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ifcviewer: parallel per-model CPU cull
Split cullAndUploadVisible into cullModelCpu (CPU-only, thread-safe) and uploadCullResults (GL-only, main thread). render() fans the per-model culls out via std::async and joins before the serial upload pass. The cull scratch (vis_fwd/rev_lod0/1, visible_flat, indirect_scratch) moved onto ModelGpuData so each worker owns its output buffers. Phase timers and hiz_reject_count_ are atomic since workers fetch_add into them. A new wall-clock timer around the dispatch block reports the actual frame-time contribution; the existing clr/trv/emt counters are now documented as per-thread sums. Measured on the 18-model / 569k-instance test scene: wall-clock cull dropped from ~25 ms to ~5 ms while the aggregate CPU work (trv) stayed ~30 ms. Frame time 34 ms -> 19 ms. IFC_CULL_THREADS=0 forces the single-threaded fallback. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -1292,6 +1292,12 @@ uint32_t ViewportWindow::pickObjectAt(int x, int y) {
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void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6][4],
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float focal_px, float min_pixel_radius) {
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cullModelCpu(m, planes, focal_px, min_pixel_radius);
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uploadCullResults(m);
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}
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void ViewportWindow::cullModelCpu(ModelGpuData& m, const float planes[6][4],
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float focal_px, float min_pixel_radius) {
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// Per-mesh scratch, split by winding × LOD. Winding split lets the draw
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// pass toggle glFrontFace once between two MDI calls so GL_CULL_FACE does
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// the right thing for both. LOD split means instances that want the
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@@ -1303,15 +1309,15 @@ void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6]
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auto resize_if = [&](std::vector<std::vector<uint32_t>>& v) {
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if (v.size() < m.meshes.size()) v.resize(m.meshes.size());
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};
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resize_if(visible_by_mesh_fwd_lod0_);
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resize_if(visible_by_mesh_fwd_lod1_);
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resize_if(visible_by_mesh_rev_lod0_);
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resize_if(visible_by_mesh_rev_lod1_);
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resize_if(m.vis_fwd_lod0);
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resize_if(m.vis_fwd_lod1);
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resize_if(m.vis_rev_lod0);
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resize_if(m.vis_rev_lod1);
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for (size_t i = 0; i < m.meshes.size(); ++i) {
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visible_by_mesh_fwd_lod0_[i].clear();
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visible_by_mesh_fwd_lod1_[i].clear();
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visible_by_mesh_rev_lod0_[i].clear();
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visible_by_mesh_rev_lod1_[i].clear();
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m.vis_fwd_lod0[i].clear();
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m.vis_fwd_lod1[i].clear();
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m.vis_rev_lod0[i].clear();
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m.vis_rev_lod1[i].clear();
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}
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cull_clear_ns_ += phase_timer.nsecsElapsed();
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phase_timer.restart();
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@@ -1394,7 +1400,7 @@ void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6]
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if (!aabbInFrustum(item.aabb_min, item.aabb_max, planes)) return;
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if (!contributionPasses(item.aabb_min, item.aabb_max)) return;
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if (hiz_on && aabbOccludedByHiz(item.aabb_min, item.aabb_max)) {
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++hiz_reject_count_;
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hiz_reject_count_.fetch_add(1, std::memory_order_relaxed);
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return;
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}
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// Survivor — now pay the wide-struct fetch for mesh_id.
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@@ -1407,10 +1413,10 @@ void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6]
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const bool reflected = inst_idx < m.instance_reflected.size()
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&& m.instance_reflected[inst_idx] != 0;
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auto& bucket =
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reflected ? (want_lod1 ? visible_by_mesh_rev_lod1_
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: visible_by_mesh_rev_lod0_)
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: (want_lod1 ? visible_by_mesh_fwd_lod1_
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: visible_by_mesh_fwd_lod0_);
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reflected ? (want_lod1 ? m.vis_rev_lod1
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: m.vis_rev_lod0)
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: (want_lod1 ? m.vis_fwd_lod1
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: m.vis_fwd_lod0);
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bucket[inst.mesh_id].push_back(inst_idx);
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};
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@@ -1456,8 +1462,8 @@ void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6]
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// rev fills [indirect_forward_count, end). LOD0/LOD1 within a winding
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// slice are contiguous — winding is what requires glFrontFace to flip
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// between MDI calls, LOD is not.
