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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>
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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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