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wgpu backend: HiZ occlusion culling
Stage 7 of the wgpu port. Per-frame after the main render pass:
1. encodeHizResolve runs a depth-only render pass that samples the
MSAA depth texture (sample 0) and max-reduces it into a small
single-sample Depth32Float target (256 × ~h-aspect). Implemented
as a fullscreen-triangle WGSL pipeline; one nested loop per
output texel over its source rect. WebGPU has no built-in depth
resolve, so this combined resolve+downsample fragment shader is
the way.
2. copyTextureToBuffer writes the small resolved depth into a
CPU-mappable staging buffer (≈ 160 KB at 256×160).
3. readbackAndBuildHizPyramid maps the staging buffer (sync via
wgpuInstanceProcessEvents — small enough that the stall is
well under a millisecond), strips per-row padding, and CPU
max-reduces a full mip pyramid (level 0 → 1×1). Stores the VP
used so the next frame can project AABBs into the same space.
Next frame, cullModelCpu calls aabbOccludedByHiz after the frustum
test: projects all 8 AABB corners through hiz_vp_, computes the
screen-space AABB and the nearest projected z, picks the mip level
where the AABB covers ≤ 2 texels per axis, samples that level's 2×2
window, and culls iff min_z > max_pyramid_depth in [0,1] z.
Plumbing changes:
- depth_texture_ gains TextureBinding usage so the resolve shader
can read it.
- hiz_enabled_ master switch defaults true; mirrors IFC_NO_HIZ in
the GL backend. Disabling skips encode + readback entirely.
- Bench output's "hiz_rej N" field now reflects actual rejections.
Verified: basic.ifc (3 instances, no occluders) renders pixel-
identical to pre-HiZ — proves the test rejects nothing it shouldn't.
Real rejection counts need a dense scene; this should drop visible-
objects count noticeably on real BIM benchmarks where back-of-room
walls hide each other.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -680,6 +680,7 @@ bool WgpuViewportWindow::initWgpu() {
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wgpuSurfaceCapabilitiesFreeMembers(caps);
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if (!buildPipelines()) return false;
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if (!buildHizPipeline()) return false;
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qInfo() << "wgpu init OK; surface format =" << int(surface_format_);
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return true;
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@@ -782,6 +783,12 @@ void WgpuViewportWindow::configureSurface(int width_px, int height_px) {
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surface_configured_ = true;
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ensureDepthTexture(width_px, height_px);
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ensureMsaaColorTexture(width_px, height_px);
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ensureHizTextures(width_px, height_px);
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// depth_view_ was just replaced; force the HiZ bind group to rebuild.
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if (hiz_bind_group_) {
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wgpuBindGroupRelease(hiz_bind_group_);
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hiz_bind_group_ = nullptr;
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}
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}
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// -----------------------------------------------------------------------------
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@@ -851,6 +858,441 @@ static bool aabbInFrustum(const float mn[3], const float mx[3],
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return true;
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}
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// -----------------------------------------------------------------------------
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// HiZ occlusion culling — depth resolve + downsample + readback + mip pyramid
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// -----------------------------------------------------------------------------
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//
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// Single fragment shader does both the MSAA→single-sample resolve and the
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// downsample to HiZ_BASE_W × hiz_resolve_h_ in one pass. For each output
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// texel it loops over the corresponding source rect and takes max depth
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// (= farthest projected z, conservative for occlusion). Sample 0 of the
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// MSAA depth is used — slightly less conservative than max-of-samples but
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// simpler and good enough for HiZ.
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//
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// The mip pyramid is max-reduced on CPU. Per-frame readback is small
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// (256 × ~160 × 4 = ~160 KB) so the synchronous wgpuInstanceProcessEvents
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// stall is well under a millisecond on every backend we care about.
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static const char* HIZ_WGSL = R"(
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struct HizUniforms {
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src_w: u32,
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src_h: u32,
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dst_w: u32,
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dst_h: u32,
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};
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@group(0) @binding(0) var src_depth: texture_depth_multisampled_2d;
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@group(0) @binding(1) var<uniform> u_hiz: HizUniforms;
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struct VsOut {
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@builtin(position) clip_pos: vec4<f32>,
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};
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@vertex
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fn vs_main(@builtin(vertex_index) vid: u32) -> VsOut {
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// Fullscreen triangle from a 3-vertex draw, no IA bindings.
