ifcviewer: move cullModelCpuCompute + cullModelCpuUpload into ViewportCore (#84-p)

CPU cull (frustum + contribution + LOD + opaque/transparent partition)
and its companion GPU-upload step now live in ViewportCore. The HiZ
occlusion test stays in VW — the pyramid + async readback machinery
hasn't migrated yet — and is plumbed through a
ViewportCore::HizOccludedFn callback the render path binds when HiZ
is enabled-and-fresh. Null callback means "no occlusion test", which
keeps the cull path host-agnostic.

extractFrustumPlanes + aabbInFrustum moved up into CameraMath.h so
both VW's render() (where the planes are extracted) and core's cull
(where they're tested) can share without one #including the other.

LOD-debug counters (lod1_dbg_count_, lod0_dbg_eligible_count_,
lod0_dbg_no_lod1_count_, lod1_dbg_tris_saved_) moved to core too —
they're written by cull and read/reset by VW's still-here per-frame
[frame] heartbeat through reference aliases.
This commit is contained in:
Dion Moult
2026-06-06 17:21:29 +10:00
parent d86a5af662
commit d92121a62d
5 changed files with 361 additions and 366 deletions
+51
View File
@@ -82,4 +82,55 @@ inline bool tryInvert4f(const Eigen::Matrix4f& M, Eigen::Matrix4f& out) {
return invertible;
}
// Frustum-plane extraction from a column-major view-projection matrix
// (Qt convention: element [c*4 + r] is column c, row r). Plane format
// is (a, b, c, d) with `a*x + b*y + c*z + d >= 0` meaning the point is
// inside. The clip-space convention is WebGPU's z ∈ [0, 1] (near is
// `r2`, not `r3 + r2`); matches the projection matrices produced by
// the GL-clip → WebGPU z-remap further down the pipeline.
inline void extractFrustumPlanes(const float vp[16], float planes[6][4]) {
auto rowVec = [&](int row, float out[4]) {
out[0] = vp[0 * 4 + row];
out[1] = vp[1 * 4 + row];
out[2] = vp[2 * 4 + row];
out[3] = vp[3 * 4 + row];
};
auto normalize = [](float p[4]) {
const float len = std::sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
if (len > 0.0f) {
const float inv = 1.0f / len;
p[0] *= inv; p[1] *= inv; p[2] *= inv; p[3] *= inv;
}
};
float r0[4], r1[4], r2[4], r3[4];
rowVec(0, r0); rowVec(1, r1); rowVec(2, r2); rowVec(3, r3);
// left, right, bottom, top, near (z >= 0), far
for (int i = 0; i < 4; ++i) {
planes[0][i] = r3[i] + r0[i];
planes[1][i] = r3[i] - r0[i];
planes[2][i] = r3[i] + r1[i];
planes[3][i] = r3[i] - r1[i];
planes[4][i] = r2[i];
planes[5][i] = r3[i] - r2[i];
}
for (int p = 0; p < 6; ++p) normalize(planes[p]);
}
// Returns false iff the AABB is fully outside any one plane (early-
// rejects trivially-invisible instances). May return true for boxes
// that straddle the frustum — those still need to draw.
inline bool aabbInFrustum(const float mn[3], const float mx[3],
const float planes[6][4]) {
for (int p = 0; p < 6; ++p) {
const float a = planes[p][0], b = planes[p][1];
const float c = planes[p][2], d = planes[p][3];
// p-vertex: the AABB corner furthest along the plane normal.
const float px = (a >= 0.0f) ? mx[0] : mn[0];
const float py = (b >= 0.0f) ? mx[1] : mn[1];
const float pz = (c >= 0.0f) ? mx[2] : mn[2];
if (a * px + b * py + c * pz + d < 0.0f) return false;
}
return true;
}
#endif // CAMERAMATH_H
+226
View File
@@ -2148,3 +2148,229 @@ void ViewportCore::driveStreamingLoads() {
<< " max_load=" << max_load_count;
}
}
// ===========================================================================
// Cull (#84-p): cullModelCpuCompute + cullModelCpuUpload
// ===========================================================================
std::uint32_t ViewportCore::cullModelCpuCompute(
ModelGpuData& m,
const float planes[6][4],
const float eye[3],
const float forward[3],
const float right[3],
const float up[3],
float focal_px,
float min_radius_px,
float lod1_threshold_px,
const HizOccludedFn& hiz_occluded) const {
std::uint32_t hiz_rejects = 0;
if (m.instances.empty() || m.meshes.empty() || m.chunks.empty()) {
return 0;
}
const bool contrib_enabled = (min_radius_px > 0.0f);
const bool lod_enabled = (lod1_threshold_px > 0.0f);
const bool hiz_active = static_cast<bool>(hiz_occluded);
// Reset per-chunk scratch + counters at the start of each cull.