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visible_flat_.clear();
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indirect_scratch_.clear();
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m.visible_flat.clear();
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m.indirect_scratch.clear();
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auto emit_slice = [&](std::vector<std::vector<uint32_t>>& by_mesh, int lod) {
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for (size_t mi = 0; mi < m.meshes.size(); ++mi) {
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@@ -1474,25 +1480,25 @@ void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6]
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cmd.instanceCount = vis_count;
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cmd.firstIndex = ebo_off / sizeof(uint32_t);
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cmd.baseVertex = mesh.vbo_byte_offset / INSTANCED_VERTEX_STRIDE_BYTES;
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cmd.baseInstance = static_cast<uint32_t>(visible_flat_.size());
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indirect_scratch_.push_back(cmd);
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cmd.baseInstance = static_cast<uint32_t>(m.visible_flat.size());
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m.indirect_scratch.push_back(cmd);
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visible_flat_.insert(visible_flat_.end(),
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by_mesh[mi].begin(), by_mesh[mi].end());
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m.visible_flat.insert(m.visible_flat.end(),
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by_mesh[mi].begin(), by_mesh[mi].end());
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}
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};
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emit_slice(visible_by_mesh_fwd_lod0_, 0);
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emit_slice(visible_by_mesh_fwd_lod1_, 1);
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m.indirect_forward_count = static_cast<uint32_t>(indirect_scratch_.size());
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emit_slice(visible_by_mesh_rev_lod0_, 0);
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emit_slice(visible_by_mesh_rev_lod1_, 1);
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m.indirect_command_count = static_cast<uint32_t>(indirect_scratch_.size());
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emit_slice(m.vis_fwd_lod0, 0);
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emit_slice(m.vis_fwd_lod1, 1);
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m.indirect_forward_count = static_cast<uint32_t>(m.indirect_scratch.size());
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emit_slice(m.vis_rev_lod0, 0);
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emit_slice(m.vis_rev_lod1, 1);
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m.indirect_command_count = static_cast<uint32_t>(m.indirect_scratch.size());
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// Per-model stats snapshot — summed into the frame counters regardless
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// of whether this frame ran a full cull or reused the cached one.
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uint32_t model_vis_obj = 0, model_vis_tri = 0;
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for (const auto& cmd : indirect_scratch_) {
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for (const auto& cmd : m.indirect_scratch) {
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model_vis_tri += (cmd.count / 3) * cmd.instanceCount;
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model_vis_obj += cmd.instanceCount;
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}
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@@ -1500,10 +1506,14 @@ void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6]
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m.cached_visible_triangles = model_vis_tri;
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cull_emit_ns_ += phase_timer.nsecsElapsed();
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phase_timer.restart();
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}
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void ViewportWindow::uploadCullResults(ModelGpuData& m) {
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QElapsedTimer phase_timer;
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phase_timer.start();
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// Upload visible list (keep binding alive even when empty).
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size_t vis_bytes = std::max<size_t>(visible_flat_.size() * sizeof(uint32_t),
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size_t vis_bytes = std::max<size_t>(m.visible_flat.size() * sizeof(uint32_t),
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sizeof(uint32_t));
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if (m.visible_ssbo == 0 || m.visible_ssbo_capacity < vis_bytes) {
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if (m.visible_ssbo) gl_->glDeleteBuffers(1, &m.visible_ssbo);
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@@ -1513,13 +1523,13 @@ void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6]
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gl_->glNamedBufferStorage(m.visible_ssbo, new_cap, nullptr, GL_DYNAMIC_STORAGE_BIT);
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m.visible_ssbo_capacity = new_cap;
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}
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if (!visible_flat_.empty()) {
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if (!m.visible_flat.empty()) {
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gl_->glNamedBufferSubData(m.visible_ssbo, 0,
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visible_flat_.size() * sizeof(uint32_t), visible_flat_.data());
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m.visible_flat.size() * sizeof(uint32_t), m.visible_flat.data());
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}
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// Upload indirect command buffer.