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let x = f32((vid << 1u) & 2u) * 2.0 - 1.0;
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let y = f32(vid & 2u) * 2.0 - 1.0;
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var out: VsOut;
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out.clip_pos = vec4<f32>(x, -y, 0.0, 1.0);
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return out;
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}
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@fragment
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fn fs_main(in: VsOut) -> @builtin(frag_depth) f32 {
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let dst_x = u32(in.clip_pos.x);
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let dst_y = u32(in.clip_pos.y);
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let sx0 = (dst_x * u_hiz.src_w) / u_hiz.dst_w;
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let sx1 = ((dst_x + 1u) * u_hiz.src_w) / u_hiz.dst_w;
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let sy0 = (dst_y * u_hiz.src_h) / u_hiz.dst_h;
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let sy1 = ((dst_y + 1u) * u_hiz.src_h) / u_hiz.dst_h;
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var max_d: f32 = 0.0;
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for (var y: u32 = sy0; y < sy1; y = y + 1u) {
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for (var x: u32 = sx0; x < sx1; x = x + 1u) {
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let d = textureLoad(src_depth, vec2<i32>(i32(x), i32(y)), 0);
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max_d = max(max_d, d);
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}
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}
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return max_d;
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}
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)";
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bool WgpuViewportWindow::buildHizPipeline() {
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// Bind group layout: MSAA depth texture + small uniform.
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WGPUBindGroupLayoutEntry entries[2] = {};
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entries[0].binding = 0;
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entries[0].visibility = WGPUShaderStage_Fragment;
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entries[0].texture.sampleType = WGPUTextureSampleType_Depth;
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entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
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entries[0].texture.multisampled = 1;
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entries[1].binding = 1;
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entries[1].visibility = WGPUShaderStage_Fragment;
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entries[1].buffer.type = WGPUBufferBindingType_Uniform;
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entries[1].buffer.minBindingSize = 16; // 4 u32s
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WGPUBindGroupLayoutDescriptor bgl_desc = {};
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bgl_desc.entryCount = 2;
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bgl_desc.entries = entries;
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bgl_desc.label = svFromCStr("ifcviewer-wgpu.hiz_bgl");
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hiz_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
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WGPUPipelineLayoutDescriptor pl_desc = {};
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pl_desc.bindGroupLayoutCount = 1;
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pl_desc.bindGroupLayouts = &hiz_bgl_;
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pl_desc.label = svFromCStr("ifcviewer-wgpu.hiz_pipeline_layout");
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hiz_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
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WGPUShaderSourceWGSL wgsl_src = {};
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wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
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wgsl_src.code = svFromCStr(HIZ_WGSL);
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WGPUShaderModuleDescriptor sm_desc = {};
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sm_desc.nextInChain = &wgsl_src.chain;
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sm_desc.label = svFromCStr("ifcviewer-wgpu.hiz_wgsl");
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hiz_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
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// Depth-only output, no colour target, no fragment writeout besides
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// frag_depth. Single-sample.
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WGPUDepthStencilState depth = {};
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depth.format = WGPUTextureFormat_Depth32Float;
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depth.depthWriteEnabled = WGPUOptionalBool_True;
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depth.depthCompare = WGPUCompareFunction_Always;
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depth.stencilFront.compare = WGPUCompareFunction_Always;
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depth.stencilBack.compare = WGPUCompareFunction_Always;
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WGPURenderPipelineDescriptor rp_desc = {};
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rp_desc.layout = hiz_pipeline_layout_;
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rp_desc.label = svFromCStr("ifcviewer-wgpu.hiz_pipeline");
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rp_desc.vertex.module = hiz_shader_module_;
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rp_desc.vertex.entryPoint = svFromCStr("vs_main");
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rp_desc.vertex.bufferCount = 0;
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WGPUFragmentState frag = {};
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frag.module = hiz_shader_module_;
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frag.entryPoint = svFromCStr("fs_main");
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frag.targetCount = 0; // depth-only
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rp_desc.fragment = &frag;
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rp_desc.depthStencil = &depth;
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rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
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rp_desc.primitive.cullMode = WGPUCullMode_None;
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rp_desc.multisample.count = 1;
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rp_desc.multisample.mask = 0xFFFFFFFFu;
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hiz_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
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if (!hiz_pipeline_) {
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qWarning() << "wgpu hiz pipeline creation failed";
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return false;
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}