for (auto& c : m.chunks) {
c.visible_draws_scratch.clear();
c.visible_draws_scratch_transparent.clear();
c.transparent_per_draw_vertex_counts.clear();
c.prefix_sums_scratch.clear();
c.prefix_sums_scratch.push_back(0);
c.total_visible_vertices = 0;
c.total_visible_draws = 0;
c.opaque_visible_vertices = 0;
c.opaque_visible_draws = 0;
c.frustum_visible_count = 0;
c.current_priority = 0.0f;
}
// Per-chunk running vertex count for incremental prefix sums.
std::vector<std::uint32_t> running_vertex_count(m.chunks.size(), 0);
auto process_instance = [&](std::uint32_t i) {
const auto& inst = m.instances[i];
if (inst.mesh_id >= m.meshes.size()) return;
if (visibility_.isHidden(inst.object_id)) return;
// Per-instance frustum still needed: a partially-covered subtree
// descended this far means *some* leaves are visible, but not
// necessarily this one.
if (!aabbInFrustum(inst.world_aabb_min, inst.world_aabb_max, planes)) return;
const std::uint32_t chunk_idx = m.instance_chunk_idx[i];
ModelGpuData::Chunk& c = m.chunks[chunk_idx];
// Bump the chunk's frustum-only counter before contribution / HiZ
// so the streaming loader sees a stable signal across frames.
++c.frustum_visible_count;
const MeshInfo& mesh = m.meshes[inst.mesh_id];
// Two screen-space metrics: sphere-radius projection (cheap,
// conservative — used for contribution + LOD pick) and AABB-
// rectangle projection (tight — used for streaming priority).
float projected_px = std::numeric_limits<float>::infinity();
{
const float cx = 0.5f * (inst.world_aabb_min[0] + inst.world_aabb_max[0]);
const float cy = 0.5f * (inst.world_aabb_min[1] + inst.world_aabb_max[1]);
const float cz = 0.5f * (inst.world_aabb_min[2] + inst.world_aabb_max[2]);
const float ex = inst.world_aabb_max[0] - inst.world_aabb_min[0];
const float ey = inst.world_aabb_max[1] - inst.world_aabb_min[1];
const float ez = inst.world_aabb_max[2] - inst.world_aabb_min[2];
const float radius_world = 0.5f * std::sqrt(ex*ex + ey*ey + ez*ez);
const float view_z = forward[0] * (cx - eye[0])
+ forward[1] * (cy - eye[1])
+ forward[2] * (cz - eye[2]);
if (view_z > 1e-3f) {
projected_px = radius_world * focal_px / view_z;
const float hex = 0.5f * ex;
const float hey = 0.5f * ey;
const float hez = 0.5f * ez;
const float view_he_x = std::fabs(right[0]) * hex
+ std::fabs(right[1]) * hey
+ std::fabs(right[2]) * hez;
const float view_he_y = std::fabs(up[0]) * hex
+ std::fabs(up[1]) * hey
+ std::fabs(up[2]) * hez;
const float inv_z = focal_px / view_z;
const float box_area_px2 = 4.0f
* view_he_x * inv_z
* view_he_y * inv_z;
c.current_priority += box_area_px2;
}
}
// Contribution cull before HiZ: HiZ is by far the most expensive
// per-instance test, so letting cheap contribution drops happen
// first cuts the HiZ-tested population by ~5× on real scenes.
if (contrib_enabled && projected_px < min_radius_px) return;
if (hiz_active
&& hiz_occluded(inst.world_aabb_min, inst.world_aabb_max)) {
++hiz_rejects;
return;
}
const bool use_lod1 = lod_enabled
&& mesh.lod1_index_count > 0
&& projected_px < lod1_threshold_px;
// Emit one VisibleDraw entry into the chunk that owns this
// instance's vertex range.
ModelGpuData::VisibleDrawGpu d;
d.mesh_id = inst.mesh_id;
d.instance_idx = i;
d.ebo_first_u32 = use_lod1 ? m.instance_lod1_first_u32[i]
: m.instance_ebo_first_u32[i];
d.base_vertex = m.instance_base_vertex[i];
const std::uint32_t entry_vert_count = use_lod1 ? mesh.lod1_index_count
: mesh.index_count;
// Opaque-vs-transparent classifier. Routes the draw into the
// chunk's opaque half or its transparent half. X-ray cap forces
// every instance into the transparent pass so the blend stage
// fires; otherwise a non-zero color_override_rgba8's alpha byte
// (or the mesh's baked has-alpha flag) decides.