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size_t ind_bytes = indirect_scratch_.size() * sizeof(DrawElementsIndirectCommand);
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size_t ind_bytes = m.indirect_scratch.size() * sizeof(DrawElementsIndirectCommand);
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if (ind_bytes == 0) {
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cull_upload_ns_ += phase_timer.nsecsElapsed();
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return;
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@@ -1532,7 +1542,7 @@ void ViewportWindow::cullAndUploadVisible(ModelGpuData& m, const float planes[6]
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gl_->glNamedBufferStorage(m.indirect_buffer, new_cap, nullptr, GL_DYNAMIC_STORAGE_BIT);
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m.indirect_capacity = new_cap;
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}
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gl_->glNamedBufferSubData(m.indirect_buffer, 0, ind_bytes, indirect_scratch_.data());
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gl_->glNamedBufferSubData(m.indirect_buffer, 0, ind_bytes, m.indirect_scratch.data());
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cull_upload_ns_ += phase_timer.nsecsElapsed();
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}
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@@ -1608,7 +1618,7 @@ void ViewportWindow::render() {
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&& last_cull_proj_ == proj_matrix_;
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const bool cull_this_frame = !camera_unchanged;
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if (cull_this_frame) {
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hiz_reject_count_ = 0;
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hiz_reject_count_.store(0, std::memory_order_relaxed);
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} else {
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++cull_skipped_frames_;
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}
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@@ -1617,11 +1627,47 @@ void ViewportWindow::render() {
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// back and forth. Harmless when culling is off.
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gl_->glFrontFace(GL_CCW);
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// Parallel cull: each model's CPU cull is independent (no shared mutable
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// state other than the atomic timing counters), so we fan them out to
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// std::async and join before the (serial, GL-touching) upload pass.
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// IFC_CULL_THREADS=0 forces the single-threaded fallback.
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static const bool mt_cull_enabled = []{
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const char* e = std::getenv("IFC_CULL_THREADS");
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return !(e && e[0] == '0');
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}();
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QElapsedTimer cull_wall_timer;
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if (cull_this_frame) {
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cull_wall_timer.start();
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std::vector<ModelGpuData*> cull_targets;
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cull_targets.reserve(models_gpu_.size());
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for (auto& [mid, m] : models_gpu_) {
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if (m.hidden || !m.ssbo || m.ssbo_instance_count == 0) continue;
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cull_targets.push_back(&m);
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}
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if (mt_cull_enabled && cull_targets.size() > 1) {
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std::vector<std::future<void>> futs;
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futs.reserve(cull_targets.size());
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for (ModelGpuData* mp : cull_targets) {
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const float mpr = min_pixel_radius;
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futs.emplace_back(std::async(std::launch::async,
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[this, mp, &planes, focal_px, mpr]() {
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cullModelCpu(*mp, planes, focal_px, mpr);
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}));
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}
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for (auto& f : futs) f.get();
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} else {
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for (ModelGpuData* mp : cull_targets) {
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cullModelCpu(*mp, planes, focal_px, min_pixel_radius);
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}
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}
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cull_wall_ns_ += cull_wall_timer.nsecsElapsed();
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}
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for (auto& [model_id, m] : models_gpu_) {
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if (m.hidden || !m.ssbo || m.ssbo_instance_count == 0) continue;
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if (cull_this_frame) {
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cullAndUploadVisible(m, planes, focal_px, min_pixel_radius);
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uploadCullResults(m);
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}
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if (m.indirect_command_count == 0) continue;
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@@ -1741,24 +1787,29 @@ void ViewportWindow::render() {
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const double inv_frames = frames_in_window > 0
