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ifcviewer: fix blank-until-interaction stall on web (streaming settle burst)
On first web load the sample stayed blank until a click/drag, then popped in. Root cause: the main draw + cull run before driveStreamingLoads in render(), so a chunk that becomes resident there is only painted a frame later. On desktop the streaming thread keeps inFlightApprox() > 0 during a load, so the render loop keeps ticking and the next frame paints it. On web the sync MEMFS / Blob load finishes instantly (inFlightApprox stays 0), so the single post-load requestFrame fired once and the on-demand loop went idle before the geometry was ever drawn — until some input re-armed it. Fix: arm a bounded settle burst (kStreamingSettleFrames) whenever there's streaming activity — a load this frame, work still queued, or a visible chunk not yet resident — and bleed it down over the next few frames, each requesting one more. Covers the cull→display latency under an on-demand loop and still quiesces at idle (no busy-rendering). General, not web-only. Regression test: the sample must render with NO pointer input — a centred patch (the framed cube) differs from a corner patch (background); a blank stall leaves both as background. Verified empirically with a no-interaction probe (canvas went from a static blank hash to a stable rendered one). 107/107 unit tests pass; 4/4 web smoke tests pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -65,6 +65,39 @@ test('renders the sample and orbits without WebGPU errors', async ({ page }) =>
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expect(gpuErrors, gpuErrors.join('\n')).toEqual([]);
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});
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test('sample renders without any interaction (streaming settle loop)', async ({ page }) => {
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// Regression for the blank-until-click stall: the main draw + cull precede
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// driveStreamingLoads, so a freshly-resident chunk paints a frame later. On
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// web's on-demand loop a single post-load requestFrame wasn't enough, so the
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// sample stayed blank until some input re-armed the loop. The settle burst
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// keeps frames coming until streaming converges. Here: NO mouse input at all
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// — a centred patch (the framed cube) must differ from a corner patch
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// (background). If the loop stalls blank, both patches are background.
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const gpuErrors = [];
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page.on('console', (msg) => {
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if (/Uncaptured WebGPU error|is invalid|Not enough memory left/i.test(msg.text()))
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gpuErrors.push(msg.text());
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});
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await page.goto('/IfcViewerWeb.html');
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await page.waitForFunction(
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() => !!(window.Module && window.Module._app_ptr), null, { timeout: 30_000 });
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// Settle window — strictly no pointer events.
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await page.waitForTimeout(1500);
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const box = await page.locator('#viewer-canvas').boundingBox();
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const patch = (cx, cy) => page.screenshot({
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clip: { x: Math.round(cx - 12), y: Math.round(cy - 12), width: 24, height: 24 },
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});
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const center = await patch(box.x + box.width / 2, box.y + box.height / 2);
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const corner = await patch(box.x + 16, box.y + 16);
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expect(
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Buffer.compare(center, corner),
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'centre patch matches corner — sample never rendered without interaction',
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).not.toBe(0);
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expect(gpuErrors, gpuErrors.join('\n')).toEqual([]);
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});
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test('loads a user-picked sidecar through the Blob.slice byte-range path', async ({ page }) => {
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// Exercises #88: the picked File is read via Blob.slice (metadata head/tail
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// + per-chunk byte ranges) WITHOUT copying the whole file into the wasm
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@@ -2305,7 +2305,35 @@ void ViewportCore::driveStreamingLoads() {
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}
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}
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loads += enqueued;
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if (loads > 0 || streaming_thread_.inFlightApprox() > 0) host_->requestFrame();
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// Keep the render loop alive while streaming settles. The main draw + cull
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// run *before* this point in render(), so a chunk that becomes resident
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// here is only drawn on a later frame — and on web a sync load finishes
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// instantly (inFlightApprox stays 0), so a single requestFrame after a
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// load isn't enough to flush that cull→display latency. Arm a short settle
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// burst whenever there's streaming activity (a load this frame, work still
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// queued, or a visible chunk not yet resident) and bleed it down over the
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// next few frames so an on-demand render loop doesn't stall before the
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// geometry actually appears. Bounded, so the loop still quiesces at idle.
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bool visible_pending = false;
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for (const auto& [mid, m] : models_gpu_) {
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if (m.streaming_file_path.empty() || m.hidden) continue;
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for (const auto& c : m.chunks) {
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if (!c.is_resident && (c.frustum_visible_count > 0 || c.is_loading)) {
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visible_pending = true;
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break;
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}
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}
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if (visible_pending) break;
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}
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if (loads > 0 || more_pending || visible_pending
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|| streaming_thread_.inFlightApprox() > 0) {
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streaming_settle_frames_ = kStreamingSettleFrames;
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}
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if (streaming_settle_frames_ > 0) {
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--streaming_settle_frames_;
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host_->requestFrame();
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}
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streaming_loads_this_frame_ = loads;
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streaming_more_pending_ = more_pending;
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@@ -873,6 +873,14 @@ private:
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int streaming_loads_this_frame_ = 0;
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bool streaming_more_pending_ = false;
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// Settle burst: keep the render loop alive for a few frames after any
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// streaming activity so the cull→load→display latency (the draw + cull
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// precede driveStreamingLoads, so a freshly-resident chunk paints a frame
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// later) flushes even under an on-demand render loop (web). Bounded, so
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// the loop still quiesces when streaming is done. See driveStreamingLoads.
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static constexpr int kStreamingSettleFrames = 4;
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int streaming_settle_frames_ = 0;
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// Per-frame breakdown counters consumed by the WGPU_STREAM_DEBUG
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// log. All reset at the top of driveStreamingLoads.
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int streaming_candidates_this_frame_ = 0;
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