const bool xray_active = (xray_alpha_cap_ < 1.0f);
const bool override_active = (inst.color_override_rgba8 != 0u);
const bool is_transparent = xray_active
? true
: (override_active
? (((inst.color_override_rgba8 >> 24) & 0xFFu) < 255u)
: (inst.mesh_id < m.mesh_has_alpha.size()
&& m.mesh_has_alpha[inst.mesh_id] != 0));
if (is_transparent) {
c.visible_draws_scratch_transparent.push_back(d);
c.transparent_per_draw_vertex_counts.push_back(entry_vert_count);
} else {
c.visible_draws_scratch.push_back(d);
running_vertex_count[chunk_idx] += entry_vert_count;
c.prefix_sums_scratch.push_back(running_vertex_count[chunk_idx]);
}
if (use_lod1) {
++lod1_dbg_count_;
lod1_dbg_tris_saved_ += (mesh.index_count > mesh.lod1_index_count
? (mesh.index_count - mesh.lod1_index_count) / 3
: 0);
} else if (mesh.lod1_index_count > 0) {
++lod0_dbg_eligible_count_;
} else {
++lod0_dbg_no_lod1_count_;
}
};
// Chunk-driven walk: frustum-test each chunk's AABB once, skip
// every instance inside when the chunk is off-screen. With spatial
// chunk planning this rejects most instances without ever touching
// them individually — a strict superset of the previous BVH walk's
// win, with zero traversal overhead.
for (auto& c : m.chunks) {
if (c.instance_ids.empty()) continue;
if (!aabbInFrustum(c.aabb_min, c.aabb_max, planes)) continue;
for (std::uint32_t i : c.instance_ids) process_instance(i);
}
for (std::size_t ci = 0; ci < m.chunks.size(); ++ci) {
auto& c = m.chunks[ci];
// Snapshot opaque-half before appending transparents.
c.opaque_visible_draws = std::uint32_t(c.visible_draws_scratch.size());
c.opaque_visible_vertices = running_vertex_count[ci];
// Concatenate transparent entries onto the opaque half and
// continue the prefix-sum sequence. The fragment-pipeline split
// lives in render(): opaque-pass draws [0, opaque_visible_vertices),
// transparent-pass draws [opaque_visible_vertices, total_visible_vertices).
for (std::size_t k = 0; k < c.visible_draws_scratch_transparent.size(); ++k) {
c.visible_draws_scratch.push_back(
c.visible_draws_scratch_transparent[k]);
running_vertex_count[ci] += c.transparent_per_draw_vertex_counts[k];
c.prefix_sums_scratch.push_back(running_vertex_count[ci]);
}
c.total_visible_draws = std::uint32_t(c.visible_draws_scratch.size());
c.total_visible_vertices = running_vertex_count[ci];
}
return hiz_rejects;
}
void ViewportCore::cullModelCpuUpload(ModelGpuData& m) {
for (auto& c : m.chunks) {
if (!c.visible_draws_buffer || !c.prefix_sums_buffer || !c.per_chunk_uniform) continue;
if (c.total_visible_draws == 0) {
// Render() will skip this chunk; still zero the uniform so
// any accidental dispatch sees 0 work.
const std::uint32_t um[4] = { 0, 0, 0, 0 };
wgpuQueueWriteBuffer(queue_, c.per_chunk_uniform, 0, um, sizeof(um));
continue;
}
wgpuQueueWriteBuffer(queue_, c.visible_draws_buffer, 0,
c.visible_draws_scratch.data(),
c.visible_draws_scratch.size()
* sizeof(ModelGpuData::VisibleDrawGpu));
wgpuQueueWriteBuffer(queue_, c.prefix_sums_buffer, 0,
c.prefix_sums_scratch.data(),
c.prefix_sums_scratch.size() * sizeof(std::uint32_t));
// per_chunk_uniform layout (vec4<u32> u_model in the shader):
// [0] total_visible_draws (opaque + transparent)
// [1] total_visible_vertices (sum across the partition)
// [2] opaque_visible_vertices (firstVertex for transparent pass)
// [3] opaque_visible_draws (reserved for a future GPU-side filter)
const std::uint32_t um[4] = {
c.total_visible_draws,
c.total_visible_vertices,
c.opaque_visible_vertices,
c.opaque_visible_draws,
};
wgpuQueueWriteBuffer(queue_, c.per_chunk_uniform, 0, um, sizeof(um));
}
}
+45
View File
@@ -300,6 +300,51 @@ public:
// residency is still settling so the render loop keeps ticking.
void driveStreamingLoads();
// ---- Cull (#84-p) -----------------------------------------------------
//
// Per-instance occlusion test, supplied by the caller. Wired by
// ViewportWindow to its HiZ pyramid (still VW-side) — when the
// function is null, occlusion is implicitly "miss" and only
// frustum + contribution culling apply.
using HizOccludedFn = std::function<bool(const float mn[3], const float mx[3])>;
// Walk every instance in `m`, frustum-test, contribution-test, and
// (when `hiz_occluded` is non-null) HiZ-test. Populates each
// chunk's visible_draws_scratch + prefix_sums_scratch with the
// partition the render pass will issue. Returns the number of
// instances HiZ rejected so render() can aggregate the counter.