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WGPUBufferDescriptor ub_desc = {};
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ub_desc.size = 16;
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ub_desc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
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ub_desc.label = svFromCStr("ifcviewer-wgpu.hiz_uniform");
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hiz_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &ub_desc);
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return true;
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}
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void WgpuViewportWindow::ensureHizTextures(int viewport_w, int viewport_h) {
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if (viewport_w <= 0 || viewport_h <= 0) return;
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const uint32_t dst_w = HIZ_BASE_W;
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const uint32_t dst_h = std::max<uint32_t>(
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1, (uint32_t(viewport_h) * dst_w + uint32_t(viewport_w) / 2) / uint32_t(viewport_w));
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if (dst_w == hiz_resolve_w_ && dst_h == hiz_resolve_h_ && hiz_resolve_view_) return;
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if (hiz_resolve_view_) { wgpuTextureViewRelease(hiz_resolve_view_); hiz_resolve_view_ = nullptr; }
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if (hiz_resolve_texture_) { wgpuTextureRelease(hiz_resolve_texture_); hiz_resolve_texture_ = nullptr; }
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if (hiz_staging_buffer_) { wgpuBufferRelease(hiz_staging_buffer_); hiz_staging_buffer_ = nullptr; }
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if (hiz_bind_group_) { wgpuBindGroupRelease(hiz_bind_group_); hiz_bind_group_ = nullptr; }
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WGPUTextureDescriptor desc = {};
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desc.usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_CopySrc;
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desc.dimension = WGPUTextureDimension_2D;
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desc.size.width = dst_w;
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desc.size.height = dst_h;
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desc.size.depthOrArrayLayers = 1;
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desc.format = WGPUTextureFormat_Depth32Float;
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desc.mipLevelCount = 1;
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desc.sampleCount = 1;
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desc.label = svFromCStr("ifcviewer-wgpu.hiz_resolve");
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hiz_resolve_texture_ = wgpuDeviceCreateTexture(device_, &desc);
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WGPUTextureViewDescriptor vdesc = {};
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vdesc.format = WGPUTextureFormat_Depth32Float;
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vdesc.dimension = WGPUTextureViewDimension_2D;
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vdesc.mipLevelCount = 1;
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vdesc.arrayLayerCount = 1;
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vdesc.aspect = WGPUTextureAspect_DepthOnly;
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hiz_resolve_view_ = wgpuTextureCreateView(hiz_resolve_texture_, &vdesc);
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// Staging buffer: pad each row to 256-byte alignment.
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hiz_padded_bpr_ = uint32_t(
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(dst_w * sizeof(float) + WGPU_BYTES_PER_ROW_ALIGN - 1)
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/ WGPU_BYTES_PER_ROW_ALIGN * WGPU_BYTES_PER_ROW_ALIGN);
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WGPUBufferDescriptor bdesc = {};
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bdesc.size = uint64_t(hiz_padded_bpr_) * uint64_t(dst_h);
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bdesc.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_MapRead;
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bdesc.label = svFromCStr("ifcviewer-wgpu.hiz_staging");
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hiz_staging_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
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hiz_resolve_w_ = dst_w;
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hiz_resolve_h_ = dst_h;
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hiz_valid_ = false; // pyramid stale until next readback
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}
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void WgpuViewportWindow::releaseHizResources() {
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if (hiz_bind_group_) { wgpuBindGroupRelease(hiz_bind_group_); hiz_bind_group_ = nullptr; }
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if (hiz_uniform_buffer_) { wgpuBufferRelease(hiz_uniform_buffer_); hiz_uniform_buffer_ = nullptr; }
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if (hiz_resolve_view_) { wgpuTextureViewRelease(hiz_resolve_view_); hiz_resolve_view_ = nullptr; }
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if (hiz_resolve_texture_) { wgpuTextureRelease(hiz_resolve_texture_); hiz_resolve_texture_ = nullptr; }
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if (hiz_staging_buffer_) { wgpuBufferRelease(hiz_staging_buffer_); hiz_staging_buffer_ = nullptr; }
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if (hiz_pipeline_) { wgpuRenderPipelineRelease(hiz_pipeline_); hiz_pipeline_ = nullptr; }
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if (hiz_shader_module_) { wgpuShaderModuleRelease(hiz_shader_module_); hiz_shader_module_ = nullptr; }
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if (hiz_pipeline_layout_) { wgpuPipelineLayoutRelease(hiz_pipeline_layout_); hiz_pipeline_layout_ = nullptr; }
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if (hiz_bgl_) { wgpuBindGroupLayoutRelease(hiz_bgl_); hiz_bgl_ = nullptr; }
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hiz_resolve_w_ = hiz_resolve_h_ = hiz_padded_bpr_ = 0;
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hiz_valid_ = false;
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hiz_pyramid_.clear();
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hiz_mip_offset_.clear();
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hiz_mip_w_.clear();
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hiz_mip_h_.clear();
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}
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void WgpuViewportWindow::encodeHizResolve(WGPUCommandEncoder enc) {
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if (!hiz_enabled_ || !hiz_pipeline_ || !hiz_resolve_view_ || !depth_view_) return;
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// (Re)build the bind group every frame is wasteful; only rebuild when the
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// depth view itself was replaced (driven by surface resize). For now we
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// recreate lazily — fine for the per-frame cost (couple of µs).
