct[2];
|
||||
octEncode(src + 3, oct);
|
||||
int16_t* n = reinterpret_cast<int16_t*>(dst + INSTANCED_VERTEX_NORMAL_OFFSET);
|
||||
int8_t* n = reinterpret_cast<int8_t*>(dst + INSTANCED_VERTEX_NORMAL_OFFSET);
|
||||
for (int a = 0; a < 2; ++a) {
|
||||
float v = oct[a];
|
||||
if (v < -1.0f) v = -1.0f; else if (v > 1.0f) v = 1.0f;
|
||||
n[a] = static_cast<int16_t>(std::lrintf(v * 32767.0f));
|
||||
n[a] = static_cast<int8_t>(std::lrintf(v * 127.0f));
|
||||
}
|
||||
// Color passes through — streamer packs 4 bytes into the 7th float slot.
|
||||
std::memcpy(dst + INSTANCED_VERTEX_COLOR_OFFSET, src + 6, 4);
|
||||
@@ -498,13 +498,13 @@ void ViewportWindow::setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo) {
|
||||
INSTANCED_VERTEX_POS_OFFSET);
|
||||
gl_->glVertexArrayAttribBinding(vao, 0, 0);
|
||||
|
||||
// normal oct-encoded (2 x i16 normalized @ 8)
|
||||
// normal oct-encoded (2 x i8 normalized @ 6)
|
||||
gl_->glEnableVertexArrayAttrib(vao, 1);
|
||||
gl_->glVertexArrayAttribFormat(vao, 1, 2, GL_SHORT, GL_TRUE,
|
||||
gl_->glVertexArrayAttribFormat(vao, 1, 2, GL_BYTE, GL_TRUE,
|
||||
INSTANCED_VERTEX_NORMAL_OFFSET);
|
||||
gl_->glVertexArrayAttribBinding(vao, 1, 0);
|
||||
|
||||
// color (4 x u8 normalized @ 12)
|
||||
// color (4 x u8 normalized @ 8)
|
||||
gl_->glEnableVertexArrayAttrib(vao, 2);
|
||||
gl_->glVertexArrayAttribFormat(vao, 2, 4, GL_UNSIGNED_BYTE, GL_TRUE,
|
||||
INSTANCED_VERTEX_COLOR_OFFSET);
|
||||
|
||||
Reference in New Issue
Block a user