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? 1.0 / static_cast<double>(frames_in_window) : 0.0;
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const double clr_ms = cull_clear_ns_ * 1e-6 * inv_frames;
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const double trv_ms = cull_traverse_ns_ * 1e-6 * inv_frames;
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const double emt_ms = cull_emit_ns_ * 1e-6 * inv_frames;
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const double upl_ms = cull_upload_ns_ * 1e-6 * inv_frames;
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cull_clear_ns_ = cull_traverse_ns_ = cull_emit_ns_ = cull_upload_ns_ = 0;
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const double clr_ms = cull_clear_ns_.load() * 1e-6 * inv_frames;
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const double trv_ms = cull_traverse_ns_.load() * 1e-6 * inv_frames;
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const double emt_ms = cull_emit_ns_.load() * 1e-6 * inv_frames;
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const double upl_ms = cull_upload_ns_.load() * 1e-6 * inv_frames;
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const double wall_ms = cull_wall_ns_ * 1e-6 * inv_frames;
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cull_clear_ns_.store(0);
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cull_traverse_ns_.store(0);
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cull_emit_ns_.store(0);
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cull_upload_ns_.store(0);
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cull_wall_ns_ = 0;
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const uint32_t skipped = cull_skipped_frames_;
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cull_skipped_frames_ = 0;
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qDebug("[frame] %.1f fps %.2f ms obj %u/%u tri %u/%u "
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"meshes %u gl_draws %u sub_draws %u hiz_rej %u "
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"cull[clr %.2f trv %.2f emt %.2f upl %.2f]ms skipped %u/%u "
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"cull[wall %.2f | work: clr %.2f trv %.2f emt %.2f upl %.2f]ms skipped %u/%u "
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"vram %.1f MB (vbo %.1f + ebo %.1f + ssbo %.1f) models %zu (%zu hidden)",
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last_fps_, 1000.0f / last_fps_,
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visible_objects_, total_obj,
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visible_triangles_, total_tri,
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total_meshes, gl_draw_calls_, indirect_sub_draws_,
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hiz_reject_count_,
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clr_ms, trv_ms, emt_ms, upl_ms,
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hiz_reject_count_.load(),
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wall_ms, clr_ms, trv_ms, emt_ms, upl_ms,
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skipped, frames_in_window,
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(total_vbo + total_ebo + total_ssbo) / (1024.0*1024.0),
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total_vbo / (1024.0*1024.0),
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@@ -32,6 +32,8 @@
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#include <cstdint>
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#include <mutex>
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#include <memory>
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#include <atomic>
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#include <future>
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#include "BvhAccel.h"
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#include "InstancedGeometry.h"
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@@ -104,6 +106,15 @@ struct ModelGpuData {
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uint32_t indirect_command_count = 0; // total valid commands this frame
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uint32_t indirect_forward_count = 0; // first N are CCW-winding draws
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// Per-model cull scratch — owned by the model so each cull job runs
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// without sharing mutable state. Four buckets = {fwd, rev} × {LOD0, LOD1}.
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std::vector<std::vector<uint32_t>> vis_fwd_lod0;
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std::vector<std::vector<uint32_t>> vis_fwd_lod1;
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std::vector<std::vector<uint32_t>> vis_rev_lod0;
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std::vector<std::vector<uint32_t>> vis_rev_lod1;
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std::vector<uint32_t> visible_flat;
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std::vector<DrawElementsIndirectCommand> indirect_scratch;
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bool finalized = false;
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bool hidden = false;
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};
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@@ -215,6 +226,18 @@ private:
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void cullAndUploadVisible(ModelGpuData& m, const float planes[6][4],
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float focal_px, float min_pixel_radius);
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// Thread-safe: CPU-only cull (frustum + contribution + HiZ + bucketing +
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// emit). Writes survivors into m.vis_* / m.visible_flat / m.indirect_scratch
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// and sets m.indirect_forward_count / m.indirect_command_count /
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// m.cached_visible_*. Touches no GL state and no ViewportWindow mutable
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// state other than the atomic counters below — safe to run on a worker.