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if (!hiz_bind_group_) {
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WGPUBindGroupEntry entries[2] = {};
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entries[0].binding = 0;
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entries[0].textureView = depth_view_;
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entries[1].binding = 1;
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entries[1].buffer = hiz_uniform_buffer_;
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entries[1].size = 16;
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WGPUBindGroupDescriptor bg = {};
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bg.layout = hiz_bgl_;
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bg.entryCount = 2;
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bg.entries = entries;
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bg.label = svFromCStr("ifcviewer-wgpu.hiz_bind_group");
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hiz_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg);
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}
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const uint32_t uniforms[4] = {
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uint32_t(depth_w_), uint32_t(depth_h_),
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hiz_resolve_w_, hiz_resolve_h_,
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};
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wgpuQueueWriteBuffer(queue_, hiz_uniform_buffer_, 0, uniforms, sizeof(uniforms));
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WGPURenderPassDepthStencilAttachment depth_att = {};
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depth_att.view = hiz_resolve_view_;
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depth_att.depthLoadOp = WGPULoadOp_Clear;
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depth_att.depthStoreOp = WGPUStoreOp_Store;
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depth_att.depthClearValue = 0.0f; // start at "nearest"; shader writes max
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depth_att.stencilLoadOp = WGPULoadOp_Undefined;
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depth_att.stencilStoreOp = WGPUStoreOp_Undefined;
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depth_att.depthReadOnly = false;
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depth_att.stencilReadOnly = true;
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WGPURenderPassDescriptor pass_desc = {};
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pass_desc.colorAttachmentCount = 0;
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pass_desc.depthStencilAttachment = &depth_att;
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pass_desc.label = svFromCStr("ifcviewer-wgpu.hiz_resolve_pass");
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WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(enc, &pass_desc);
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wgpuRenderPassEncoderSetPipeline(pass, hiz_pipeline_);
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wgpuRenderPassEncoderSetBindGroup(pass, 0, hiz_bind_group_, 0, nullptr);
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wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
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wgpuRenderPassEncoderEnd(pass);
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wgpuRenderPassEncoderRelease(pass);
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// Now copy the small resolved depth texture into the staging buffer.
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WGPUTexelCopyTextureInfo src = {};
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src.texture = hiz_resolve_texture_;
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src.aspect = WGPUTextureAspect_DepthOnly;
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WGPUTexelCopyBufferInfo dst = {};
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dst.buffer = hiz_staging_buffer_;
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dst.layout.bytesPerRow = hiz_padded_bpr_;
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dst.layout.rowsPerImage = hiz_resolve_h_;
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WGPUExtent3D extent = {};
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extent.width = hiz_resolve_w_;
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extent.height = hiz_resolve_h_;
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extent.depthOrArrayLayers = 1;
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wgpuCommandEncoderCopyTextureToBuffer(enc, &src, &dst, &extent);
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}
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void WgpuViewportWindow::readbackAndBuildHizPyramid(const QMatrix4x4& vp_used) {
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if (!hiz_enabled_ || !hiz_staging_buffer_ || hiz_resolve_w_ == 0) return;
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struct MapReq { bool done = false; bool ok = false; };
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MapReq req;
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WGPUBufferMapCallbackInfo mcb = {};
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mcb.mode = WGPUCallbackMode_AllowProcessEvents;
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mcb.callback = [](WGPUMapAsyncStatus status, WGPUStringView /*msg*/,
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void* ud1, void* /*ud2*/) {
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auto* r = static_cast<MapReq*>(ud1);
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r->done = true;
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r->ok = (status == WGPUMapAsyncStatus_Success);
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};
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mcb.userdata1 = &req;
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const size_t map_size = size_t(hiz_padded_bpr_) * size_t(hiz_resolve_h_);
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wgpuBufferMapAsync(hiz_staging_buffer_, WGPUMapMode_Read, 0, map_size, mcb);
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while (!req.done) wgpuInstanceProcessEvents(instance_);
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if (!req.ok) return;
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const uint8_t* mapped = static_cast<const uint8_t*>(
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wgpuBufferGetConstMappedRange(hiz_staging_buffer_, 0, map_size));
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// Mip 0: tight copy, stripping per-row padding.
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const uint32_t W0 = hiz_resolve_w_;
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const uint32_t H0 = hiz_resolve_h_;
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// Pre-size storage: count levels until we hit 1×1.
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hiz_mip_offset_.clear();
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hiz_mip_w_.clear();
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hiz_mip_h_.clear();
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uint32_t total_texels = 0;
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{
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uint32_t w = W0, h = H0;
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while (true) {
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hiz_mip_offset_.push_back(total_texels);
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hiz_mip_w_.push_back(w);
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hiz_mip_h_.push_back(h);
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total_texels += w * h;
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if (w == 1 && h == 1) break;
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w = std::max(1u, w / 2u);
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h = std::max(1u, h / 2u);
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}
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}
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hiz_pyramid_.assign(total_texels, 0.0f);
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// Mip 0: strip row padding.
