Commit Graph

57 Commits

Author SHA1 Message Date
Dion Moult 21d394501f ifcviewer-wgpu: bring up macOS Metal surface (task #32)
Without this, BonsaiViewer.app launched on macOS would show a white
viewport for the same reason Windows did before d4d0c934b — the
`createSurface()` else branch fell through to "wgpu surface creation
not yet wired for this platform", `init()` returned false, and the
Qt window background was all the user saw.

Pieces:

- `WgpuMetalSurface_mac.{h,mm}`: tiny Objective-C++ bridge. Takes the
  NSView pointer that Qt's `winId()` returns on macOS, attaches a
  CAMetalLayer (using Qt's existing one when surfaceType is
  MetalSurface, attaching one ourselves as a defensive fallback),
  sets `contentsScale` from the window's backing scale factor so
  retina drawables come out at native resolution, and returns the
  layer as `void*`. The .mm keeps the Objective-C namespace pollution
  out of WgpuViewportWindow.cpp.

- `WgpuViewportWindow` ctor: `setSurfaceType(QSurface::MetalSurface)`
  on macOS so Qt backs the NSView with a CAMetalLayer at window
  creation; OpenGLSurface elsewhere as before.

- `WgpuViewportWindow::createSurface()`: new `#elif defined(Q_OS_MAC)`
  branch that fills a `WGPUSurfaceSourceMetalLayer` with the layer
  pointer from the bridge and hands it to `wgpuInstanceCreateSurface`.

- `CMakeLists.txt`: `enable_language(OBJCXX)` + the .mm file added to
  the source list on Apple, and links `-framework Cocoa` (NSView) +
  `-framework QuartzCore` (CAMetalLayer).

`winId()` on macOS returns the backing NSView*, not the NSWindow* —
that's the layer-bearing host wgpu-native expects.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 13:45:42 +10:00
Dion Moult d4d0c934b1 ifcviewer-wgpu: wire Windows HWND surface creation
Without a Windows branch in `WgpuViewportWindow::createSurface()` we
were falling through to the `qWarning() << "wgpu surface creation not
yet wired for this platform"` else clause on Windows runs, causing
`init() -> createSurface()` to return false and the viewport to render
nothing (the user sees the Qt window's background fill — a white
viewport — and the log says "wgpu init failed; viewport will not
render in DebugView").

Add a `#elif defined(Q_OS_WIN)` branch that fills a
`WGPUSurfaceSourceWindowsHWND` chained-struct from
`GetModuleHandleW(nullptr)` (HINSTANCE) and `winId()` (HWND, as a Win32
window handle on the Qt Windows platform plugin), then passes it as
`surface_desc.nextInChain` to `wgpuInstanceCreateSurface`.

`<windows.h>` is pulled in inside the gated block with NOMINMAX and
WIN32_LEAN_AND_MEAN defined first so the preprocessor pollution
(`min`, `max`, etc.) doesn't leak into Eigen / `std::min`,`std::max`
elsewhere in the TU.

Note on the unrelated DXC log line the user also sees:

    [wgpu err] DxcCreateInstance failed:
    No such interface supported (0x80004002)

That is wgpu-native's DX12 backend probing for a modern
`dxcompiler.dll`. `E_NOINTERFACE` means a *too-old* dxcompiler.dll was
found on the system DLL search path (typical: a stale copy in
System32 / Visual Studio install). wgpu-native then falls back to its
Vulkan backend, so this log line is recoverable on its own — the
fatal failure was the missing surface branch above. If we hit shader
compilation issues after this lands, we can ship a known-good
dxcompiler.dll + dxil.dll alongside wgpu_native.dll separately.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 13:32:01 +10:00
Dion Moult 938dda80d0 ci: GCC 11 portability + BUNDLE DESTINATION "." on macOS
Linux (Rocky manylinux, GCC 11):

- WgpuAreaMeasurement.h: include <cstddef> directly. GCC 11 does not
  transitively pull `size_t` through <vector>, so triangleCount()'s
  return type fails to parse.