// `const` because cull doesn't touch wgpu state — pure CPU work
// over ModelGpuData scratch fields.
std::uint32_t cullModelCpuCompute(
ModelGpuData& m,
const float planes[6][4],
const float eye[3],
const float forward[3],
const float right[3],
const float up[3],
float focal_px,
float min_radius_px,
float lod1_threshold_px,
const HizOccludedFn& hiz_occluded) const;
// Upload the per-chunk visible-draw + prefix-sum partitions + the
// per-chunk uniform (counts + the opaque/transparent split point)
// for every chunk in `m`. Called once per visible model after
// cullModelCpuCompute fills the scratch.
void cullModelCpuUpload(ModelGpuData& m);
// ---- Per-frame cull-cycle debug counters -----------------------------
//
// Tally how often the LOD1 pick triggered, how many triangles it
// saved, and how many instances either had no LOD1 to pick or sat
// above the threshold. Reset at the end of every render() cycle by
// the bench / frame-stats path in VW. Mutable so cullModelCpuCompute
// can stay const for the rest of its data flow.
mutable std::uint32_t lod1_dbg_count_ = 0;
mutable std::uint32_t lod0_dbg_eligible_count_ = 0;
mutable std::uint32_t lod0_dbg_no_lod1_count_ = 0;
mutable std::uint64_t lod1_dbg_tris_saved_ = 0;
private:
bool probeAndCreatePool();
+27 -344
View File
@@ -280,7 +280,11 @@ ViewportWindow::ViewportWindow(QWindow* parent)
streaming_drained_this_frame_ (core_.streaming_drained_this_frame_),
streaming_blocked_oom_this_frame_(core_.streaming_blocked_oom_this_frame_),
streaming_debug_ (core_.streaming_debug_),
pending_screenshot_path_(core_.pending_screenshot_path_) {
pending_screenshot_path_(core_.pending_screenshot_path_),
lod1_dbg_count_ (core_.lod1_dbg_count_),
lod0_dbg_eligible_count_(core_.lod0_dbg_eligible_count_),
lod0_dbg_no_lod1_count_ (core_.lod0_dbg_no_lod1_count_),
lod1_dbg_tris_saved_ (core_.lod1_dbg_tris_saved_) {
// wgpu doesn't need a GL context; we just need a real native window
// whose backing layer matches the GPU API wgpu will drive.
//
@@ -1458,60 +1462,8 @@ void ViewportWindow::configureSurface(int width_px, int height_px) {
// VP is column-major float[16] (Qt convention): element [c*4 + r] is column
// c, row r. row(i) = (vp[0*4+i], vp[1*4+i], vp[2*4+i], vp[3*4+i]).
static inline void rowVec(const float vp[16], int row, float out[4]) {
out[0] = vp[0 * 4 + row];
out[1] = vp[1 * 4 + row];
out[2] = vp[2 * 4 + row];
out[3] = vp[3 * 4 + row];
}
static inline void planeNormalize(float p[4]) {
const float len = std::sqrt(p[0] * p[0] + p[1] * p[1] + p[2] * p[2]);
if (len > 0.0f) {
const float inv = 1.0f / len;
p[0] *= inv; p[1] *= inv; p[2] *= inv; p[3] *= inv;
}
}
static void extractFrustumPlanes(const float vp[16], float planes[6][4]) {
float r0[4], r1[4], r2[4], r3[4];
rowVec(vp, 0, r0);
rowVec(vp, 1, r1);
rowVec(vp, 2, r2);
rowVec(vp, 3, r3);
// left = r3 + r0
// right = r3 - r0
// bottom = r3 + r1
// top = r3 - r1
// near = r2 (WebGPU clip z >= 0)
// far = r3 - r2
for (int i = 0; i < 4; ++i) {
planes[0][i] = r3[i] + r0[i];
planes[1][i] = r3[i] - r0[i];
planes[2][i] = r3[i] + r1[i];
planes[3][i] = r3[i] - r1[i];
planes[4][i] = r2[i];
planes[5][i] = r3[i] - r2[i];
}
for (int p = 0; p < 6; ++p) planeNormalize(planes[p]);
}
// Returns false iff the AABB is fully outside any one plane (early-rejects
// trivially-invisible instances). May return true for boxes that straddle
// the frustum — that's fine, those still need to draw.