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for (uint32_t y = 0; y < H0; ++y) {
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std::memcpy(&hiz_pyramid_[y * W0],
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mapped + size_t(y) * hiz_padded_bpr_,
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W0 * sizeof(float));
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}
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wgpuBufferUnmap(hiz_staging_buffer_);
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// Higher mips: max-reduce 2×2 children. Edge handling: if parent
|
||||
// dimension shrunk to 1, just read the single child.
|
||||
for (size_t L = 1; L < hiz_mip_offset_.size(); ++L) {
|
||||
const uint32_t prev_w = hiz_mip_w_[L - 1];
|
||||
const uint32_t prev_h = hiz_mip_h_[L - 1];
|
||||
const uint32_t this_w = hiz_mip_w_[L];
|
||||
const uint32_t this_h = hiz_mip_h_[L];
|
||||
const float* src = &hiz_pyramid_[hiz_mip_offset_[L - 1]];
|
||||
float* dst = &hiz_pyramid_[hiz_mip_offset_[L]];
|
||||
for (uint32_t y = 0; y < this_h; ++y) {
|
||||
for (uint32_t x = 0; x < this_w; ++x) {
|
||||
const uint32_t x0 = std::min(prev_w - 1, x * 2u);
|
||||
const uint32_t y0 = std::min(prev_h - 1, y * 2u);
|
||||
const uint32_t x1 = std::min(prev_w - 1, x0 + 1u);
|
||||
const uint32_t y1 = std::min(prev_h - 1, y0 + 1u);
|
||||
const float a = src[y0 * prev_w + x0];
|
||||
const float b = src[y0 * prev_w + x1];
|
||||
const float c = src[y1 * prev_w + x0];
|
||||
const float d = src[y1 * prev_w + x1];
|
||||
dst[y * this_w + x] = std::max(std::max(a, b), std::max(c, d));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
hiz_vp_ = vp_used;
|
||||
hiz_valid_ = true;
|
||||
}
|
||||
|
||||
bool WgpuViewportWindow::aabbOccludedByHiz(const float mn[3], const float mx[3]) const {
|
||||
if (!hiz_valid_ || hiz_mip_offset_.empty()) return false;
|
||||
|
||||
// Project the 8 corners of the AABB. Track:
|
||||
// - min/max NDC x,y (screen-space bounds)
|
||||
// - min projected z (nearest point of the AABB to the camera)
|
||||
// - whether any corner has clip.w <= 0 (AABB straddles near plane)
|
||||
const float* m = hiz_vp_.constData(); // column-major
|
||||
auto applyVp = [m](float x, float y, float z, float out[4]) {
|
||||
out[0] = m[0]*x + m[4]*y + m[8] *z + m[12];
|
||||
out[1] = m[1]*x + m[5]*y + m[9] *z + m[13];
|
||||
out[2] = m[2]*x + m[6]*y + m[10]*z + m[14];
|
||||
out[3] = m[3]*x + m[7]*y + m[11]*z + m[15];
|
||||
};
|
||||
|
||||
float nx_lo = std::numeric_limits<float>::infinity();
|
||||
float ny_lo = std::numeric_limits<float>::infinity();
|
||||
float nx_hi = -std::numeric_limits<float>::infinity();
|
||||
float ny_hi = -std::numeric_limits<float>::infinity();
|
||||
float min_z = std::numeric_limits<float>::infinity();
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
const float x = (i & 1) ? mx[0] : mn[0];
|
||||
const float y = (i & 2) ? mx[1] : mn[1];
|
||||
const float z = (i & 4) ? mx[2] : mn[2];
|
||||
float c[4]; applyVp(x, y, z, c);
|
||||
if (c[3] <= 1e-4f) return false; // straddles or behind near
|
||||
const float inv_w = 1.0f / c[3];
|
||||
const float ndc_x = c[0] * inv_w;
|
||||
const float ndc_y = c[1] * inv_w;
|
||||
const float ndc_z = c[2] * inv_w;
|
||||
nx_lo = std::min(nx_lo, ndc_x);
|
||||
ny_lo = std::min(ny_lo, ndc_y);
|
||||
nx_hi = std::max(nx_hi, ndc_x);
|
||||
ny_hi = std::max(ny_hi, ndc_y);
|
||||
min_z = std::min(min_z, ndc_z);
|
||||
}
|
||||
|
||||
// Outside NDC entirely → frustum cull already handled this, but be safe.
|
||||
if (nx_hi < -1.0f || nx_lo > 1.0f || ny_hi < -1.0f || ny_lo > 1.0f) return false;
|
||||
if (min_z < 0.0f) return false; // crosses near plane
|
||||
|
||||
// Convert NDC AABB to pyramid-pixel AABB at mip 0.
|
||||
// NDC y is +up; texture y is +down (matches our resolve shader's
|
||||
// y-flip via clip_pos.y = -y).
