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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:
@@ -122,6 +122,13 @@ struct WgpuModelGpuData {
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// and flips true once the chunk's vertex bytes are uploaded.
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// Render and pick skip chunks where !is_resident.
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bool is_resident = true;
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// Set true while a worker-thread read is in flight for this
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// chunk. Prevents driveStreamingLoads from re-enqueueing it
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// every frame until its result is drained. Cleared when the
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// result is applied (or dropped on failure / stale model).
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// Eviction is not gated on this (eviction only acts on resident
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// chunks; a loading chunk has no slice to free yet).
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bool is_loading = false;
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// Aggregate vertex / index sizes across all meshes in this chunk
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// (sum of mesh.vertex_count * stride / mesh.index_count for each
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@@ -0,0 +1,122 @@
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#include "WgpuStreamingThread.h"
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#include "WgpuStreamingLoader.h"
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WgpuStreamingThread::~WgpuStreamingThread() {
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stop();
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}
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void WgpuStreamingThread::start() {
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std::unique_lock lk(mu_);
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if (running_) return;
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shutdown_ = false;
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running_ = true;
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lk.unlock();
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worker_ = std::thread(&WgpuStreamingThread::workerLoop, this);
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}
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void WgpuStreamingThread::stop() {
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{
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std::unique_lock lk(mu_);
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if (!running_) return;
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shutdown_ = true;
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}
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cv_.notify_all();
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if (worker_.joinable()) worker_.join();
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std::unique_lock lk(mu_);
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running_ = false;
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requests_.clear();
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results_.clear();
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}
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bool WgpuStreamingThread::enqueue(Request req) {
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{
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std::unique_lock lk(mu_);
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if (!running_ || shutdown_) return false;
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requests_.push_back(std::move(req));
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}
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cv_.notify_one();
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return true;
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}
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std::vector<WgpuStreamingThread::Result> WgpuStreamingThread::drainResults() {
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std::vector<Result> out;
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{
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std::unique_lock lk(mu_);
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out.reserve(results_.size());
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while (!results_.empty()) {
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out.push_back(std::move(results_.front()));
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results_.pop_front();
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}
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}
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return out;
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}
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std::size_t WgpuStreamingThread::inFlightApprox() const {
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std::unique_lock lk(mu_);
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return requests_.size() + (in_progress_ ? 1u : 0u);
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}
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void WgpuStreamingThread::workerLoop() {
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for (;;) {
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Request req;
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{
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std::unique_lock lk(mu_);
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cv_.wait(lk, [this]() { return shutdown_ || !requests_.empty(); });
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if (shutdown_ && requests_.empty()) return;
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req = std::move(requests_.front());
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requests_.pop_front();
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in_progress_ = true;
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}
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// Disk reads happen off-thread. Each Request carries everything
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// the reader needs; the viewport keeps the corresponding chunk
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// marked is_loading so eviction won't yank the slot underneath
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// us. The vbytes / idx buffers are allocated here on the worker
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// thread — they cross back to the main thread when the result
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// is drained and applied (pool.alloc + queueWriteBuffer).
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Result res;
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res.model_id = req.model_id;
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res.chunk_idx = req.chunk_idx;
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res.success = true;
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if (!req.v_ranges.empty()) {
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if (!readSidecarVertexRanges(req.file_path,
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req.vertex_section_offset,
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req.v_ranges, res.vbytes)) {
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res.success = false;
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}
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}
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if (res.success && !req.i_ranges.empty()) {
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if (!readSidecarIndexRanges(req.file_path,
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req.index_section_offset,
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req.i_ranges, res.idx)) {
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res.success = false;
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}
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}
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{
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std::unique_lock lk(mu_);
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results_.push_back(std::move(res));
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in_progress_ = false;
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}
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}
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}
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@@ -0,0 +1,100 @@
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#ifndef WGPUSTREAMINGTHREAD_H
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#define WGPUSTREAMINGTHREAD_H
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#include <condition_variable>
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#include <cstdint>
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#include <deque>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <utility>
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#include <vector>
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// Worker thread for scatter-gather chunk reads. Decouples disk I/O
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// (~tens of ms per chunk on SSD, hundreds on slower media) from the
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// render thread. The viewport's per-frame driveStreamingLoads enqueues
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// requests for non-resident-frustum-visible chunks, drains any
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// completed Results on subsequent frames, and only performs the
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// GPU-side (pool.alloc + queueWriteBuffer + bind-group build) work
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// on the main thread — wgpu queue ops aren't thread-safe.
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//
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// Lifetime: start() spawns the worker; stop() signals shutdown and
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// joins. The Result destructor releases its byte vectors back to the
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// heap, so dropping unclaimed Results (e.g. when their model was
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// unloaded mid-flight) is a free operation.
