wgpu streaming: background-thread chunk I/O kills render-thread stutters

The sync chunk-read on the render thread was causing 100-300 ms spikes
during orbit whenever a new chunk needed to scatter-gather its mesh
bytes from disk. p99 was 326 ms on the close-camera benchmark.

New WgpuStreamingThread: one worker thread with a condvar-protected
request/result queue. driveStreamingLoads becomes drain-then-enqueue:
1. Drain any results the worker pushed since last frame. For each,
   pool-allocate slices + queueWriteBuffer + build the chunk bind
   group (still main-thread because wgpu queue ops aren't thread-safe).
2. Walk visible non-resident chunks (sorted by distance), evict to
   make pool room, and enqueue the request. Chunk gains is_loading
   flag to prevent re-enqueueing while in flight.

loadChunkBytesAndUploadGpu becomes the sync fallback path, used only
when a screenshot is pending — the deferred-capture wait would
otherwise let the window manager re-layout the window between frames
and the test framework would capture at the wrong size. Normal
streaming always goes through the worker.

Bench warm-gate / requestUpdate gating updated to consider
streaming_thread_.inFlightApprox() so we don't declare "converged"
while a worker read is still in flight, and the render loop stays
alive until the worker queue is empty.

Refactored loadChunkBytesAndUploadGpu into two helpers:
- makeChunkRequest: builds the worker request from chunk metadata
- applyStreamedChunk: pool.alloc + queueWriteBuffer + bind group
Both the sync and async paths share applyStreamedChunk.

Benchmark (big federation, --streaming):
  close camera:    avg 24 fps p99 47 ms (was 27/326)
  default camera:  avg 24 fps p99 46 ms (was 31/186)
  stream time:     ~2 ms (was 8-12)
  cull is now the bottleneck (20 ms median) — task #17 (GPU compute
  cull) is the next frontier.

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-05-28 15:37:18 +10:00
parent 6f66d08bee
commit dcc2bf1c01
5 changed files with 408 additions and 85 deletions
+7
View File
@@ -122,6 +122,13 @@ struct WgpuModelGpuData {
// and flips true once the chunk's vertex bytes are uploaded.
// Render and pick skip chunks where !is_resident.
bool is_resident = true;
// Set true while a worker-thread read is in flight for this
// chunk. Prevents driveStreamingLoads from re-enqueueing it
// every frame until its result is drained. Cleared when the
// result is applied (or dropped on failure / stale model).
// Eviction is not gated on this (eviction only acts on resident
// chunks; a loading chunk has no slice to free yet).
bool is_loading = false;
// Aggregate vertex / index sizes across all meshes in this chunk
// (sum of mesh.vertex_count * stride / mesh.index_count for each
+122
View File
@@ -0,0 +1,122 @@
/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#include "WgpuStreamingThread.h"
#include "WgpuStreamingLoader.h"
WgpuStreamingThread::~WgpuStreamingThread() {
stop();
}
void WgpuStreamingThread::start() {
std::unique_lock lk(mu_);
if (running_) return;
shutdown_ = false;
running_ = true;
lk.unlock();
worker_ = std::thread(&WgpuStreamingThread::workerLoop, this);
}
void WgpuStreamingThread::stop() {
{
std::unique_lock lk(mu_);
if (!running_) return;
shutdown_ = true;
}
cv_.notify_all();
if (worker_.joinable()) worker_.join();
std::unique_lock lk(mu_);
running_ = false;
requests_.clear();
results_.clear();
}
bool WgpuStreamingThread::enqueue(Request req) {
{
std::unique_lock lk(mu_);
if (!running_ || shutdown_) return false;
requests_.push_back(std::move(req));
}
cv_.notify_one();
return true;
}
std::vector<WgpuStreamingThread::Result> WgpuStreamingThread::drainResults() {
std::vector<Result> out;
{
std::unique_lock lk(mu_);
out.reserve(results_.size());
while (!results_.empty()) {
out.push_back(std::move(results_.front()));
results_.pop_front();
}
}
return out;
}
std::size_t WgpuStreamingThread::inFlightApprox() const {
std::unique_lock lk(mu_);
return requests_.size() + (in_progress_ ? 1u : 0u);
}
void WgpuStreamingThread::workerLoop() {
for (;;) {
Request req;
{
std::unique_lock lk(mu_);
cv_.wait(lk, [this]() { return shutdown_ || !requests_.empty(); });
if (shutdown_ && requests_.empty()) return;
req = std::move(requests_.front());
requests_.pop_front();
in_progress_ = true;
}
// Disk reads happen off-thread. Each Request carries everything
// the reader needs; the viewport keeps the corresponding chunk
// marked is_loading so eviction won't yank the slot underneath
// us. The vbytes / idx buffers are allocated here on the worker
// thread — they cross back to the main thread when the result
// is drained and applied (pool.alloc + queueWriteBuffer).
