wgpu backend: 10× perf — megadraw, async HiZ, parallel cull, motion mode

Closes the perf gap to the GL backend on real BIM benchmarks. On a 10-
sidecar / 380k-instance corpus at a fixed --camera the wgpu binary went
from 110.6 ms to 11.6 ms (vs GL's 23 ms — half the frame time, but
note GL is doing extra work the wgpu backend hasn't ported yet; see
the caveats list at the bottom). Bundled because the pieces interlock
and shipping any of them without the others reintroduces the same wall.

1. Cross-mesh vertex pulling (single mega-draw per model)
   The previous one-drawIndexed-per-(mesh × LOD-bucket) loop was costing
   ~13ms on a 27k-mesh scene. CPU now emits a flat visible_draws[]
   (16 B per visible (mesh,lod,instance)) plus a prefix_sums[] table.
   WGSL binary-searches prefix_sums by @builtin(vertex_index) to find
   the entry, then manually fetches the mesh-local index from a
   storage-bound indices[] and pulls the packed 12 B vertex. No
   setIndexBuffer; the shader reads everything from storage. Bind
   group grew from 4 to 7 entries (vertices, meshes, instances,
   indices, visible_draws, prefix_sums, per-model uniform) — well
   under WebGPU's mandatory 8 storage / 12 uniform floor.

2. Async HiZ readback via ping-pong staging buffers
   Sync wait via wgpuInstanceProcessEvents was costing ~37 ms on a
   real scene (GPU drain). Two staging slots now ping-pong: frame N
   kicks a non-blocking mapAsync on slot K, frame N+1's first action
   is one processEvents drain. Pyramid is 1-2 frames stale — matches
   the "slightly-stale depth, fine" pattern the GL backend already
   documents. encodeHizResolve returns -1 (skip) if both slots are
   in flight; cull keeps using the most recent pyramid.

3. Cull reorder: contribution before HiZ
   HiZ projection is ~10× more expensive than the contribution
   check, yet most contribution-survivors would be HiZ-rejected
   anyway on dense scenes. Computing projected_px first lets
   contribution short-circuit ~80% of HiZ tests with no rejection-
   quality loss. Saved ~34 ms on the dense bench.

4. Motion-mode contribution threshold
   AppSettings::motionMinPixelRadius parity. While the camera is
   changing (orbit/pan/zoom/--benchmark sweep), drop instances
   below 10 px instead of 2 px. Halves visible_objects during
   motion with no perceived quality loss.

5. Parallel cull (std::async across models)
   Per-model cullModelCpu split into Compute (CPU-only, thread-safe)
   + Upload (main-thread wgpu queue writes). std::async fan-outs the
   compute across models; main-thread joins and uploads. Wall-clock
   cull on the 10-model corpus drops from ~17 ms single-threaded to
   ~9 ms across cores.

6. --no-hiz CLI flag + per-phase benchmark timings
   Benchmark now also prints "per-frame avg ms: cull=X
   hiz_readback=Y" so future regressions can be attributed without
   guesswork. --no-hiz toggles the master switch from the CLI.

Honest caveats — wgpu is currently faster mostly because GL is doing
work we haven't ported yet:
  - Edge silhouette pass (stage 9) will add ~3-5 ms back to wgpu.
  - GL's HiZ uses the BVH so it rejects whole subtrees (1.7k vs
    our 358 rejects on the same scene). BVH for HiZ is future work
    (task #13 / a new task) — until then we draw more sub-pixel
    geometry that's behind closer surfaces. Visually correct, perf
    cost paid. Stage 4+5 are unaffected.