- WgpuViewportWindow.cpp:meshLocalToGlobal: use static_cast<double>(...)
  instead of double(mesh_local[N]) when constructing the Eigen::Vector4d.
  The latter triggers GCC 11's most-vexing-parse: it reads
  `Vector4d local(double(mesh_local[0]), double(mesh_local[1]), ...)`
  as a function declaration of `local` taking parameters
  `double mesh_local[0]` etc., colliding with the outer `mesh_local`
  parameter and failing with "redefinition of double* mesh_local".

macOS arm64:

- IfcViewerWgpuMinimal + BonsaiViewer install rules: change
  `BUNDLE DESTINATION bin` → `BUNDLE DESTINATION .`. Qt's deploy
  generator emits `macdeployqt <Target>.app` with no path prefix, which
  only resolves when the bundle sits at the install-prefix root.
  `BUNDLE DESTINATION bin` put it at `<prefix>/bin/Target.app` and the
  install/strip step failed with "Could not find app bundle".

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 07:53:57 +10:00
Dion Moult 9c067d1d0e wgpu: bonsai-ready API surface + direct-IFC ingestion + streaming-always
Make the wgpu viewport ready for bonsai's verb actions, federation
refresh, and tool routing — i.e. callable from an outside host, not
just from the minimal viewer's own hotkeys.

Surface additions on WgpuViewportWindow:
- Qt signals: objectPicked, frameStatsUpdated, surfacePickedInTool,
  toolModeChanged, toolBackspacePressed.
- FrameStats struct + rolling 60-sample frame-time window for the
  fps field; emit at end of render() so external listeners see fresh
  numbers in the same tick.
- InstanceLookup struct + findInstance(object_id, ...) const for the
  measurement tools' O(1) object → (model, mesh, placement) resolve.
- Federation hooks (setFederatedFalseOrigin / setModelCoordinateOperation
  / setModelTransformation) + per-model coordinate_operation_meters /
  model_transformation_meters fields on WgpuModelGpuData. Implement
  composeInstanceFromPlacement + recomposeAndUploadModel so each setter
  actually applies — model recompose runs in double, casts to float for
  the GPU upload, and refreshes per-chunk world AABBs. meshLocalToGlobal
  now composes coordinate_operation · placement properly.
- showModel / hideModel for per-model visibility, plus element-level
  verbs (hideSelectedElements / isolateSelectedElements / showAllElements
  / invertElementVisibility) and setSelectedObjectId / cameraState() /
  projectionOrtho() / toggle{Area,Length,Volume}Tool wrappers.
- Section-cutting methods (toggleSectionTool / clearSectionPlanes /
  sectionToolActive) moved to public so bonsai's Commands.cpp can call.
- QVector3D overload of computeObjectAabb to match the GL signature.
- ToolMode::None → ToolMode::NoTool (X11 macro collision avoidance).

Direct-IFC ingestion (A-path), mirrors the GL streaming push API:
- uploadMeshChunk / uploadInstanceChunk stage into pending_direct_loads_
  using the same vertex quantisation as SidecarBuilder so direct-load
  and sidecar-load produce byte-identical buffers.
- finalizeModel wraps the staged data in a file-less StreamingSidecar,
  routes through the existing applyCachedModel chunk planner, then
  gathers per-chunk vertex+index bytes from memory and feeds
  applyStreamedChunk synchronously. Every chunk lands is_resident=true
  immediately (no disk I/O to defer).

Streaming collapse:
- Delete the applyCachedModel(SidecarData) full-load path entirely.
- Rename applyCachedModelStreaming → applyCachedModel; loadSidecar
  always uses the metadata-only reader. Drop the --streaming CLI flag
  from IfcViewerWgpuMinimal and the streaming_enabled_ field.

WgpuSelectionState::ids() → selectionIds() so bonsai's
`viewport_->selection().selectionIds()` compiles unchanged.

Eigen3 added as a public dep of IfcViewerWgpu for the federation
matrices.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 17:36:02 +10:00
Dion Moult e80897886d wgpu: per-chunk OOM cooldown + continue past blocked candidates
Fixes two coupled streaming pathologies on working-set > pool scenes:

1) The candidate loop used `break` when a candidate couldn't fit even
after eviction. Comment justified it with "sorted by priority, lower
candidates can't beat it either" — true for *priority* eviction, but
the failure is *size-based fitting*. A 31 MB candidate that doesn't
fit in 24 MB largest-free was starving the entire per-frame budget,
including smaller candidates that would have fit happily. Replaced
with `continue`.

