wgpu cull: chunk-level frustum cull replaces BVH walk

cullModelCpuCompute previously had two paths: a flat linear scan over
all instances (default), or a BVH-stack walk (--bvh, gated off because
it regressed on dense scenes — the BVH built per instance but its
interior-node AABBs spanned huge chunks of model so most subtrees
straddled the frustum and the walk overhead beat the rejection win).

With spatial chunk planning (commit 4d3617420) chunks ARE already a
one-level spatial partition of the model, with tight per-chunk AABBs.
So the same wholesale-reject behaviour falls out of just walking
m.chunks: frustum-test each chunk's AABB once, and on hit, iterate
its (new) instance_ids list. No per-node traversal overhead, no
dependency on rebuilding a BVH alongside the chunk plan.

Changes:
- Chunk gains an instance_ids vector, populated in both apply paths
  alongside the per-chunk AABB accumulation.
- cullModelCpuCompute drops the if-bvh / else-linear-scan dichotomy
  in favour of `for chunk: frustum-test then iterate c.instance_ids`.
- Per-model ModelBvh field, buildModelBvhOne call sites, BvhAccel.cpp
  in CMakeLists, bvh_enabled_ field, and --bvh CLI flag all removed —
  dead code now that chunk-cull subsumes them.
- BvhAccel.{h,cpp} stay in src/ifcviewer for the GL backend's use.

Benchmark (big federation, --streaming, close camera): avg 37 fps
(was 36) / median 53 (was 53). Same order on the metric — the
parallelism across models was already amortising frustum-check cost,
so the per-chunk early-out saves only fragments of cull wall time.
Real cull-perf win will come from chunk-level HiZ (potentially) or
GPU compute cull (task #17). What this commit really delivers is
architectural simplification + removal of a dead-but-not-dropped
code path.

Pixel-identical to non-streaming on basic.ifc.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-05-28 15:20:30 +10:00
parent 4d36174200
commit 6f66d08bee
5 changed files with 57 additions and 97 deletions
+13 -7
View File
@@ -28,7 +28,6 @@
#include <string>
#include <vector>
#include "BvhAccel.h"
#include "InstancedGeometry.h"
#include "WgpuBufferPool.h"
@@ -157,6 +156,14 @@ struct WgpuModelGpuData {
// point at the correct chunk-local offsets.
std::vector<uint32_t> mesh_ids;
// Instance indices belonging to this chunk (i.e. whose mesh lives
// in this chunk). Built at chunk-planning time. Lets cull iterate
// chunks as the outer loop, frustum-test the chunk AABB once,
// and skip every instance inside in one shot when the chunk is
// off-screen — far cheaper than the per-instance frustum check
// on flat-scan culls of 1M+ instance scenes.
std::vector<uint32_t> instance_ids;
// LRU marker for streaming eviction. Updated to the window's
// streaming_frame_idx_ every frame the chunk is rendered (i.e.
// total_visible_draws > 0). The evictor picks the smallest value
@@ -205,12 +212,11 @@ struct WgpuModelGpuData {
std::vector<MeshInfo> meshes;
std::vector<InstanceCpu> instances;
// Per-model BVH over the instances' world AABBs. Built once at
// applyCachedModel; consumed by cullModelCpuCompute to reject whole
// subtrees against frustum + HiZ without descending. Critical for
// 100+ model / 1M+ instance scenes — turns O(N) per-instance cull
// into ~O(visible_count + log N).
ModelBvh bvh;
// Spatial chunk-cull replaced the per-model BVH walk — chunks are
// already a one-level spatial partition of the instances, so a
// single frustum test per chunk gives the same wholesale-reject
// win without the BVH's per-node traversal overhead. The BVH field
// is gone; cull iterates m.chunks instead.
bool hidden = false;
};