static bool aabbInFrustum(const float mn[3], const float mx[3],
const float planes[6][4]) {
for (int p = 0; p < 6; ++p) {
const float a = planes[p][0], b = planes[p][1], c = planes[p][2], d = planes[p][3];
// p-vertex: the AABB corner furthest along the plane normal.
const float px = (a >= 0.0f) ? mx[0] : mn[0];
const float py = (b >= 0.0f) ? mx[1] : mn[1];
const float pz = (c >= 0.0f) ? mx[2] : mn[2];
if (a * px + b * py + c * pz + d < 0.0f) return false;
}
return true;
}
// extractFrustumPlanes + aabbInFrustum moved to CameraMath.h so
// both VW and ViewportCore can share without one #including the other.
// -----------------------------------------------------------------------------
// HiZ occlusion culling — depth resolve + downsample + readback + mip pyramid
@@ -3565,290 +3517,9 @@ void ViewportWindow::setBenchmarkFrames(int frames) {
if (isExposed() && bench_total_ > 0) requestUpdate();
}
uint32_t ViewportWindow::cullModelCpuCompute(ModelGpuData& m,
const float planes[6][4],
const float eye[3],
const float forward[3],
const float right[3],
const float up[3],
float focal_px,
float min_radius_px,
float lod1_threshold_px,
bool hiz_enabled) const {
uint32_t hiz_rejects = 0;
// cullModelCpuCompute moved to ViewportCore (#84-p).
if (m.instances.empty() || m.meshes.empty() || m.chunks.empty()) {
return 0;
}
const bool contrib_enabled = (min_radius_px > 0.0f);
const bool lod_enabled = (lod1_threshold_px > 0.0f);
// Reset per-chunk scratch + counters at the start of each cull.
for (auto& c : m.chunks) {
c.visible_draws_scratch.clear();
c.visible_draws_scratch_transparent.clear();
c.transparent_per_draw_vertex_counts.clear();
c.prefix_sums_scratch.clear();
c.prefix_sums_scratch.push_back(0);
c.total_visible_vertices = 0;
c.total_visible_draws = 0;
c.opaque_visible_vertices = 0;
c.opaque_visible_draws = 0;
c.frustum_visible_count = 0;
c.current_priority = 0.0f;
}
// Per-chunk running vertex count (used to populate that chunk's prefix
// sums incrementally). Kept on the stack to avoid heap churn for small
// chunk counts.
std::vector<uint32_t> running_vertex_count(m.chunks.size(), 0);
// Per-instance work as a lambda — same logic regardless of how we
// reached the instance (BVH walk leaf vs. flat linear scan). Keeps the
// BVH path single-pass (no scratch buffer / no second iteration).
auto process_instance = [&](uint32_t i) {
const auto& inst = m.instances[i];
if (inst.mesh_id >= m.meshes.size()) return;
if (visibility_.isHidden(inst.object_id)) return;
// Per-instance frustum still needed: a partially-covered subtree
// descended this far means *some* leaves are visible, but not
// necessarily this one.
if (!aabbInFrustum(inst.world_aabb_min, inst.world_aabb_max, planes)) return;
const uint32_t chunk_idx = m.instance_chunk_idx[i];
ModelGpuData::Chunk& c = m.chunks[chunk_idx];
// Bump the chunk's frustum-only counter before contribution / HiZ.
// Stable across frames when the camera doesn't move, so the
// streaming loader doesn't thrash on HiZ visibility flicker.
++c.frustum_visible_count;
const MeshInfo& mesh = m.meshes[inst.mesh_id];
// Two screen-space metrics computed per instance:
//
// projected_px — sphere-radius projection. Cheap, conservative
// (over-estimates). Used by the contribution
// gate (`projected_px < min_radius_px`) and
// LOD pick. Conservative-over is the right
// failure mode there: we'd rather draw a tiny
// sub-pixel sliver than wrongly skip it.
// box_area_px2 — AABB-rectangle projection. Tight. Used only
// by the streaming priority accumulator. BIM
// geometry is thin-in-one-axis (slabs, pipes,
// columns, windows); a sphere bounding a flat
// ocean plane over-states screen footprint by
// 100×+ when viewed edge-on, which made occluded
// far geometry steal residency from close,
// visible structural elements (e.g. bracing).