2) Same blocked candidate re-entered the candidate list every frame
forever, spamming `[blocked]` and (worse, on web) paying for the same
byte-range fetch over and over when apply-time OOM happened. Added
`blocked_cooldown_until_frame_idx` on the chunk: when OOM strikes at
enqueue *or* apply, the chunk is skipped from candidate gathering for
~3s. Web-friendly cap of one wasted fetch per 3s per chronic chunk
instead of per-frame. Cooldown expires naturally; if the pool layout
changes within the window (other chunks evicted, fragmentation
coalesces) the chunk re-enters automatically.

Also added eviction-attribution + chunk thrash detection (gated behind
WGPU_STREAM_EVICT_LOG=1) to confirm A→B→A 2-cycles vs simple
sacrificial-victim cycles. Quietened the steady-state stream debug
dump — moved the verbose multi-line "missing/resident/bottom" snapshot
behind WGPU_STREAM_DEEP_DEBUG=1 with a wider 300-frame interval, and
added a single-line `[stream]` health summary every ~5s in interactive
mode. Removed the hardcoded one-off "brace.ifc bracing all
chunks" dump that was investigation scaffolding for a now-closed bug.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 10:01:10 +10:00
Dion Moult 699f22b502 wgpu: length measurement tool (L hotkey, adaptive 1/2/3/4+ point readout)
Ports Bonsai's LengthMeasurement onto WgpuViewportWindow as a new
WgpuLengthMeasurement class. Each LMB appends a world-space pick point
and the readout adapts to the running count:

  1 pt   → laser-measure: coplanar-patch BFS on the click's surface
           projects every patch vertex into the surface's own tangent
           basis to get face extents (X/Y/Z bars dashed in world space),
           plus ENH coords for the picked point, plus a vertical
           raycast for floor/ceiling distance on horizontal surfaces.
  2 pts  → distance A→B + axis-coloured ΔX/ΔY/ΔZ stair-step + dashed
           perpendicular projection when both picks landed on
           near-parallel surfaces.
  3 pts  → angle at middle vertex + triangle area + perimeter.
  4+ pts → polygon area via best-fit-plane shoelace (Jacobi-3x3
           eigendecomp inline; no Eigen dep) or fan-triangulated
           fallback for non-planar loops, plus closed-loop perimeter.

Backspace / Del removes the last point; Esc / L again exits.

Dependencies layered in:

- pickMeshLocalAt now refines the AABB-coarse pickSurfaceAt hit into a
  real triangle hit via Möller-Trumbore against the picked instance's
  CPU mesh shadow. Without this the BFS seeds with whatever triangle
  is closest to the bounding-box corner — producing patches and
  extents shaped like the AABB instead of the surface.
- meshLocalToGlobal: applies the instance's placement_transformation
  only (no per-model CoordinateOperation in wgpu yet). ENH equals
  IFC-world for non-federated loads, which is what the minimal viewer
  handles.
- raycast: brute-force world-AABB cull + Möller-Trumbore over the CPU
  mesh shadow. Used by the laser-measure ceiling/floor distance.
- ToolMode gains Length; click handler routes plain/Alt LMB through
  onLengthPick, Backspace through onLengthBackspace. Marquee-arm is
  gated off in Length mode.

Volume HUD now shows "Volume: 0.0000 m³  (0 objects)" the moment V is
pressed, matching how A primes "Area: 0.0000 m²" — gives the user a
visible cue the tool is active before any selection.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 08:44:12 +10:00
Dion Moult 8761f9ac46 wgpu: area measurement tool (A hotkey, BFS coplanar patch + cyan highlight)
Ports Bonsai's AreaMeasurement onto WgpuViewportWindow as a new
WgpuAreaMeasurement class. Each LMB pick resolves to (instance,
triangle), BFS-expands the coplanar patch (dot(normal, seed_normal)
> 0.9999, ~0.81° tolerance), and toggles it in/out of the running set.
Alt+LMB skips BFS for single-triangle accumulate. Connected-components
sweep over the selected set produces one "X.XXXX m²" label per patch
at its area-weighted centroid in world space; HUD shows the running
total + triangle count.