|
||||
const uint32_t W0 = hiz_mip_w_[0];
|
||||
const uint32_t H0 = hiz_mip_h_[0];
|
||||
const float u_lo = 0.5f * (nx_lo + 1.0f);
|
||||
const float u_hi = 0.5f * (nx_hi + 1.0f);
|
||||
const float v_lo = 0.5f * (1.0f - ny_hi);
|
||||
const float v_hi = 0.5f * (1.0f - ny_lo);
|
||||
int x0 = std::max(0, int(std::floor(u_lo * float(W0))));
|
||||
int x1 = std::min(int(W0) - 1, int(std::ceil (u_hi * float(W0))));
|
||||
int y0 = std::max(0, int(std::floor(v_lo * float(H0))));
|
||||
int y1 = std::min(int(H0) - 1, int(std::ceil (v_hi * float(H0))));
|
||||
if (x1 < x0 || y1 < y0) return false;
|
||||
|
||||
// Pick the smallest mip level where the AABB covers ≤ 2 texels per axis.
|
||||
// Stops at the coarsest level so 1×1 always works.
|
||||
const int side = std::max(x1 - x0 + 1, y1 - y0 + 1);
|
||||
int level = 0;
|
||||
while (level + 1 < int(hiz_mip_offset_.size()) && (1 << level) < side) ++level;
|
||||
|
||||
const uint32_t lw = hiz_mip_w_[level];
|
||||
const uint32_t lh = hiz_mip_h_[level];
|
||||
const int lx0 = std::max(0, int(x0) >> level);
|
||||
const int ly0 = std::max(0, int(y0) >> level);
|
||||
const int lx1 = std::min(int(lw) - 1, int(x1) >> level);
|
||||
const int ly1 = std::min(int(lh) - 1, int(y1) >> level);
|
||||
|
||||
const float* level_data = &hiz_pyramid_[hiz_mip_offset_[level]];
|
||||
float max_d = 0.0f;
|
||||
for (int y = ly0; y <= ly1; ++y) {
|
||||
for (int x = lx0; x <= lx1; ++x) {
|
||||
max_d = std::max(max_d, level_data[y * int(lw) + x]);
|
||||
}
|
||||
}
|
||||
|
||||
// AABB occluded iff its nearest projected z is BEHIND the depth pyramid's
|
||||
// coverage (greater in WebGPU's [0,1] z, where 0 is near, 1 is far).
|
||||
return min_z > max_d;
|
||||
}
|
||||
|
||||
void WgpuViewportWindow::setBenchmarkFrames(int frames) {
|
||||
bench_total_ = std::max(0, frames);
|
||||
bench_count_ = 0;
|
||||
@@ -865,7 +1307,8 @@ void WgpuViewportWindow::cullModelCpu(WgpuModelGpuData& m,
|
||||
const float eye[3], const float forward[3],
|
||||
float focal_px,
|
||||
float min_radius_px,
|
||||
float lod1_threshold_px) {
|
||||
float lod1_threshold_px,
|
||||
bool hiz_enabled) {
|
||||
if (m.instances.empty() || m.meshes.empty() || !m.visible_buffer) {
|
||||
for (auto& d : m.mesh_draws) d.instance_count = 0;
|
||||
return;
|
||||
@@ -889,6 +1332,11 @@ void WgpuViewportWindow::cullModelCpu(WgpuModelGpuData& m,
|
||||
const auto& inst = m.instances[i];
|
||||
if (inst.mesh_id >= m.meshes.size()) continue;
|
||||
if (!aabbInFrustum(inst.world_aabb_min, inst.world_aabb_max, planes)) continue;
|
||||
if (hiz_enabled
|
||||
&& aabbOccludedByHiz(inst.world_aabb_min, inst.world_aabb_max)) {
|
||||
++hiz_reject_count_;
|
||||
continue;
|
||||
}
|
||||
|
||||
const MeshInfo& mesh = m.meshes[inst.mesh_id];
|
||||
|
||||
@@ -1013,6 +1461,8 @@ void WgpuViewportWindow::render() {
|
||||
last_visible_objects_ = 0;
|
||||
last_visible_triangles_ = 0;
|
||||
last_sub_draws_ = 0;
|
||||
hiz_reject_count_ = 0;
|
||||
QMatrix4x4 vp_this_frame;
|
||||
{
|
||||
const QVector3D target(camera_target_[0], camera_target_[1], camera_target_[2]);
|
||||
const QVector3D eye = orbitEye(camera_target_, camera_distance_,
|
||||
@@ -1023,6 +1473,7 @@ void WgpuViewportWindow::render() {
|
||||
QMatrix4x4 p; p.perspective(camera_fov_y_deg_, aspect, camera_near_, camera_far_);
|
||||
QMatrix4x4 z; z(2, 2) = 0.5f; z(2, 3) = 0.5f;
|
||||
const QMatrix4x4 vp = z * p * v;
|
||||
vp_this_frame = vp;
|
||||
float planes[6][4];
|
||||
extractFrustumPlanes(vp.constData(), planes);
|
||||
|
||||
@@ -1040,7 +1491,8 @@ void WgpuViewportWindow::render() {
|
