wgpu backend: --camera flag + request adapter's max buffer limits

Two pieces that block proper side-by-side parity with the GL minimal:

1. --camera tx,ty,tz,dist,yaw,pitch. Same format string as the GL
   minimal so a pasted camera arg lands the same view on both backends.
   setCamera() also flips initial_view_applied_ = true so the auto-
   viewAll-on-first-load doesn't snap away from the script-set position
   when the model finishes uploading.

2. Real BIM models exceed the conservative WebGPU defaults at device
   create time. A 114k-instance / 19M-index sidecar's vertex storage is
   139 MB, which trips wgpu's default 128 MB max_storage_buffer_binding_
   size and bind-group creation fails. Now wgpuAdapterGetLimits is
   called first and the device is requested at the adapter's full
   ceiling — every desktop driver supports multi-GB.

   Trade-off worth flagging: web parity will fail here because browsers
   cap at the defaults. The eventual fix is to split a model's vertex/
   instance storage into ≤128 MB chunks with a small per-frame routing
   table, which is a real chunk of work. For now this unblocks all the
   native benchmarking the user is actually doing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-05-27 14:58:18 +10:00
parent f9a9273ecc
commit 7893135790
3 changed files with 55 additions and 2 deletions
+20
View File
@@ -45,6 +45,9 @@ int main(int argc, char* argv[]) {
"Render one frame, save to PATH as PNG, exit.", "path"});
parser.addOption({{"b", "benchmark"},
"Render N frames (yaw-sweeping the camera), print stats, exit.", "frames"});
parser.addOption({{"c", "camera"},
"Set camera as tx,ty,tz,dist,yaw,pitch (same format as IfcViewerMinimal).",
"params"});
parser.process(app);
auto* viewport = new WgpuViewportWindow;
@@ -65,6 +68,23 @@ int main(int argc, char* argv[]) {
viewport->queueLoadSidecar(path);
}
if (parser.isSet("camera")) {
const QStringList parts = parser.value("camera").split(',');
if (parts.size() == 6) {
bool ok = true;
float v[6];
for (int i = 0; i < 6 && ok; ++i) v[i] = parts[i].toFloat(&ok);
if (ok) {
viewport->setCamera(v[0], v[1], v[2], v[3], v[4], v[5]);
} else {
qWarning() << "--camera: failed to parse" << parser.value("camera");
}
} else {
qWarning() << "--camera: expected 6 comma-separated floats, got"
<< parts.size();
}
}
if (parser.isSet("screenshot")) {
viewport->captureNextFrameToPng(parser.value("screenshot"),
/*quit_after=*/true);
+26
View File
@@ -631,7 +631,19 @@ bool WgpuViewportWindow::initWgpu() {
struct DeviceReq { WGPUDevice device = nullptr; bool done = false; bool ok = false; };
DeviceReq dreq;
// Query what the adapter can do, and request the same headroom on the
// device so a single large model's vertex/instance storage buffer doesn't
// hit the conservative defaults (128 MB binding, 256 MB buffer). Real
// BIM models routinely cross 100 MB of vertex bytes; without this the
// first applyCachedModel fails with a bind-group validation error.
//
// For eventual web parity this needs revisiting — browsers cap at the
// defaults — but native targets always support the requested ceilings.
WGPULimits adapter_limits = {};
wgpuAdapterGetLimits(adapter_, &adapter_limits);
WGPUDeviceDescriptor dev_desc = {};
dev_desc.requiredLimits = &adapter_limits;
// Surface uncaptured errors (validation failures etc.) into qWarning so
// they're attributable rather than silently swallowed.
dev_desc.uncapturedErrorCallbackInfo.callback = onUncapturedError;
@@ -1543,6 +1555,20 @@ bool WgpuViewportWindow::computeSceneAabb(float mn[3], float mx[3]) const {
return any;
}
void WgpuViewportWindow::setCamera(float tx, float ty, float tz,
float dist, float yaw_deg, float pitch_deg) {
camera_target_[0] = tx;
camera_target_[1] = ty;
camera_target_[2] = tz;
camera_distance_ = std::max(0.01f, dist);
camera_yaw_deg_ = yaw_deg;
camera_pitch_deg_ = std::clamp(pitch_deg, -89.9f, 89.9f);
// Suppress the auto-viewAll on the first model load so the script-set
// camera survives. Manual viewAll() calls after this still work.
initial_view_applied_ = true;
if (isExposed()) requestUpdate();
}
void WgpuViewportWindow::viewAll() {
float mn[3], mx[3];
if (!computeSceneAabb(mn, mx)) return;
+9 -2
View File
@@ -72,10 +72,17 @@ public:
size_t modelCount() const { return models_gpu_.size(); }
// Frame the union of all loaded models' world AABBs. No-op on empty
// scenes. Called automatically after the first model loads; clients
// can re-invoke to re-frame.
// scenes. Called automatically after the first model loads (unless
// setCamera was already invoked); clients can re-invoke to re-frame.
void viewAll();
// Explicit camera state, mirroring the GL ViewportWindow API. Suppresses
// the auto-viewAll on first load so a script-driven camera survives
// model loading. Parameters match the GL --camera tx,ty,tz,dist,yaw,pitch
// order so a pasted camera string lands the same view in both backends.
void setCamera(float tx, float ty, float tz,
float dist, float yaw_deg, float pitch_deg);
// Queue a one-shot framebuffer capture: the next rendered frame is
// copied back to host memory and saved to `path` as PNG. If
// `quit_after` is true, QCoreApplication::quit() is called once the