//
// We accumulate BEFORE contribution / HiZ rejection because
// streaming asks "do we want this chunk's bytes resident", not
// "do we draw it this frame".
float projected_px = std::numeric_limits<float>::infinity();
{
const float cx = 0.5f * (inst.world_aabb_min[0] + inst.world_aabb_max[0]);
const float cy = 0.5f * (inst.world_aabb_min[1] + inst.world_aabb_max[1]);
const float cz = 0.5f * (inst.world_aabb_min[2] + inst.world_aabb_max[2]);
const float ex = inst.world_aabb_max[0] - inst.world_aabb_min[0];
const float ey = inst.world_aabb_max[1] - inst.world_aabb_min[1];
const float ez = inst.world_aabb_max[2] - inst.world_aabb_min[2];
const float radius_world = 0.5f * std::sqrt(ex*ex + ey*ey + ez*ez);
const float view_z = forward[0] * (cx - eye[0])
+ forward[1] * (cy - eye[1])
+ forward[2] * (cz - eye[2]);
if (view_z > 1e-3f) {
projected_px = radius_world * focal_px / view_z;
// World-AABB half-extents projected onto camera right/up.
// Each |basis · world_axis| term is the contribution of
// that world axis to that screen axis (e.g. a horizontal
// ocean plane's Z extent collapses to ~0 in screen-x when
// viewed edge-on).
const float hex = 0.5f * ex;
const float hey = 0.5f * ey;
const float hez = 0.5f * ez;
const float view_he_x = std::fabs(right[0]) * hex
+ std::fabs(right[1]) * hey
+ std::fabs(right[2]) * hez;
const float view_he_y = std::fabs(up[0]) * hex
+ std::fabs(up[1]) * hey
+ std::fabs(up[2]) * hez;
const float inv_z = focal_px / view_z;
const float box_area_px2 = 4.0f
* view_he_x * inv_z
* view_he_y * inv_z;
c.current_priority += box_area_px2;
}
}
// Contribution cull before HiZ: HiZ is by far the most expensive
// per-instance test (8-corner projection + mip pyramid sample), so
// letting cheap contribution drops happen first cuts the HiZ-tested
// population by ~5× on real scenes.
if (contrib_enabled && projected_px < min_radius_px) return;
if (hiz_enabled
&& aabbOccludedByHiz(inst.world_aabb_min, inst.world_aabb_max)) {
++hiz_rejects;
return;
}
const bool use_lod1 = lod_enabled
&& mesh.lod1_index_count > 0
&& projected_px < lod1_threshold_px;
// Emit one VisibleDraw entry into the chunk that owns this
// instance's vertex range. base_vertex AND ebo_first_u32 are both
// CHUNK-LOCAL — the chunk's bind group points at its own
// vertex_storage and index_buffer slices so the shader indexes
// them directly. When use_lod1, ebo_first_u32 routes into the LOD1
// section of the chunk's index slice (which is packed after the
// LOD0 section at chunk-build time); the shader is oblivious to
// the LOD split. (chunk_idx and c were resolved at the top of
// process_instance so the priority accumulator could reach the
// chunk before contribution / HiZ rejected this instance.)
ModelGpuData::VisibleDrawGpu d;
d.mesh_id = inst.mesh_id;
d.instance_idx = i;
d.ebo_first_u32 = use_lod1 ? m.instance_lod1_first_u32[i]
: m.instance_ebo_first_u32[i];
d.base_vertex = m.instance_base_vertex[i];
const uint32_t entry_vert_count = use_lod1 ? mesh.lod1_index_count
: mesh.index_count;
// Opaque-vs-transparent classifier. Routes the draw into the
// chunk's opaque half (visible_draws_scratch) or its transparent
// half (visible_draws_scratch_transparent). Two cases:
// * Instance has a non-zero color_override_rgba8 (selection
// tint, X-ray override, …) — read its alpha byte directly.
// The sentinel 0 means "use baked vertex color".
// * Otherwise consult the mesh's has-alpha flag, populated at
// chunk-arrival time by sampling vertex 0's alpha byte. False
// while the mesh's vertex chunk hasn't arrived yet, so brand
// new instances of transparent meshes are briefly drawn in
// the opaque pass — corrects on the next cull tick.
const bool xray_active = (xray_alpha_cap_ < 1.0f);
const bool override_active = (inst.color_override_rgba8 != 0u);
const bool is_transparent = xray_active
? true // X-ray forces every instance into the transparent
// pass so the fragment's alpha clamp (xray_alpha_cap)
// actually goes through the blend stage.