Result res;
res.model_id = req.model_id;
res.chunk_idx = req.chunk_idx;
res.success = true;
if (!req.v_ranges.empty()) {
if (!readSidecarVertexRanges(req.file_path,
req.vertex_section_offset,
req.v_ranges, res.vbytes)) {
res.success = false;
}
}
if (res.success && !req.i_ranges.empty()) {
if (!readSidecarIndexRanges(req.file_path,
req.index_section_offset,
req.i_ranges, res.idx)) {
res.success = false;
}
}
{
std::unique_lock lk(mu_);
results_.push_back(std::move(res));
in_progress_ = false;
}
}
}
+100
View File
@@ -0,0 +1,100 @@
/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#ifndef WGPUSTREAMINGTHREAD_H
#define WGPUSTREAMINGTHREAD_H
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <mutex>
#include <string>
#include <thread>
#include <utility>
#include <vector>
// Worker thread for scatter-gather chunk reads. Decouples disk I/O
// (~tens of ms per chunk on SSD, hundreds on slower media) from the
// render thread. The viewport's per-frame driveStreamingLoads enqueues
// requests for non-resident-frustum-visible chunks, drains any
// completed Results on subsequent frames, and only performs the
// GPU-side (pool.alloc + queueWriteBuffer + bind-group build) work
// on the main thread — wgpu queue ops aren't thread-safe.
//
// Lifetime: start() spawns the worker; stop() signals shutdown and
// joins. The Result destructor releases its byte vectors back to the
// heap, so dropping unclaimed Results (e.g. when their model was
// unloaded mid-flight) is a free operation.
class WgpuStreamingThread {
public:
struct Request {
uint32_t model_id;
std::size_t chunk_idx;
std::string file_path;
uint64_t vertex_section_offset;
uint64_t index_section_offset;
// (section-relative byte_offset, byte_size)
std::vector<std::pair<uint64_t, uint64_t>> v_ranges;
// (first_u32, count_u32)
std::vector<std::pair<uint64_t, uint64_t>> i_ranges;
};
struct Result {
uint32_t model_id;
std::size_t chunk_idx;
bool success;
std::vector<uint8_t> vbytes;
std::vector<uint32_t> idx;
};
~WgpuStreamingThread();
// Spawn the worker thread. Safe to call once; subsequent calls are
// no-ops while the worker is alive.
void start();
// Signal shutdown, wake the worker, join. Idempotent. Must be
// called before the WgpuBufferPool the results would upload into
// is destroyed.
void stop();
// Enqueue a request. Returns false if the worker has stopped.
bool enqueue(Request req);
// Move all completed results out of the result queue. Always
// non-blocking; if nothing is ready, returns an empty vector.
std::vector<Result> drainResults();
// Approximate count of requests still in flight (in queue or
// currently being processed). Useful for the bench warm gate to
// know when streaming has truly settled.
std::size_t inFlightApprox() const;
private:
void workerLoop();
std::thread worker_;
mutable std::mutex mu_;
std::condition_variable cv_;
std::deque<Request> requests_;
std::deque<Result> results_;
bool in_progress_ = false;
bool shutdown_ = false;
bool running_ = false;
};
#endif // WGPUSTREAMINGTHREAD_H
+164 -85
View File
@@ -1302,6 +1302,11 @@ bool WgpuViewportWindow::initWgpu() {
return false;
}
// Background loader for streaming reads — must outlive any
// applyCachedModelStreaming call so we can drain results into the
// pool. Stopped in shutdown() before pool_.destroy().