Dependencies layered in:

- WgpuOverlayRenderer.setHighlightTriangles / encodeHighlightTriangles:
  translucent world-space triangle list (cyan @ 0.45 alpha), depth-
  tested but depth-write off so the corner gizmo + labels still sit
  on top.
- WgpuViewportWindow.pickMeshLocalAt: reuses pickSurfaceAt for the
  world hit, then inverts the instance's composed transform to express
  it in mesh-local space — what the BFS needs. Uses the live map key
  (`mid`) rather than InstanceCpu.model_id, which is whatever the GL
  streamer wrote at sidecar-write time and goes stale across sessions.
- WgpuViewportWindow.readbackMeshTriangles: CPU mesh shadow lookup.
  The shadow itself is populated during the same dequant pass that
  computes mesh-local volume — applyCachedModel for full loads and
  applyStreamedChunk for streaming, so the BFS has data the moment
  the user can pick it.

WgpuModelGpuData gains a MeshTriangles vector indexed by mesh_id;
doubles per-vertex CPU memory (12 B/vert) but skips wgpu mapAsync
plumbing for now. Bounds-check at pick time gracefully no-ops when a
stale sidecar field is out of range.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-31 22:12:26 +10:00
Dion Moult 0774398d4e wgpu: volume measurement tool (V hotkey, selection-driven HUD + per-object labels)
Ports Bonsai's volumeOfObjects + volumesPerObject onto WgpuViewportWindow.
Mesh-local volumes are precomputed at applyCachedModel via signed-
tetrahedra-from-origin (dequantising positions from the 12 B/vertex GPU
layout); per-instance volume is just the cached local × |det(placement)|.
No GPU readback — measurement is O(K) in the selection size.

Streaming path computes volumes per-chunk as they arrive — fills any
mesh whose chunk just delivered, then re-runs updateVolumeReadout if
the user is staring at a Volume readout while the geometry pages in.

UX matches GL: V toggles, Esc exits, selection-driven (LMB pick / marquee
/ Shift/Ctrl set ops all funnel into updateVolumeReadout). HUD shows
total + count; one overlay label per object at its AABB centre, capped
at 200 to keep the label-texture cache bounded on large marquees.

Side fixes layered on the label overlay:
- O(1) AABB lookup via object_id_to_instance instead of linear-scanning
  every model's instance list per selected object.
- Label texture cache evicts entries not touched this frame, so churning
  through "X.XXXX m³" strings doesn't pin GPU memory.
- DrawRec stores the WGPUBindGroup handle by value rather than a
  LabelTexture* pointer into the QHash — getOrCreateLabelTexture can
  rehash the table and invalidate every captured pointer, which crashed
  large marquee selections with BindGroup-no-longer-alive.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-31 20:57:44 +10:00
Dion Moult 3ac7a79b7a wgpu: overlay labels + HUD text (QPainter rasterise, content-cached)
Ports GL OverlayRenderer's setOverlayLabels + setHudText to wgpu.
Each unique string is rasterised via QPainter into a QImage (dark-grey
rounded background + white antialiased text) and uploaded as an RGBA8
texture; the cache is keyed by content + font size so identical
strings across frames are texture-free. Per-frame work is projection,
vertex assembly, and one draw per visible label.

Drawn last in the frame on the resolved surface so labels sit on top
of every other overlay (no depth-test). HUD uses pt 11 at top-left
matching GL; world-anchored labels use pt 9 centred at the projected
screen position.

WebGPU has no QOpenGLPaintDevice equivalent — the GL backend's two-
stage GL-rect + QPainter pass becomes one textured quad per item here.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-31 08:40:54 +10:00
Dion Moult 716dba2244 wgpu: overlay points (sprite-style, quad-expanded with stroke halo)
Ports GL OverlayRenderer's setOverlayPoints API to WgpuOverlayRenderer.
Each point becomes a 6-vertex screen-space quad sized to inner_diameter
+ 2*stroke_extra; the fragment reads its per-vertex corner varying
instead of gl_PointCoord (WebGPU has no sized-point primitive). Sharp
inner/stroke transition + AA on the outer edge only, matching GL.