: (override_active
? (((inst.color_override_rgba8 >> 24) & 0xFFu) < 255u)
: (inst.mesh_id < m.mesh_has_alpha.size()
&& m.mesh_has_alpha[inst.mesh_id] != 0));
if (is_transparent) {
// Defer prefix-sum bookkeeping for transparent entries; they
// get appended (and their cumulative vertex counts continued)
// in the post-walk concat step. The vertex count for this
// entry is stashed alongside so we don't recompute use_lod1
// there.
c.visible_draws_scratch_transparent.push_back(d);
c.transparent_per_draw_vertex_counts.push_back(entry_vert_count);
} else {
c.visible_draws_scratch.push_back(d);
running_vertex_count[chunk_idx] += entry_vert_count;
c.prefix_sums_scratch.push_back(running_vertex_count[chunk_idx]);
}
if (use_lod1) {
++lod1_dbg_count_;
lod1_dbg_tris_saved_ += (mesh.index_count > mesh.lod1_index_count
? (mesh.index_count - mesh.lod1_index_count) / 3
: 0);
} else if (mesh.lod1_index_count > 0) {
++lod0_dbg_eligible_count_;
} else {
++lod0_dbg_no_lod1_count_;
}
};
// Chunk-driven walk: frustum-test each chunk's AABB once, and skip
// every instance inside in one shot when the chunk is off-screen.
// With spatial chunk planning (~hundreds of tight per-chunk AABBs
// per scene) this rejects most instances without ever touching them
// individually — a strict superset of the previous BVH walk's win,
// because the chunk partition is already a one-level spatial BVH
// with zero traversal overhead. The per-model BVH built at load
// time is now unused by cull; it stays around as dead weight until
// the cleanup pass removes it.
for (auto& c : m.chunks) {
if (c.instance_ids.empty()) continue;
if (!aabbInFrustum(c.aabb_min, c.aabb_max, planes)) continue;
for (uint32_t i : c.instance_ids) process_instance(i);
}
for (size_t ci = 0; ci < m.chunks.size(); ++ci) {
auto& c = m.chunks[ci];
// Snapshot the opaque-half size BEFORE appending transparent
// entries — these are the draw_count + vertex_count for the
// opaque-pass draw call.
c.opaque_visible_draws = uint32_t(c.visible_draws_scratch.size());
c.opaque_visible_vertices = running_vertex_count[ci];
// Concatenate transparent entries onto the opaque half and
// continue the prefix-sum sequence. After this loop:
// visible_draws_scratch = [opaque-N][transparent-M] (N+M total)
// prefix_sums_scratch has N+M+1 entries (the +1 is the
// implicit leading 0 added at reset)
// total_visible_vertices = sum of every visible draw's count
// total_visible_draws = N + M
// The fragment-pipeline split lives in render() — opaque-pass
// draws [0, opaque_visible_vertices), transparent-pass draws
// [opaque_visible_vertices, total_visible_vertices) of the same
// shared buffer.
for (size_t k = 0; k < c.visible_draws_scratch_transparent.size(); ++k) {
c.visible_draws_scratch.push_back(
c.visible_draws_scratch_transparent[k]);
running_vertex_count[ci] += c.transparent_per_draw_vertex_counts[k];
c.prefix_sums_scratch.push_back(running_vertex_count[ci]);
}
c.total_visible_draws = uint32_t(c.visible_draws_scratch.size());
c.total_visible_vertices = running_vertex_count[ci];
}
return hiz_rejects;
}
void ViewportWindow::cullModelCpuUpload(ModelGpuData& m) {
for (auto& c : m.chunks) {
if (!c.visible_draws_buffer || !c.prefix_sums_buffer || !c.per_chunk_uniform) continue;
if (c.total_visible_draws == 0) {
// Render() will skip this chunk; still zero the uniform so any
// accidental dispatch sees 0 work.
const uint32_t um[4] = { 0, 0, 0, 0 };
wgpuQueueWriteBuffer(queue_, c.per_chunk_uniform, 0, um, sizeof(um));
continue;
}
wgpuQueueWriteBuffer(queue_, c.visible_draws_buffer, 0,
c.visible_draws_scratch.data(),
c.visible_draws_scratch.size()
* sizeof(ModelGpuData::VisibleDrawGpu));
wgpuQueueWriteBuffer(queue_, c.prefix_sums_buffer, 0,
c.prefix_sums_scratch.data(),
c.prefix_sums_scratch.size() * sizeof(uint32_t));
// per_chunk_uniform layout (vec4<u32> in the shader's u_model):
// [0] total_visible_draws (opaque + transparent)
// [1] total_visible_vertices (sum across the partition)
// [2] opaque_visible_vertices (firstVertex for transparent pass)
// [3] opaque_visible_draws (currently CPU-only; reserved
// for a future GPU-side filter
// if we ever want it)
const uint32_t um[4] = {
c.total_visible_draws,
c.total_visible_vertices,
c.opaque_visible_vertices,
c.opaque_visible_draws,
};
wgpuQueueWriteBuffer(queue_, c.per_chunk_uniform, 0, um, sizeof(um));
}
}
// cullModelCpuUpload moved to ViewportCore (#84-p).
void ViewportWindow::render() {
// Time the whole render() body (cull + encode + present) for the
@@ -4013,6 +3684,18 @@ void ViewportWindow::render() {
hiz_trace_budget_.store(0, std::memory_order_relaxed);
}
// HiZ occlusion callback. Null when HiZ is disabled or its VP is
// stale; otherwise wraps aabbOccludedByHiz (still VW-side because
// the HiZ pyramid + readback orchestration hasn't migrated yet).