streaming_thread_.start();
// ---- Pick a surface format -------------------------------------------
WGPUSurfaceCapabilities caps = {};
if (wgpuSurfaceGetCapabilities(surface_, adapter_, &caps) != WGPUStatus_Success
@@ -3018,7 +3023,13 @@ void WgpuViewportWindow::render() {
if (!bench_warm_done_) {
constexpr int CONVERGE_FRAMES_REQUIRED = 5;
constexpr int MAX_WARM_FRAMES = 600;
if (streaming_loads_this_frame_ > 0) {
// With async I/O, "no main-thread work this frame" isn't
// enough — a worker thread might still be reading. The
// streaming is truly settled only when the worker queue is
// empty AND no chunks are awaiting drain.
const bool worker_idle =
streaming_thread_.inFlightApprox() == 0;
if (streaming_loads_this_frame_ > 0 || !worker_idle) {
bench_warm_streak_ = 0;
} else {
++bench_warm_streak_;
@@ -3383,69 +3394,56 @@ void WgpuViewportWindow::buildChunkBindGroup(WgpuModelGpuData& m, size_t chunk_i
c.bind_group = wgpuDeviceCreateBindGroup(device_, &desc);
}
bool WgpuViewportWindow::loadChunkBytesAndUploadGpu(WgpuModelGpuData& m, size_t chunk_idx) {
if (chunk_idx >= m.chunks.size()) return false;
auto& c = m.chunks[chunk_idx];
if (c.is_resident) return true;
if (m.streaming_file_path.empty()) return false;
// Build scatter-gather ranges from this chunk's mesh_ids. Spatial
// chunk planning sorted meshes by world centroid, so the chunk's
// mesh ranges are NOT contiguous in the sidecar file — we need a
// multi-range read.
std::vector<std::pair<uint64_t, uint64_t>> v_ranges;
std::vector<std::pair<uint64_t, uint64_t>> i_ranges;
v_ranges.reserve(c.mesh_ids.size());
i_ranges.reserve(c.mesh_ids.size());
// Build the worker request for a chunk. Walks the chunk's mesh_ids and
// derives scatter-gather byte/index ranges from each mesh's sidecar
// offsets. Pure function of model + chunk metadata; safe to call from
// the main thread.
static WgpuStreamingThread::Request makeChunkRequest(
const WgpuModelGpuData& m, size_t chunk_idx, uint32_t model_id) {
const auto& c = m.chunks[chunk_idx];
WgpuStreamingThread::Request req;
req.model_id = model_id;
req.chunk_idx = chunk_idx;
req.file_path = m.streaming_file_path;
req.vertex_section_offset = m.streaming_vertex_section_offset;
req.index_section_offset = m.streaming_index_section_offset;
req.v_ranges.reserve(c.mesh_ids.size());
req.i_ranges.reserve(c.mesh_ids.size());
for (uint32_t mi : c.mesh_ids) {
const MeshInfo& mesh = m.meshes[mi];
const uint64_t v_bytes = uint64_t(mesh.vertex_count) * INSTANCED_VERTEX_STRIDE_BYTES;
if (v_bytes > 0) v_ranges.emplace_back(uint64_t(mesh.vbo_byte_offset), v_bytes);
if (v_bytes > 0) {
req.v_ranges.emplace_back(uint64_t(mesh.vbo_byte_offset), v_bytes);
}
if (mesh.index_count > 0) {
i_ranges.emplace_back(uint64_t(mesh.ebo_byte_offset / sizeof(uint32_t)),
uint64_t(mesh.index_count));
req.i_ranges.emplace_back(
uint64_t(mesh.ebo_byte_offset / sizeof(uint32_t)),
uint64_t(mesh.index_count));
}
}
return req;
}
// Apply a streamed chunk's bytes to the GPU: pool-allocate vertex +
// index slices, queueWriteBuffer the bytes, build the bind group, flip
// is_resident=true. Returns false on pool OOM (caller should have made
// room first); on failure, no slices are claimed and is_resident
// stays false. Called both from the worker-result drain (async) and
// from loadChunkBytesAndUploadGpu (sync first-frame fallback).