Single uniform slot per set — colors are global to the call, not per
point. Vertex buffer regrows 1.5× on demand so steady-state sets don't
re-allocate.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-31 08:23:51 +10:00
Dion Moult 1d26e5fb92 wgpu: overlay-line groups (stroke + dash, per-group dynamic uniform offset)
Ports GL OverlayRenderer's LineGroup API to WgpuOverlayRenderer. Each
group's segments are CPU-expanded into screen-space quads; the WGSL
fragment reproduces the GL pixel-distance stroke pick + arc-length
dash logic. One uniform slot per group, bound via dynamic offset so a
single bind-group services up to N groups.

No caller yet — sets up the API the wgpu measure tools (task #29) will
use. WgpuViewportWindow.setOverlayLines mirrors the GL viewport's
signature so the bonsai Measurement code can target either backend
through one interface.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 20:38:59 +10:00
Dion Moult 814ae8304f wgpu: extract overlays (axis, pivot, section, marquee) into WgpuOverlayRenderer
WgpuViewportWindow.cpp had ~1100 lines of pipeline/shader/buffer plumbing
for the axis indicator, pivot gizmo, section visualizer, and marquee
drag rect. Mirroring the GL backend's split, that lives in its own class
now; the viewport keeps the camera/cull/draw loop and hands the renderer
a per-frame WgpuOverlayFrame snapshot for each encode call.

No behavioural change — pixel-identical screenshot on basic.ifcview.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 19:58:59 +10:00
Dion Moult 07913e2832 wgpu: marquee box-select (drag rect + Shift/Ctrl set ops)
Drag LMB in empty space to select every visible object whose pick-pixel
falls inside the rect. Mirrors GL ViewportWindow's marquee.

UI flow

  - LMB press in non-tool-consuming context arms the marquee. The
    cursor must move past kBoxSelectThresholdPx (5 logical) for it to
    become active — until then a release falls through to single-pick,
    so an unintentional micro-drag still picks under the cursor.
  - Press-time modifiers decide the set op so a mid-drag Shift release
    doesn't flip behaviour:
      plain  → selection.clear() then add every picked id
      Shift  → add to current selection
      Ctrl   → remove from current selection
  - Section tool intercepts plain LMB first (already wired); the
    marquee is mutually exclusive with it.

Rectangle pick

picksInRect(x, y, w, h):
  - Render the existing pick pass (R32UInt object_id + RGBA16F normal
    MRT) into the persistent pick attachments.
  - copyTextureToBuffer the rect region of pick_color_texture_ into
    box_pick_staging_buffer_ (regrown 2× on demand to fit the
    largest rect we've seen). R32UInt is a color format so partial
    sub-rect copies are allowed (unlike Depth32Float).
  - Iterate the mapped staging buffer, accumulate unique non-zero ids
    into an unordered_set, return.

Visual rect

A new marquee overlay pipeline draws the drag rect on the resolved
surface after the corner gizmo. Two passes per active frame share one
uniform buffer / bind group:

  fill    — 6-vert unit quad, vs_fill maps (0,1)² to NDC via
            rect_min/rect_max, fs_fill outputs color × fill_alpha
  outline — 24-vert thick-line quad (4 segs × 6 verts), uses the
            shared thick_line_clip + fs_main from THICK_LINE_HELPERS_WGSL
            so the rect outline has analytical AA without MSAA

Colour: Bonsai decorator_color_special (0.157, 0.565, 1.000) for the
axis-blue parity the user requested; outline alpha 0.95, fill alpha
0.20 of that so geometry behind the rect still reads.

Closes #41 and #61.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 16:46:30 +10:00
Dion Moult 0ed355154a wgpu: shared thick-line shader, Bonsai decorator palette, fatter section gizmo
Consolidation

THICK_LINE_HELPERS_WGSL — a macro that both AXIS_WGSL and SECTION_WGSL
prefix via adjacent string-literal pasting — holds:

  - VsOut: clip_pos + rgba colour + side_t for AA
  - thick_line_clip(p_start, p_end, t, side, viewport, line_width):
    the screen-space quad expansion with consistent perpendicular so
    the quad never collapses into a bowtie
  - fs_main: |side_t| + fwidth() coverage smoothstep — analytical
    1-pixel AA regardless of MSAA

Each gizmo shader now only declares its uniform struct + a 10-line
vertex shader. C++ side gains thickLineVertexLayout(attribs[5]) so
both call sites set up the 5-attribute layout in one call instead of
20+ lines each. Net diff is -28 lines on this commit and roughly -60
relative to the unconsolidated section commit; the next thick-line
gizmo (measure tool, selection outline, …) starts from ~30 lines of
WGSL + a vertex buffer.

