Phase 3C: Hierarchical-Z occlusion culling (CPU-side v1)

After the main draw, blit the MSAA default-framebuffer depth to a
single-sample 256×128 depth texture, read it back, and build a CPU
max-reduced mip pyramid.  Next frame's cullAndUploadVisible projects
each BVH node / instance AABB through the previous frame's VP and
compares the AABB's nearest depth against the pyramid's deepest value
at the matching mip level; strictly-beyond AABBs are rejected.

Conservative direction (aabb_near > hiz_max) — never wrongly rejects a
visible instance, so no flicker.  BVH subtree-level test lets a single
8-corner projection reject up to a leaf's worth of instances.

Tuning knobs: IFC_NO_HIZ=1 disables; IFC_HIZ_SIZE overrides base width.
New stats counter hiz_rej shows rejects/frame.

Measured: big win on interior views (GPU-bound), roughly zero net
effect on exterior overviews (CPU-bound on cull traversal, so the
saved GPU work is masked).  Tried a 3-deep PBO ring for async readback
and reverted — the extra frame of staleness produced visible flicker
on fast orbit, and the synchronous readback wasn't actually a measured
bottleneck at 256×128.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-04-13 23:25:33 +10:00
parent c78e16eafb
commit 8596d53a4a
3 changed files with 420 additions and 13 deletions
+40
View File
@@ -172,6 +172,20 @@ private:
void buildShaders();
void buildAxisGizmo();
void setupVaoLayout(GLuint vao, GLuint vbo, GLuint ebo);
// Resolve the default framebuffer's MSAA depth into a single-sample
// texture, read it back, and max-reduce a mip pyramid on the CPU. The
// resulting pyramid is stored in hiz_pyramid_ along with the VP matrix
// used to draw it; next frame's cullAndUploadVisible can test AABBs
// against it. Synchronous readback — at 256×128 the cost is sub-ms
// and not a measured bottleneck; Phase 3D's compute-shader cull will
// eliminate the readback entirely.
void buildHizPyramid();
// True if the AABB is fully occluded by the previous frame's depth.
// Returns false when the HiZ is invalid, the AABB crosses the near
// plane, or the projection falls outside NDC.
bool aabbOccludedByHiz(const float mn[3], const float mx[3]) const;
bool growModelVbo(ModelGpuData& m, size_t needed_total);
bool growModelEbo(ModelGpuData& m, size_t needed_total);
bool growModelSsbo(ModelGpuData& m, size_t needed_total);
@@ -219,6 +233,32 @@ private:
int pick_width_ = 0;
int pick_height_ = 0;
// HiZ occlusion culling (Phase 3C).
//
// Each frame after the main draw we blit the MSAA depth buffer down
// into a single-sample depth texture (hiz_fbo_ / hiz_depth_tex_), then
// glReadPixels it into hiz_depth_readback_. We max-reduce that into a
// mip pyramid (hiz_pyramid_) and remember the VP matrix used
// (hiz_vp_ + hiz_vp_valid_) so next frame's cull can test AABBs
// against a slightly-stale depth. Skipped for the pick pass and when
// IFC_NO_HIZ=1.
GLuint hiz_fbo_ = 0;
GLuint hiz_depth_tex_ = 0;
GLuint hiz_resolve_fbo_ = 0; // full-size single-sample resolve
GLuint hiz_resolve_depth_tex_ = 0;
int hiz_resolve_w_ = 0;
int hiz_resolve_h_ = 0;
int hiz_base_w_ = 0;
int hiz_base_h_ = 0;
std::vector<float> hiz_depth_readback_; // hiz_base_w_ * hiz_base_h_ floats
std::vector<float> hiz_pyramid_; // concatenated mip levels
std::vector<uint32_t> hiz_mip_offset_; // into hiz_pyramid_
std::vector<uint32_t> hiz_mip_w_;
std::vector<uint32_t> hiz_mip_h_;
QMatrix4x4 hiz_vp_;
bool hiz_vp_valid_ = false;
uint32_t hiz_reject_count_ = 0; // per-frame stat
// Per-frame stats
uint32_t visible_triangles_ = 0;
uint32_t visible_objects_ = 0;