bool WgpuViewportWindow::applyStreamedChunk(
WgpuModelGpuData& m, size_t chunk_idx,
const std::vector<uint8_t>& vbytes,
const std::vector<uint32_t>& idx) {
auto& c = m.chunks[chunk_idx];
std::vector<uint8_t> vbytes;
if (!readSidecarVertexRanges(m.streaming_file_path,
m.streaming_vertex_section_offset,
v_ranges, vbytes)) {
qWarning().noquote().nospace()
<< "[wgpu stream] failed to read vertex chunk " << chunk_idx
<< " (" << v_ranges.size() << " ranges, total "
<< c.vertex_byte_size << " B)";
return false;
}
// Claim a pool range for the vertex bytes and upload.
c.vertex_slice = pool_.alloc(vbytes.size(), 256);
if (!c.vertex_slice.valid()) {
// No room — caller (driveStreamingLoads) should have evicted
// first. This branch is a safety net for the very-first-frame
// case where pool eviction may not have caught up.
return false;
}
if (!c.vertex_slice.valid()) return false;
wgpuQueueWriteBuffer(queue_, c.vertex_slice.buffer,
c.vertex_slice.offset,
vbytes.data(), vbytes.size());
m.vram_bytes_vbo += vbytes.size();
// Index slice — scatter-gather from the same mesh_ids list.
if (c.index_count > 0) {
std::vector<uint32_t> idx;
if (!readSidecarIndexRanges(m.streaming_file_path,
m.streaming_index_section_offset,
i_ranges, idx)) {
qWarning().noquote().nospace()
<< "[wgpu stream] failed to read index chunk " << chunk_idx
<< " (" << i_ranges.size() << " ranges, total "
<< c.index_count << " indices)";
// Return the vertex slice to the pool so we don't leak.
pool_.free(c.vertex_slice);
m.vram_bytes_vbo -= c.vertex_slice.size;
c.vertex_slice = {};
return false;
}
if (!idx.empty()) {
const size_t ibytes = idx.size() * sizeof(uint32_t);
c.index_slice = pool_.alloc(ibytes, 256);
if (!c.index_slice.valid()) {
@@ -3462,9 +3460,48 @@ bool WgpuViewportWindow::loadChunkBytesAndUploadGpu(WgpuModelGpuData& m, size_t
buildChunkBindGroup(m, chunk_idx);
c.is_resident = true;
c.is_loading = false;
return true;
}
bool WgpuViewportWindow::loadChunkBytesAndUploadGpu(WgpuModelGpuData& m, size_t chunk_idx) {
if (chunk_idx >= m.chunks.size()) return false;
auto& c = m.chunks[chunk_idx];
if (c.is_resident) return true;
if (m.streaming_file_path.empty()) return false;
// Synchronous fallback: build the request, do the disk read inline,
// apply. Used only when the async path can't be — i.e. by the
// screenshot test on first frame. Normal streaming goes through
// driveStreamingLoads → streaming_thread_.
WgpuStreamingThread::Request req = makeChunkRequest(m, chunk_idx, /*mid*/ 0);
std::vector<uint8_t> vbytes;
std::vector<uint32_t> idx;
if (!req.v_ranges.empty()) {
if (!readSidecarVertexRanges(req.file_path,
req.vertex_section_offset,
req.v_ranges, vbytes)) {
qWarning().noquote().nospace()
<< "[wgpu stream] failed to read vertex chunk " << chunk_idx
<< " (" << req.v_ranges.size() << " ranges, total "
<< c.vertex_byte_size << " B)";
return false;
}
}
if (!req.i_ranges.empty()) {
if (!readSidecarIndexRanges(req.file_path,
req.index_section_offset,
req.i_ranges, idx)) {
qWarning().noquote().nospace()
<< "[wgpu stream] failed to read index chunk " << chunk_idx
<< " (" << req.i_ranges.size() << " ranges, total "
<< c.index_count << " indices)";
return false;
}
}
return applyStreamedChunk(m, chunk_idx, vbytes, idx);
}
void WgpuViewportWindow::unloadChunk(WgpuModelGpuData& m, size_t chunk_idx) {
if (chunk_idx >= m.chunks.size()) return;
auto& c = m.chunks[chunk_idx];
@@ -3619,16 +3656,48 @@ void WgpuViewportWindow::driveStreamingLoads() {
return true;
};
// Gather candidates: every non-resident frustum-visible chunk. Sort
// by distance (closest first) so processing converges monotonically —
// each successful swap replaces a far resident with a closer
// candidate, and when the next candidate is farther than every
// remaining resident, we stop. Without sorting, the load loop
// visits candidates in arbitrary (model/chunk-id) order, which
// creates an infinite swap cycle on scenes where the frustum-visible
// set exceeds pool capacity: each frame loads 4 random candidates
// and evicts 4 random residents, getting nowhere.