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class WgpuStreamingThread {
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public:
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struct Request {
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uint32_t model_id;
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std::size_t chunk_idx;
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std::string file_path;
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uint64_t vertex_section_offset;
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uint64_t index_section_offset;
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// (section-relative byte_offset, byte_size)
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std::vector<std::pair<uint64_t, uint64_t>> v_ranges;
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// (first_u32, count_u32)
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std::vector<std::pair<uint64_t, uint64_t>> i_ranges;
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};
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struct Result {
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uint32_t model_id;
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std::size_t chunk_idx;
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bool success;
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std::vector<uint8_t> vbytes;
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std::vector<uint32_t> idx;
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};
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~WgpuStreamingThread();
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// Spawn the worker thread. Safe to call once; subsequent calls are
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// no-ops while the worker is alive.
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void start();
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// Signal shutdown, wake the worker, join. Idempotent. Must be
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// called before the WgpuBufferPool the results would upload into
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// is destroyed.
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void stop();
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// Enqueue a request. Returns false if the worker has stopped.
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bool enqueue(Request req);
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// Move all completed results out of the result queue. Always
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// non-blocking; if nothing is ready, returns an empty vector.
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std::vector<Result> drainResults();
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// Approximate count of requests still in flight (in queue or
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// currently being processed). Useful for the bench warm gate to
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// know when streaming has truly settled.
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std::size_t inFlightApprox() const;
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private:
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void workerLoop();
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std::thread worker_;
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mutable std::mutex mu_;
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std::condition_variable cv_;
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std::deque<Request> requests_;
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std::deque<Result> results_;
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bool in_progress_ = false;
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bool shutdown_ = false;
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bool running_ = false;
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};
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#endif // WGPUSTREAMINGTHREAD_H
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@@ -1302,6 +1302,11 @@ bool WgpuViewportWindow::initWgpu() {
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return false;
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}
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// Background loader for streaming reads — must outlive any
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// applyCachedModelStreaming call so we can drain results into the
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// pool. Stopped in shutdown() before pool_.destroy().
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streaming_thread_.start();
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// ---- Pick a surface format -------------------------------------------
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WGPUSurfaceCapabilities caps = {};
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if (wgpuSurfaceGetCapabilities(surface_, adapter_, &caps) != WGPUStatus_Success
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@@ -3018,7 +3023,13 @@ void WgpuViewportWindow::render() {
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if (!bench_warm_done_) {
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constexpr int CONVERGE_FRAMES_REQUIRED = 5;
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constexpr int MAX_WARM_FRAMES = 600;
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if (streaming_loads_this_frame_ > 0) {
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// With async I/O, "no main-thread work this frame" isn't
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// enough — a worker thread might still be reading. The
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// streaming is truly settled only when the worker queue is
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// empty AND no chunks are awaiting drain.
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const bool worker_idle =
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streaming_thread_.inFlightApprox() == 0;
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if (streaming_loads_this_frame_ > 0 || !worker_idle) {
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bench_warm_streak_ = 0;
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} else {
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++bench_warm_streak_;
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@@ -3383,69 +3394,56 @@ void WgpuViewportWindow::buildChunkBindGroup(WgpuModelGpuData& m, size_t chunk_i
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c.bind_group = wgpuDeviceCreateBindGroup(device_, &desc);
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}
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bool WgpuViewportWindow::loadChunkBytesAndUploadGpu(WgpuModelGpuData& m, size_t chunk_idx) {
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if (chunk_idx >= m.chunks.size()) return false;
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auto& c = m.chunks[chunk_idx];
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if (c.is_resident) return true;
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if (m.streaming_file_path.empty()) return false;
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// Build scatter-gather ranges from this chunk's mesh_ids. Spatial
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// chunk planning sorted meshes by world centroid, so the chunk's
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// mesh ranges are NOT contiguous in the sidecar file — we need a
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// multi-range read.
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std::vector<std::pair<uint64_t, uint64_t>> v_ranges;
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std::vector<std::pair<uint64_t, uint64_t>> i_ranges;
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v_ranges.reserve(c.mesh_ids.size());
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i_ranges.reserve(c.mesh_ids.size());
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// Build the worker request for a chunk. Walks the chunk's mesh_ids and
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// derives scatter-gather byte/index ranges from each mesh's sidecar
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// offsets. Pure function of model + chunk metadata; safe to call from
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// the main thread.