||||
for (auto& [mid, m] : models_gpu_) {
|
||||
if (m.hidden) continue;
|
||||
cullModelCpu(m, planes, eye_a, fwd_a, focal_px,
|
||||
min_pixel_radius_, lod1_pixel_threshold_);
|
||||
min_pixel_radius_, lod1_pixel_threshold_,
|
||||
hiz_enabled_);
|
||||
for (const auto& d : m.mesh_draws) {
|
||||
if (d.instance_count == 0 || d.index_count == 0) continue;
|
||||
last_visible_objects_ += d.instance_count;
|
||||
@@ -1115,6 +1567,11 @@ void WgpuViewportWindow::render() {
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
wgpuRenderPassEncoderRelease(pass);
|
||||
|
||||
// ---- HiZ: resolve MSAA depth → small single-sample → staging buffer
|
||||
if (hiz_enabled_) {
|
||||
encodeHizResolve(enc);
|
||||
}
|
||||
|
||||
// ---- Optional capture: encode copy on the same command buffer -------
|
||||
WGPUBuffer capture_buffer = nullptr;
|
||||
uint32_t capture_padded_bpr = 0;
|
||||
@@ -1226,6 +1683,13 @@ void WgpuViewportWindow::render() {
|
||||
wgpuSurfacePresent(surface_);
|
||||
wgpuTextureRelease(surf_tex.texture);
|
||||
|
||||
// ---- HiZ readback + mip pyramid for the *next* frame's cull ---------
|
||||
// Sync wait via processEvents — the staging buffer is small (≈ 256×160×4)
|
||||
// so the stall is well under a millisecond on every backend.
|
||||
if (hiz_enabled_) {
|
||||
readbackAndBuildHizPyramid(vp_this_frame);
|
||||
}
|
||||
|
||||
// ---- Benchmark integration + auto-quit -------------------------------
|
||||
if (bench_total_ > 0) {
|
||||
const float ms = float(frame_timer.nsecsElapsed()) / 1e6f;
|
||||
@@ -1271,7 +1735,7 @@ void WgpuViewportWindow::render() {
|
||||
<< " last frame: obj " << last_visible_objects_
|
||||
<< " tri " << last_visible_triangles_
|
||||
<< " sub_draws " << last_sub_draws_
|
||||
<< " hiz_rej 0"; // HiZ lands in stage 7
|
||||
<< " hiz_rej " << hiz_reject_count_;
|
||||
qInfo().noquote() << "=== END BENCHMARK ===\n";
|
||||
|
||||
bench_total_ = 0;
|
||||
@@ -1431,7 +1895,9 @@ void WgpuViewportWindow::ensureDepthTexture(int w, int h) {
|
||||
releaseDepthTexture();
|
||||
|
||||
WGPUTextureDescriptor desc = {};
|
||||
desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
// TextureBinding is needed so the HiZ resolve pass can sample this as
|
||||
// a texture_depth_multisampled_2d in its fragment shader.
|
||||
desc.usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_TextureBinding;
|
||||
desc.dimension = WGPUTextureDimension_2D;
|
||||
desc.size.width = uint32_t(w);
|
||||
desc.size.height = uint32_t(h);
|
||||
@@ -1731,6 +2197,7 @@ void WgpuViewportWindow::shutdown() {
|
||||
|
||||
releaseDepthTexture();
|
||||
releaseMsaaColorTexture();
|
||||
releaseHizResources();
|
||||
|
||||
if (frame_bind_group_) { wgpuBindGroupRelease(frame_bind_group_); frame_bind_group_ = nullptr; }
|
||||
if (frame_uniform_buffer_) { wgpuBufferRelease(frame_uniform_buffer_); frame_uniform_buffer_ = nullptr; }
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
|
||||
#include <QWindow>
|
||||
#include <QColor>
|
||||
#include <QMatrix4x4>
|
||||
#include <QPoint>
|
||||
#include <QString>
|
||||
|
||||
@@ -118,6 +119,23 @@ private:
|
||||
void releaseDepthTexture();
|
||||
void ensureMsaaColorTexture(int w, int h);
|
||||
void releaseMsaaColorTexture();
|
||||
|
||||
bool buildHizPipeline();
|
||||
void ensureHizTextures(int viewport_w, int viewport_h);
|
||||
void releaseHizResources();
|
||||
// Resolves the just-rendered MSAA depth into the small single-sample
|
||||
// HiZ texture and copies it to the staging buffer. Encoded onto `enc`
|
||||
// so it ships in the same command buffer as the main draw.