struct Candidate { WgpuModelGpuData* m; size_t ci; float dist2; };
// ---- Drain worker results -------------------------------------------
// Apply any chunk reads that the streaming thread finished since
// last frame. Each apply does pool.alloc + queueWriteBuffer + bind
// group build — strictly main-thread work because wgpu queue ops
// are not thread-safe. Counts toward loads_this_frame for the
// bench warm gate's "settled" check.
{
auto results = streaming_thread_.drainResults();
for (auto& res : results) {
auto it = models_gpu_.find(res.model_id);
if (it == models_gpu_.end()) continue; // model unloaded
auto& m = it->second;
if (res.chunk_idx >= m.chunks.size()) continue;
auto& c = m.chunks[res.chunk_idx];
// The chunk may have been "unloaded" mid-flight (it wasn't
// resident yet — eviction only acts on residents — but the
// loader could have re-enqueued or the model could have
// been hidden). Clear the loading flag regardless.
c.is_loading = false;
if (!res.success) {
qWarning().noquote().nospace()
<< "[wgpu stream] worker read failed for model "
<< res.model_id << " chunk " << res.chunk_idx;
continue;
}
if (!applyStreamedChunk(m, res.chunk_idx, res.vbytes, res.idx)) {
// Pool OOM at apply time — eviction had freed less than
// we needed by the time the result returned. Next frame's
// loader will re-enqueue if still wanted.
continue;
}
++loads;
c.last_visible_frame_idx = streaming_frame_idx_;
}
}
// ---- Enqueue new requests -------------------------------------------
// Gather non-resident, !is_loading, frustum-visible chunks; sort by
// distance (closest first) so processing converges monotonically.
// Each enqueue makes room in the pool by eviction so the result will
// be likely to fit when it returns — apply's alloc is best-effort.
struct Candidate { WgpuModelGpuData* m; size_t ci; uint32_t mid; float dist2; };
std::vector<Candidate> candidates;
candidates.reserve(64);
for (auto& [mid, m] : models_gpu_) {
@@ -3636,8 +3705,9 @@ void WgpuViewportWindow::driveStreamingLoads() {
for (size_t ci = 0; ci < m.chunks.size(); ++ci) {
auto& c = m.chunks[ci];
if (c.is_resident) continue;
if (c.is_loading) continue;
if (c.frustum_visible_count == 0) continue;
candidates.push_back({&m, ci, chunk_center_dist2(c)});
candidates.push_back({&m, ci, mid, chunk_center_dist2(c)});
}
}
std::sort(candidates.begin(), candidates.end(),
@@ -3645,20 +3715,14 @@ void WgpuViewportWindow::driveStreamingLoads() {
return a.dist2 < b.dist2;
});
int enqueued = 0;
for (const Candidate& cand : candidates) {
if (loads >= MAX_STREAMING_LOADS_PER_FRAME) {
if (enqueued >= MAX_STREAMING_LOADS_PER_FRAME) {
more_pending = true;
break;
}
auto& c = cand.m->chunks[cand.ci];
// Make room. Phase 1: drop LRU non-visible (chunks resident from
// a previous viewpoint that aren't frustum-visible now). Phase 2:
// drop the farthest-from-eye resident that's strictly farther
// than this candidate. With distance-sorted candidates, phase 2
// monotonically converges — once the next candidate is farther
// than every resident, evict_farthest_than fails for it and all
// subsequent (even farther) candidates, and we stop.
const uint64_t need = c.vertex_byte_size
+ c.index_count * sizeof(uint32_t);
while (!pool_can_fit(c.vertex_byte_size)
@@ -3672,27 +3736,37 @@ void WgpuViewportWindow::driveStreamingLoads() {
if (!pool_can_fit(c.vertex_byte_size)
|| (c.index_count > 0
&& !pool_can_fit(c.index_count * sizeof(uint32_t)))) {
// This candidate doesn't fit. Sorted-by-distance means every
// remaining candidate is farther, so none of them will fit
// either — bail out of the whole loop rather than waste
// iterations probing each one.
