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ifcviewer: move scene state into ViewportCore (#84-c)
Move the five scene-state fields that drive per-model GPU upload + the
streaming residency loop into ViewportCore:
BufferPool pool_ — vertex+index sub-allocator
StreamingThread streaming_thread_ — background chunk reader
std::unordered_map<uint32_t, ModelGpuData> models_gpu_
— per-model state
uint32_t next_model_id_ — model-id allocator
uint32_t next_object_id_ — globally-unique object-id allocator
ViewportCore.h gains transitive includes for BufferPool / StreamingThread
/ ModelGpuData; ViewportWindow keeps the same names as reference aliases
so existing method bodies that touch them don't have to change.
Same risk profile as #84-a and #84-b: the storage moved but the values
are still set and consumed by the same code paths, so behaviour stays
identical.
Builds: desktop / bonsai / web all green. Tests 100/100.
This commit is contained in:
@@ -35,6 +35,12 @@
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#include <webgpu/webgpu.h>
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#include <cstdint>
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#include <unordered_map>
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#include "BufferPool.h"
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#include "ModelGpuData.h"
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#include "StreamingThread.h"
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#include "ViewportHost.h"
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class ViewportCore {
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@@ -102,6 +108,27 @@ private:
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// Pick pass. Reuses pipeline_layout_ — same set of bindings as the
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// main pass since the pick fragment also vertex-pulls instance data.
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WGPURenderPipeline pick_pipeline_ = nullptr;
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// ---- Scene state ---------------------------------------------------------
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//
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// Sub-allocator for chunk vertex + index buffers. All per-chunk
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// pool slices come from here; nothing else uses it. Replaces the
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// old hand-picked streaming_vram_budget_bytes_ knob entirely.
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BufferPool pool_;
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// Background worker that does scatter-gather chunk reads off the
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// render thread. driveStreamingLoads enqueues requests for visible
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// non-resident chunks and drains completed results into the pool
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// on subsequent frames.
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StreamingThread streaming_thread_;
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// Per-model GPU + CPU state, keyed by viewport-assigned model_id.
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std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
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uint32_t next_model_id_ = 1;
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// Globally-unique object_id allocator. Each applyCachedModel rebases
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// the sidecar's local object_ids by base_object_id_so_far so picks
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// are unambiguous across models.
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uint32_t next_object_id_ = 1;
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};
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#endif // VIEWPORTCORE_H
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@@ -633,7 +633,12 @@ ViewportWindow::ViewportWindow(QWindow* parent)
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edge_bgl_ (core_.edge_bgl_),
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edge_pipeline_layout_ (core_.edge_pipeline_layout_),
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edge_pipeline_ (core_.edge_pipeline_),
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pick_pipeline_(core_.pick_pipeline_) {
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pick_pipeline_(core_.pick_pipeline_),
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pool_ (core_.pool_),
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streaming_thread_(core_.streaming_thread_),
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models_gpu_ (core_.models_gpu_),
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next_model_id_ (core_.next_model_id_),
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next_object_id_ (core_.next_object_id_) {
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// wgpu doesn't need a GL context; we just need a real native window
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// whose backing layer matches the GPU API wgpu will drive.
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//
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@@ -984,14 +984,9 @@ public:
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// ceiling that one-WGPUBuffer-per-chunk would otherwise hit. All
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// chunk allocations land here; nothing else uses the pool. Replaces
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// the old hand-picked streaming_vram_budget_bytes_ knob entirely.
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BufferPool pool_;
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// Background worker that does scatter-gather chunk reads off the
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// render thread. driveStreamingLoads enqueues requests for visible
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// non-resident chunks and drains completed results into the pool
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// on subsequent frames. Kills the 100-300 ms per-frame stutters
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// that synchronous disk reads caused during orbit.
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StreamingThread streaming_thread_;
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// Scene-state aliases (storage in core_).
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BufferPool& pool_;
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StreamingThread& streaming_thread_;
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// Per-frame streaming activity, written by driveStreamingLoads,
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// consumed by the benchmark harness to delay the orbit sweep until
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@@ -1025,13 +1020,10 @@ private:
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// mirror AppSettings::lod1PixelThreshold() in the GL backend.
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float lod1_pixel_threshold_ = 30.0f;
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// Per-model state, keyed by viewport-assigned model_id.
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std::unordered_map<uint32_t, ModelGpuData> models_gpu_;
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uint32_t next_model_id_ = 1;
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// Globally-unique object_id allocator. Each applyCachedModel rebases
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// the sidecar's local object_ids by base_object_id_so_far so picks
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// are unambiguous across models. Selection flags index this range.
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uint32_t next_object_id_ = 1;
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// Per-model state aliases (storage in core_).
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std::unordered_map<uint32_t, ModelGpuData>& models_gpu_;
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uint32_t& next_model_id_;
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uint32_t& next_object_id_;
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// Sidecar paths queued before init completes.
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std::deque<std::string> pending_sidecars_;
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