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static WgpuStreamingThread::Request makeChunkRequest(
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const WgpuModelGpuData& m, size_t chunk_idx, uint32_t model_id) {
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const auto& c = m.chunks[chunk_idx];
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WgpuStreamingThread::Request req;
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req.model_id = model_id;
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req.chunk_idx = chunk_idx;
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req.file_path = m.streaming_file_path;
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req.vertex_section_offset = m.streaming_vertex_section_offset;
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req.index_section_offset = m.streaming_index_section_offset;
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req.v_ranges.reserve(c.mesh_ids.size());
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req.i_ranges.reserve(c.mesh_ids.size());
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for (uint32_t mi : c.mesh_ids) {
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const MeshInfo& mesh = m.meshes[mi];
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const uint64_t v_bytes = uint64_t(mesh.vertex_count) * INSTANCED_VERTEX_STRIDE_BYTES;
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if (v_bytes > 0) v_ranges.emplace_back(uint64_t(mesh.vbo_byte_offset), v_bytes);
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if (v_bytes > 0) {
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req.v_ranges.emplace_back(uint64_t(mesh.vbo_byte_offset), v_bytes);
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}
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if (mesh.index_count > 0) {
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i_ranges.emplace_back(uint64_t(mesh.ebo_byte_offset / sizeof(uint32_t)),
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uint64_t(mesh.index_count));
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req.i_ranges.emplace_back(
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uint64_t(mesh.ebo_byte_offset / sizeof(uint32_t)),
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uint64_t(mesh.index_count));
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}
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}
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return req;
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}
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// Apply a streamed chunk's bytes to the GPU: pool-allocate vertex +
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// index slices, queueWriteBuffer the bytes, build the bind group, flip
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// is_resident=true. Returns false on pool OOM (caller should have made
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// room first); on failure, no slices are claimed and is_resident
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// stays false. Called both from the worker-result drain (async) and
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// from loadChunkBytesAndUploadGpu (sync first-frame fallback).
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bool WgpuViewportWindow::applyStreamedChunk(
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WgpuModelGpuData& m, size_t chunk_idx,
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const std::vector<uint8_t>& vbytes,
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const std::vector<uint32_t>& idx) {
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auto& c = m.chunks[chunk_idx];
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std::vector<uint8_t> vbytes;
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if (!readSidecarVertexRanges(m.streaming_file_path,
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m.streaming_vertex_section_offset,
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v_ranges, vbytes)) {
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qWarning().noquote().nospace()
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<< "[wgpu stream] failed to read vertex chunk " << chunk_idx
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<< " (" << v_ranges.size() << " ranges, total "
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<< c.vertex_byte_size << " B)";
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return false;
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}
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// Claim a pool range for the vertex bytes and upload.
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c.vertex_slice = pool_.alloc(vbytes.size(), 256);
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if (!c.vertex_slice.valid()) {
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// No room — caller (driveStreamingLoads) should have evicted
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// first. This branch is a safety net for the very-first-frame
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// case where pool eviction may not have caught up.
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return false;
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}
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if (!c.vertex_slice.valid()) return false;
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wgpuQueueWriteBuffer(queue_, c.vertex_slice.buffer,
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c.vertex_slice.offset,
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vbytes.data(), vbytes.size());
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m.vram_bytes_vbo += vbytes.size();
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// Index slice — scatter-gather from the same mesh_ids list.
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if (c.index_count > 0) {
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std::vector<uint32_t> idx;
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if (!readSidecarIndexRanges(m.streaming_file_path,
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m.streaming_index_section_offset,
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i_ranges, idx)) {
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qWarning().noquote().nospace()
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<< "[wgpu stream] failed to read index chunk " << chunk_idx
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<< " (" << i_ranges.size() << " ranges, total "
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<< c.index_count << " indices)";
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// Return the vertex slice to the pool so we don't leak.
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pool_.free(c.vertex_slice);
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m.vram_bytes_vbo -= c.vertex_slice.size;
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c.vertex_slice = {};
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return false;
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}
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if (!idx.empty()) {
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const size_t ibytes = idx.size() * sizeof(uint32_t);
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c.index_slice = pool_.alloc(ibytes, 256);
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if (!c.index_slice.valid()) {
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@@ -3462,9 +3460,48 @@ bool WgpuViewportWindow::loadChunkBytesAndUploadGpu(WgpuModelGpuData& m, size_t
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buildChunkBindGroup(m, chunk_idx);
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c.is_resident = true;
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c.is_loading = false;
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return true;
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}
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bool WgpuViewportWindow::loadChunkBytesAndUploadGpu(WgpuModelGpuData& m, size_t chunk_idx) {
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if (chunk_idx >= m.chunks.size()) return false;
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auto& c = m.chunks[chunk_idx];
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if (c.is_resident) return true;
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if (m.streaming_file_path.empty()) return false;
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// Synchronous fallback: build the request, do the disk read inline,
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// apply. Used only when the async path can't be — i.e. by the
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// screenshot test on first frame. Normal streaming goes through
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// driveStreamingLoads → streaming_thread_.
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WgpuStreamingThread::Request req = makeChunkRequest(m, chunk_idx, /*mid*/ 0);
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std::vector<uint8_t> vbytes;
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std::vector<uint32_t> idx;
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if (!req.v_ranges.empty()) {
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if (!readSidecarVertexRanges(req.file_path,
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req.vertex_section_offset,
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req.v_ranges, vbytes)) {
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qWarning().noquote().nospace()
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<< "[wgpu stream] failed to read vertex chunk " << chunk_idx
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<< " (" << req.v_ranges.size() << " ranges, total "
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<< c.vertex_byte_size << " B)";
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return false;
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}
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}
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if (!req.i_ranges.empty()) {
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if (!readSidecarIndexRanges(req.file_path,
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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();
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user