Bonsai decorator palette

All overlay colours now come from src/bonsai/bonsai/bim/ui.py's
decorator_color_* defaults so they match Bonsai's Blender add-on:

  decorator_color_error    = (1.000, 0.200, 0.322)  red   → +X axis, section gizmo
  decorator_color_selected = (0.545, 0.863, 0.000)  green → +Y axis
  decorator_color_special  = (0.157, 0.565, 1.000)  blue  → +Z axis

Section gizmo polish

  - Entire gizmo (quad outline + arrow shaft + arrow head) goes red.
    GL's white quad + yellow arrow disappeared against light surfaces;
    one saturated red reads against any background and identifies the
    geometry as a tool overlay.
  - Line width bumped to 5 logical px and the per-vertex tint dropped
    to (1, 1, 1, 1) so the tint multiplier stays available for a future
    "selected" state without changing the base colour.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 16:00:09 +10:00
Dion Moult 8173074050 wgpu: section cutting tool — K hotkey, click-to-add, drag arrow, Esc/Del
Mirrors GL ViewportWindow's section tool end-to-end.

Hotkeys

  K            toggle the tool active
  Shift+K      clearSectionPlanes
  Esc          deactivate the tool
  Del/Bksp     remove the most recently added plane (tool-active only)
  LMB click    pickSurfaceAt → addSectionPlaneAtSurface (no modifier)
  LMB drag    on the arrow gizmo: slide the plane along its normal

State

FrameUniforms grows by clip_count (i32) + clip_planes[6] (vec4). The
six-plane cap matches GL's MaxSectionPlanes. WGSL pads via three
scalar i32s instead of a vec3<i32> so the array starts at offset 144
to match the tightly-packed C++ struct (240 B) — vec3 would have
forced clip_planes to 160 and broken the binding-size match.

is_section_clipped(world) in WGSL evaluates all active planes and
returns true if any signals "on the positive side". Both main and
pick fragments discard with it so cuts are visible AND selection is
consistent — you can't pick something the user can't see.

Surface pick

Pick pass now emits 2 color targets: R32UInt object_id at @location(0)
and RGBA16F packed world-space normal at @location(1). Normal is
packed × 0.5 + 0.5 so unsigned-ish halfs keep the sign. pickSurfaceAt
reads both via 1×1 texel copies (RGBA16F is a color format with no
full-mip restriction, unlike Depth32Float). World position comes from
ray-AABB intersection against the picked instance's AABB — equally
accurate for "drop a plane where I clicked" and dodges the Depth32Float
copy-extent rule entirely. The pick normal is decoded into the
per-fragment surface normal so the plane lands perpendicular to the
actual triangle (not the AABB face).

Plane gizmo

Identical geometry to GL's renderSectionPlanes: 2×2 m quad outline
(white) + 1 m arrow shaft along +n (yellow-orange) + 4 arrow-head
diagonals. Drawn inside the main MSAA pass with depth LessEqual + no
depth write. Lines are rendered as screen-space-expanded thick quads
with fwidth-based AA, same technique the axis indicator uses, so the
gizmo reads against busy BIM geometry rather than disappearing as
1-px hairlines.

Drag

mousePressEvent claims a plain-LMB press if it hits an arrow gizmo
(12 logical-px grab radius, distance to the (origin, origin+n)
screen-space segment). The drag handler projects the cursor delta
onto the screen-space axis and converts to metres via
delta·axis / |axis|² — same formula GL uses. Mid-drag camera moves
keep working because the projection re-runs every frame against the
press-time origin.

Closes the click-to-add + drag halves of #30 / #60.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 15:18:34 +10:00
Dion Moult e6c6df905a wgpu: corner axis gizmo + orbit pivot indicator (shared geometry)
Both overlays draw the same three positive-axis rays (origin → +X / +Y
/ +Z) — one screen-space-thick-line shader, one vertex buffer, one
bind group layout. The vertex stage transforms each vertex as
`mvp * (origin + position * arm)` so the same primitive serves both
modes:

  corner: viewport set to a 110×110 px box in the bottom-left,
          camera-orientation ortho MVP, origin=0, arm=1.
  pivot : full viewport, main view-proj, origin=camera_target,
          arm = 30 logical px in world units.