|
||||
void encodeHizResolve(WGPUCommandEncoder enc);
|
||||
// Maps the staging buffer (waits via processEvents), max-reduces a CPU
|
||||
// mip pyramid, stores the VP used. Run after submitting the encoder so
|
||||
// the GPU has begun the copy. Updates hiz_valid_ to true on success.
|
||||
void readbackAndBuildHizPyramid(const QMatrix4x4& vp_used);
|
||||
// Project AABB through hiz_vp_ and test against the pyramid. False
|
||||
// (keep) if HiZ isn't valid yet, AABB straddles the near plane, or
|
||||
// any projection is unreliable. True (cull) when AABB is provably
|
||||
// behind every relevant pyramid cell.
|
||||
bool aabbOccludedByHiz(const float mn[3], const float mx[3]) const;
|
||||
void updateFrameUniforms();
|
||||
void flushPendingSidecarQueue();
|
||||
bool computeSceneAabb(float mn[3], float mx[3]) const;
|
||||
@@ -143,7 +161,8 @@ private:
|
||||
const float eye[3], const float forward[3],
|
||||
float focal_px,
|
||||
float min_radius_px,
|
||||
float lod1_threshold_px);
|
||||
float lod1_threshold_px,
|
||||
bool hiz_enabled);
|
||||
|
||||
bool wgpu_initialized_ = false;
|
||||
bool surface_configured_ = false;
|
||||
@@ -182,6 +201,40 @@ private:
|
||||
int msaa_h_ = 0;
|
||||
static constexpr uint32_t SAMPLE_COUNT = 4;
|
||||
|
||||
// HiZ occlusion culling. After each frame's main render pass we
|
||||
// downsample MSAA depth into a small single-sample Depth32Float texture
|
||||
// (hiz_resolve_texture_), copy it into a CPU-mappable staging buffer,
|
||||
// wait for the map via processEvents, and max-reduce a mip pyramid on
|
||||
// CPU. The cull pass in the *next* frame projects each instance's AABB
|
||||
// through hiz_vp_ (the VP used to fill the pyramid) and rejects when
|
||||
// the AABB's nearest projected z is behind the pyramid's coverage.
|
||||
//
|
||||
// GL's HiZ default is 256 wide; we match. Height tracks viewport aspect.
|
||||
static constexpr uint32_t HIZ_BASE_W = 256;
|
||||
|
||||
WGPUShaderModule hiz_shader_module_ = nullptr;
|
||||
WGPUBindGroupLayout hiz_bgl_ = nullptr;
|
||||
WGPUPipelineLayout hiz_pipeline_layout_ = nullptr;
|
||||
WGPURenderPipeline hiz_pipeline_ = nullptr;
|
||||
WGPUBuffer hiz_uniform_buffer_ = nullptr;
|
||||
WGPUBindGroup hiz_bind_group_ = nullptr;
|
||||
|
||||
WGPUTexture hiz_resolve_texture_ = nullptr;
|
||||
WGPUTextureView hiz_resolve_view_ = nullptr;
|
||||
WGPUBuffer hiz_staging_buffer_ = nullptr;
|
||||
uint32_t hiz_resolve_w_ = 0;
|
||||
uint32_t hiz_resolve_h_ = 0;
|
||||
uint32_t hiz_padded_bpr_ = 0; // bytes per row in the staging buffer
|
||||
|
||||
// CPU mip pyramid (max-reduce). hiz_pyramid_[hiz_mip_offset_[L] + y*W + x].
|
||||
std::vector<float> hiz_pyramid_;
|
||||
std::vector<uint32_t> hiz_mip_offset_;
|
||||
std::vector<uint32_t> hiz_mip_w_;
|
||||
std::vector<uint32_t> hiz_mip_h_;
|
||||
QMatrix4x4 hiz_vp_;
|
||||
bool hiz_valid_ = false;
|
||||
uint32_t hiz_reject_count_ = 0; // per-frame stat
|
||||
|
||||
QColor background_color_ = QColor("#202329");
|
||||
|
||||
// Camera (orbit, right-handed Y-up world → wait, BIM is +Z up).
|
||||
@@ -200,6 +253,10 @@ private:
|
||||
// with mouse-driven motion-state tracking later).
|
||||
float min_pixel_radius_ = 2.0f;
|
||||
|
||||
// Master switch for HiZ occlusion. Set false to skip the depth resolve
|
||||
// + readback + cull test entirely (matches IFC_NO_HIZ in the GL backend).
|
||||
bool hiz_enabled_ = true;
|
||||
|
||||
// Switch to LOD1 when an instance's projected bounding-sphere radius
|
||||
// drops below this many pixels. 0 disables (always LOD0). Defaults
|
||||
// mirror AppSettings::lod1PixelThreshold() in the GL backend.
|
||||
|
||||
Reference in New Issue
Block a user