// The pyramid's reads are atomic-friendly, so the parallel cull
// workers can share this callback safely.
ViewportCore::HizOccludedFn hiz_occluded;
if (hiz_for_this_frame) {
hiz_occluded = [this](const float mn[3], const float mx[3]) {
return aabbOccludedByHiz(mn, mx);
};
}
// Cull each model on its own worker thread. wgpu queue writes are
// serialised on the main thread after the parallel compute joins —
// wgpu-native doesn't guarantee thread-safety on queue ops.
@@ -4025,12 +3708,12 @@ void ViewportWindow::render() {
auto& m_ref = m;
futures.emplace_back(mid, std::async(std::launch::async,
[this, &m_ref, &planes, &eye_a, &fwd_a, &right_a, &up_a,
focal_px, effective_min_px, hiz_for_this_frame]() {
return cullModelCpuCompute(
focal_px, effective_min_px, &hiz_occluded]() {
return core_.cullModelCpuCompute(
m_ref, planes, eye_a, fwd_a, right_a, up_a,
focal_px,
effective_min_px, lod1_pixel_threshold_,
hiz_for_this_frame);
hiz_occluded);
}));
}
for (auto& [mid, fut] : futures) {
@@ -4039,10 +3722,10 @@ void ViewportWindow::render() {
} else {
for (auto& [mid, m] : models_gpu_) {
if (m.hidden) continue;
hiz_reject_count_ += cullModelCpuCompute(
hiz_reject_count_ += core_.cullModelCpuCompute(
m, planes, eye_a, fwd_a, right_a, up_a, focal_px,
effective_min_px, lod1_pixel_threshold_,
hiz_for_this_frame);
hiz_occluded);
}
}
@@ -4055,7 +3738,7 @@ void ViewportWindow::render() {
upload_timer.start();
for (auto& [mid, m] : models_gpu_) {
if (m.hidden) continue;
cullModelCpuUpload(m);
core_.cullModelCpuUpload(m);
for (const auto& c : m.chunks) {
last_visible_objects_ += c.total_visible_draws;
last_visible_triangles_ += c.total_visible_vertices / 3u;
+12 -22
View File
@@ -571,20 +571,11 @@ private:
// is overwhelmingly thin-in-one-axis (pipes, columns, slabs,
// windows). Sphere projection is kept for contribution / LOD picks
// because conservative-over is the right failure mode there.
uint32_t cullModelCpuCompute(ModelGpuData& m,
const float planes[6][4],
const float eye[3],
const float forward[3],
const float right[3],
const float up[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(ModelGpuData& m);
// cullModelCpuCompute / cullModelCpuUpload moved to ViewportCore
// (#84-p). The render path calls core_.cullModelCpuCompute with a
// ViewportCore::HizOccludedFn that wraps aabbOccludedByHiz when
// HiZ is enabled (the pyramid + readback orchestration is still
// here), or null otherwise.
// Compose one instance's `transform` (float[16] column-major) from
// FederatedFalseOrigin · ModelTransformation · CoordinateOperation
@@ -1079,14 +1070,13 @@ private:
// Federation false-origin alias (storage in core_).
Eigen::Matrix4d& federated_false_origin_meters_;
// Per-frame LOD selection counts, mutated from cullModelCpuCompute
// and reset after the [frame] heartbeat prints them. Keeps an eye
// on whether LOD1 is actually firing on real scenes — early-days
// diagnostic while we trust the new code path.
mutable uint32_t lod1_dbg_count_ = 0;
mutable uint32_t lod0_dbg_eligible_count_ = 0;
mutable uint32_t lod0_dbg_no_lod1_count_ = 0;
mutable uint64_t lod1_dbg_tris_saved_ = 0;
// Per-frame LOD selection counts (storage in core_, mutated from
// core_.cullModelCpuCompute). The [frame] heartbeat in VW's render()
// still reads + resets them.
uint32_t& lod1_dbg_count_;
uint32_t& lod0_dbg_eligible_count_;
uint32_t& lod0_dbg_no_lod1_count_;
uint64_t& lod1_dbg_tris_saved_;
};
#endif // WGPUVIEWPORTWINDOW_H