Pipelines

  axis_pivot_pipeline_      — MSAA + depth LessEqual   (α=1)
  axis_pivot_xray_pipeline_ — MSAA + depth GreaterEqual (α=0.30)
  axis_corner_pipeline_     — resolved surface, no depth, sampleCount=1

Pivot renders inside the main MSAA pass after geometry (depth
interaction); corner renders on the resolved surface after the edge
silhouette pass so the laplacian can't darken its lines. The pivot's
two passes — x-ray first then visible — give an occluded-side hint
matching GL's renderPivotIndicator.

Screen-space thick lines

WebGPU has no lineWidth, so each axis is a 2-triangle quad expanded
by `line_width / 2` pixels along the screen-space perpendicular in
the vertex shader. Every vertex carries BOTH endpoints (start, end)
plus `t ∈ {0,1}` and `side ∈ {-1,+1}` so the direction is computed
consistently as `s_end - s_start` regardless of which end the vertex
sits at — an earlier "this vertex vs the other end" formulation
flipped sign at the end vertex and produced a bowtie.

Analytical AA

|side_t| ∈ [0,1] is the perpendicular distance from the line centre.
`smoothstep(1-fwidth, 1, |side_t|)` gives a 1-pixel coverage falloff
at the long edges — gizmos read cleanly even on the resolved-surface
corner pass which has no MSAA.

Pivot visibility

  - orbit / pan drag press → on, release → off
  - wheel zoom            → on with 600 ms afterglow via QTimer

Pole fallback for the corner gizmo's lookAt mirrors buildViewProj's
identical fix (swap Y-up when |pitch| ≥ 89°), so top/bottom standard
views don't degenerate.

Tracked under task #59.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 14:04:08 +10:00
Dion Moult d4169693c9 wgpu: drop dormant spatial-bucket prototype
Removed the WGPU_SPATIAL_BUCKETS=1 octree-style instance planner
(planSpatialChunks, SpatialPlan, the env-var pair, the field, the
load-time branch). Was an opt-in prototype kept in tree as a possible
acceleration for "find the right instance chunk", but:

- Benchmarked slower than mesh-keyed (~24-26 ms vs ~19.7 ms) — the
  higher chunk count's per-chunk bind-group + draw overhead more than
  ate the tight-AABB win on this dataset.
- Not load-bearing for the brace correctness fix — that turned out to
  be the AABB-projected screen-rect priority metric (commit 6200ab9fa),
  which works on either chunk topology.
- The "find the right chunk" hypothesis is moot: instance_chunk_idx[]
  is precomputed at load time, so cull has nothing to look up.

Git log preserves the implementation if it's ever revisited.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 08:17:14 +10:00
Dion Moult 72af067c9a wgpu: streaming + HiZ correctness fixes
Three correctness bugs found and fixed, plus an unrelated fly-mode
deadlock surfaced along the way.

HiZ false-rejection at the bottom of the screen
------------------------------------------------
The mip-pyramid sizing floored when halving — for a 256×70 mip 0 the
level-3 mip is 32×8, but mip-0 row 69 maps to ly = 69>>3 = 8, which is
out of bounds for an 8-row mip. ly1 then clamps down to 7 while ly0
stays at 8, the sampling loop runs zero times, max_d retains its
initial 0.0, and `min_z > 0` rejects every AABB whose projected y
range touches the bottom row. Same class for the right edge on very
wide viewports.

Fix: ceil rather than floor when halving mip dimensions so every
parent row has a covering child texel, plus std::clamp on both lookup
endpoints as belt-and-suspenders for any future mip-sizing change.

Surfaced after the user added more sidecars and saw "anything near the
bottom of the screen, no matter close or far" disappear ~0.5 s after
camera stops — that delay was the strict-VP gate + readback latency
opening the HiZ window. Found via WGPU_HIZ_TRACE rejection logs that
showed every rejection had `max_d=0` and `ly0 > ly1`.