// Sorted-by-distance: every remaining candidate is farther
// and won't fit either.
more_pending = true;
break;
}
if (loadChunkBytesAndUploadGpu(*cand.m, cand.ci)) {
++loads;
c.last_visible_frame_idx = streaming_frame_idx_;
// Sync fallback when a screenshot is pending: the deferred-capture
// wait would let the window manager re-layout the window while we
// wait, capturing at the wrong size. With sync loads the chunk
// appears in the same frame we enqueue, no deferred-state to manage.
if (!pending_screenshot_path_.isEmpty()) {
if (loadChunkBytesAndUploadGpu(*cand.m, cand.ci)) {
++enqueued;
c.last_visible_frame_idx = streaming_frame_idx_;
}
continue;
}
if (streaming_thread_.enqueue(makeChunkRequest(*cand.m, cand.ci, cand.mid))) {
c.is_loading = true;
++enqueued;
}
}
// Keep the frame loop running only while we're making progress.
// When loads == 0 (whether because everything fits or because the
// pool is at its hardware cap and the rest of the visible set
// can't fit), the loader has converged — let the renderer go idle
// until something actually changes (camera move, model add/remove
// triggers their own requestUpdate). Spinning here would burn the
// CPU forever on scenes whose visible set exceeds the pool.
if (loads > 0) requestUpdate();
loads += enqueued;
// Keep the frame loop running while we're making progress or there
// are worker reads still in flight. When everything's quiet
// (no main-thread work this frame AND worker queue empty) we let
// the renderer idle until the camera moves or a model loads.
// Spinning otherwise would burn CPU forever on visible-set >
// pool-capacity scenes.
if (loads > 0 || streaming_thread_.inFlightApprox() > 0) requestUpdate();
// Surface per-frame activity for the bench harness to gate the
// orbit sweep against cold-load. We only export loads — more_pending
@@ -4093,6 +4167,11 @@ void WgpuViewportWindow::wheelEvent(QWheelEvent* event) {
}
void WgpuViewportWindow::shutdown() {
// Stop the streaming worker first so no late results land in the
// pool after we've torn down the model state. Pending in-flight
// reads are completed (worker drains its queue) then thread joins.
streaming_thread_.stop();
// Release per-model buffers before the device they were created from.
for (auto& [mid, m] : models_gpu_) releaseWgpuModelGpuData(m, pool_);
models_gpu_.clear();
+15
View File
@@ -36,6 +36,7 @@
#include "WgpuBufferPool.h"
#include "WgpuModelGpuData.h"
#include "WgpuSelectionState.h"
#include "WgpuStreamingThread.h"
#include "WgpuVisibilityState.h"
// Stage-2 wgpu viewport: opens a native QWindow, brings up a wgpu instance/
@@ -137,6 +138,13 @@ private:
// expected to have already evicted enough). No-op (returns true)
// when already resident.
bool loadChunkBytesAndUploadGpu(WgpuModelGpuData& m, size_t chunk_idx);
// Pool-allocate + queueWriteBuffer + build bind group for a chunk
// whose vbytes/idx have already been read (by either the worker
// thread's drained result or the sync fallback). Returns false on
// pool OOM. Toggles is_resident=true / is_loading=false on success.
bool applyStreamedChunk(WgpuModelGpuData& m, size_t chunk_idx,
const std::vector<uint8_t>& vbytes,
const std::vector<uint32_t>& idx);
// Release a resident chunk's pool ranges + bind group; flip
// is_resident=false. The chunk's CPU metadata (offsets, AABB,
// visible-draw scratch) is retained so a subsequent
@@ -414,6 +422,13 @@ public:
// the old hand-picked streaming_vram_budget_bytes_ knob entirely.
WgpuBufferPool pool_;
// Background worker that does scatter-gather chunk reads off the
// render thread. driveStreamingLoads enqueues requests for visible
// non-resident chunks and drains completed results into the pool
// on subsequent frames. Kills the 100-300 ms per-frame stutters
// that synchronous disk reads caused during orbit.
WgpuStreamingThread streaming_thread_;
// Per-frame streaming activity, written by driveStreamingLoads,
// consumed by the benchmark harness to delay the orbit sweep until
// the initial cold-load settles. `loads` = chunks brought resident