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void cullModelCpu(ModelGpuData& m, const float planes[6][4],
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float focal_px, float min_pixel_radius);
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// Main-thread only: uploads m.visible_flat / m.indirect_scratch into the
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// model's SSBO + indirect buffer, growing them if needed.
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void uploadCullResults(ModelGpuData& m);
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// Mouse interaction
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void handleMousePress(QMouseEvent* event);
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void handleMouseRelease(QMouseEvent* event);
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@@ -268,17 +291,23 @@ private:
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std::vector<uint32_t> hiz_mip_h_;
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QMatrix4x4 hiz_vp_;
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bool hiz_vp_valid_ = false;
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uint32_t hiz_reject_count_ = 0; // per-frame stat
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std::atomic<uint32_t> hiz_reject_count_{0}; // per-frame stat
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// Cull-phase timers. Accumulated across all frames in the current
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// 1-second stats window; divided by frame_count_ at print time to
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// give per-frame average ms. Reset each window. Lets us see where
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// CPU time actually goes: bucket clears vs BVH traversal vs emit vs
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// GPU upload.
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uint64_t cull_clear_ns_ = 0;
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uint64_t cull_traverse_ns_ = 0;
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uint64_t cull_emit_ns_ = 0;
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uint64_t cull_upload_ns_ = 0;
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// Atomic so parallel cull workers can fetch_add into them without
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// contending on a lock. clr/trv/emt are SUMS across all worker threads
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// for the frame — they describe total CPU work, not wall-clock. The
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// wall counter is measured once around the dispatch block in render()
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// and is what actually determines frame time.
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std::atomic<uint64_t> cull_clear_ns_{0};
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std::atomic<uint64_t> cull_traverse_ns_{0};
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std::atomic<uint64_t> cull_emit_ns_{0};
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std::atomic<uint64_t> cull_upload_ns_{0};
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uint64_t cull_wall_ns_ = 0; // main-thread only
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uint32_t cull_skipped_frames_ = 0;
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// Skip cullAndUploadVisible + buildHizPyramid when the camera and scene
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@@ -295,21 +324,6 @@ private:
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uint32_t gl_draw_calls_ = 0;
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uint32_t indirect_sub_draws_ = 0;
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// Reused scratch: visible-instance index lists per mesh, flattened into
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// `visible_flat_` for upload. Both live in the parent object to avoid
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// per-frame allocation. indirect_scratch_ is the matching array of
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// DrawElementsIndirectCommand records — forward-declared as bytes so
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// the header doesn't need the struct definition.
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// Four buckets = {fwd, rev} × {LOD0, LOD1}. LOD1 buckets are only
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// populated when the mesh has lod1_index_count > 0 and the projected
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// pixel radius is below the LOD switch threshold.
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std::vector<std::vector<uint32_t>> visible_by_mesh_fwd_lod0_;
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std::vector<std::vector<uint32_t>> visible_by_mesh_fwd_lod1_;
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std::vector<std::vector<uint32_t>> visible_by_mesh_rev_lod0_;
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std::vector<std::vector<uint32_t>> visible_by_mesh_rev_lod1_;
|
||||
std::vector<uint32_t> visible_flat_;
|
||||
std::vector<DrawElementsIndirectCommand> indirect_scratch_;
|
||||
|
||||
// Camera
|
||||
QVector3D camera_target_{0, 0, 0};
|
||||
QVector3D camera_eye_{0, 0, 0}; // world-space eye, set in updateCamera
|
||||
|
||||
Reference in New Issue
Block a user