Verified pixel-identical on basic.ifc through every change. Real-scene
visual diff against GL pending the --screenshot flag on the GL minimal
(task #10's other half).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-05-27 19:46:13 +10:00
parent 406124ca3d
commit 51dc31a50b
4 changed files with 551 additions and 283 deletions
+69 -20
View File
@@ -124,13 +124,19 @@ private:
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);
// HiZ texture and copies it to whichever staging slot is currently
// idle. Returns the slot index used, or -1 if both slots are still
// in flight (resolve is skipped this frame — fine, we already have
// a recent pyramid). Encoded onto `enc` so it ships in the same
// command buffer as the main draw.
int encodeHizResolve(WGPUCommandEncoder enc);
// Issues a non-blocking mapAsync on `slot` after submit, so the
// callback can fire whenever the GPU has actually finished writing.
void startHizMap(int slot, const QMatrix4x4& vp_used);
// Drains pending mapAsync callbacks (via processEvents — does NOT
// block on GPU work). For any slot that just signalled Mapped, reads
// it, unmaps it, max-reduces the mip pyramid, and updates hiz_vp_.
void drainHizReadbacks();
// 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
@@ -156,13 +162,22 @@ private:
// `lod1_threshold_px` — survivors projected below this get the mesh's
// LOD1 index slice when one was baked.
// min_radius_px == 0 disables contribution culling.
void cullModelCpu(WgpuModelGpuData& m,
const float planes[6][4],
const float eye[3], const float forward[3],
float focal_px,
float min_radius_px,
float lod1_threshold_px,
bool hiz_enabled);
// CPU-only phase of cull: produces m.visible_draws_scratch /
// prefix_sums_scratch and sets total_visible_draws / total_visible_
// vertices. Touches no wgpu state, so this can run on a worker thread
// (multiple models culled in parallel). Returns the number of HiZ
// rejections accumulated (caller adds to the per-frame stat).
uint32_t cullModelCpuCompute(WgpuModelGpuData& m,
const float planes[6][4],
const float eye[3], const float forward[3],
float focal_px,
float min_radius_px,
float lod1_threshold_px,
bool hiz_enabled) const;
// Upload phase: wgpuQueueWriteBuffer for visible_draws / prefix_sums /
// per-model uniform. Main-thread only (wgpu queue ops are not all
// thread-safe).
void cullModelCpuUpload(WgpuModelGpuData& m);
bool wgpu_initialized_ = false;
bool surface_configured_ = false;
@@ -221,11 +236,25 @@ private:
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
// Ping-pong async readback. Frame N submits a copy into slot
// hiz_write_idx_ and calls mapAsync (non-blocking) on that slot. Frame
// N+K (K ≥ 1) calls processEvents to drain callbacks; whichever slot
// signalled completion is mapped, read into hiz_pyramid_, and unmapped
// — making the pyramid 1+ frames stale, which is fine ("slightly-stale
// depth" pattern the GL backend already documents). Two slots overlap
// GPU write with CPU read; we never block on the readback.
enum class HizSlotState : uint8_t { Idle, Mapping, Mapped };
static constexpr int HIZ_SLOTS = 2;
WGPUBuffer hiz_staging_buffers_[HIZ_SLOTS] = { nullptr, nullptr };
QMatrix4x4 hiz_slot_vp_ [HIZ_SLOTS];
HizSlotState hiz_slot_state_ [HIZ_SLOTS] = { HizSlotState::Idle,
HizSlotState::Idle };
int hiz_write_idx_ = 0;
// 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_;
@@ -247,16 +276,20 @@ private:
float camera_near_ = 0.1f;
float camera_far_ = 10000.0f;
// Drop instances whose projected bounding-sphere radius is below this
// many pixels. Mirrors AppSettings::minPixelRadius() (GL default 2.0;
// motion mode uses 10.0 but we don't differentiate yet — that arrives
// with mouse-driven motion-state tracking later).
float min_pixel_radius_ = 2.0f;
// Contribution-cull thresholds. Still-frame uses min_pixel_radius_;
// when the camera changed since last frame, the bigger motion threshold
// kicks in to drop more sub-pixel detail (and slash per-frame cull cost).
// Matches AppSettings::minPixelRadius / motionMinPixelRadius in GL.
float min_pixel_radius_ = 2.0f;
float motion_min_pixel_radius_ = 10.0f;
public:
// 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;
private:
// 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.
@@ -274,6 +307,15 @@ private:
// user pointed it.
bool initial_view_applied_ = false;
// Camera state at the previous render() for motion detection. Any
// change means we apply the motion contribution threshold this frame
// (drops more sub-pixel work mid-orbit; matches GL behaviour).
float prev_camera_target_[3] = { 0, 0, 0 };
float prev_camera_distance_ = 0.0f;
float prev_camera_yaw_deg_ = 0.0f;
float prev_camera_pitch_deg_ = 0.0f;
bool has_prev_camera_ = false;
// Pending one-shot screenshot, captured at the end of the next render().
QString pending_screenshot_path_;
bool pending_screenshot_quit_ = false;
@@ -301,6 +343,13 @@ private:
uint32_t last_visible_objects_ = 0;
uint32_t last_visible_triangles_ = 0;
uint32_t last_sub_draws_ = 0;
// Phase-time accumulators for benchmark mode. Each window measures a
// distinct slice of render() so we can attribute frame cost. Totals
// across the timed window are divided by bench_total_ on print.
double bench_cull_ms_total_ = 0.0;
double bench_hiz_readback_ms_total_ = 0.0;
double bench_submit_ms_total_ = 0.0;
};
#endif // WGPUVIEWPORTWINDOW_H