Streaming priority lets the ocean starve out the bracing
---------------------------------------------------------
Per-instance projected screen footprint was estimated as bounding-
sphere radius squared. BIM geometry is overwhelmingly thin-in-one-axis
(slabs, pipes, columns, windows) and a flat ocean plane viewed nearly
edge-on gets a sphere projection ~250× larger than its actual screen
rect. Its chunk dominated the priority ranking and evicted the brace
chunks despite the braces being one of the closest visible things.

Fix: per-instance priority is now the screen-space AABB rectangle area
(world AABB extents projected onto the camera right/up basis vectors,
divided by view-z). Sphere radius is retained for the contribution
cull and LOD pick because conservative-over is the right failure mode
there.

Stale-VP HiZ gate
-----------------
HiZ resolves into an async ping-pong of staging buffers, so the
pyramid resident at cull time was typically captured one or two
frames ago. During camera motion the captured VP differs from
vp_this_frame and AABBs end up sampling depth taken for what was at
slightly-different screen positions in the old view. Strict by
default now: HiZ engages only when hiz_vp_ == vp_this_frame.
WGPU_HIZ_MOTION=1 trusts the stale pyramid (matches GL's default).

Fly mode Shift+Q deadlock
--------------------------
keyPressEvent requested a redraw only on the first key of a new held
set (was_empty). Pressing Shift first then Q never satisfied that
condition because Shift had already populated the set, so the render
loop never ticked. Now every relevant keypress calls requestUpdate
unconditionally.

HiZ stays opt-in behind WGPU_HIZ=1 for one release while the fix
bakes; WGPU_HIZ_TRACE=1 keeps the per-rejection diagnostic available
for future bugs.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 08:06:56 +10:00
Dion Moult 126d2d4c06 wgpu: spatial instance bucketing for streaming (env-gated prototype)
WGPU_SPATIAL_BUCKETS=1 swaps the applyCachedModelStreaming planner from
mesh-keyed Morton+greedy to octree-style instance bucketing. Default
behaviour unchanged (env var unset → mesh-keyed planner runs).

Phase 1 of #55 / #56. The mesh-keyed planner produces chunks whose
AABBs are the union of all instances of the chunk's meshes — for
heavily-deduplicated IFC meshes (a "standard floor tile" used 800
times across a federation) the mesh's "centroid" is a mean of scattered
instance positions and the chunk's AABB ends up spanning the entire
model. Symptom: chunk-level frustum cull rarely fires (AABB always
intersects view), and the screen-area priority metric under-rates
big-AABB chunks because their corners straddle the near plane. Visible
objects pop in/out as the camera tilts, even though they're fully on
screen.

The spatial planner bucketises INSTANCES directly. Each leaf bucket
contains its instance list + the unique mesh data those instances
reference. A mesh whose instances scatter into multiple buckets gets
its vertex/index data uploaded into multiple pool slices — duplication
is the cost for tight bucket AABBs. For IFC this is acceptable:
heavily-shared meshes tend to be small (fittings, fasteners), so
per-bucket duplication adds tens-of-MB not GB.

Octree implementation (planSpatialChunks):
  - work-stack subdivision: for each (instance subset, AABB), split into
    8 octants around centre and recurse
  - stop conditions: bucket fits WGPU_CHUNK_VERTEX_BYTES_LIMIT for
    union vertex bytes AND ≤ spatial_max_instances_ instances; OR single
    instance left; OR every instance falls into the same octant
    (pathological — emit as leaf rather than infinite recurse)
  - spatial_max_instances_ default 5000, overridable via
    WGPU_SPATIAL_BUCKET_MAX_INSTS env var so the prototype can be
    swept without rebuilding

Data-model adjustment beyond what dc2927997 prepared:
  - Per-chunk per-mesh chunk-local offset table (chunk_mesh_offsets)
    built during the chunk-construction loop. The mesh-keyed per-mesh
    global arrays (mesh_chunk_idx etc.) still get populated for
    legacy reads, but under spatial bucketing they're overwritten when
    the same mesh appears in multiple chunks — harmless because cull
    reads the per-instance arrays exclusively (per dc2927997).
  - Post-construction, per-instance arrays are populated from
    chunk_mesh_offsets via (instance_to_chunk[i], inst.mesh_id) lookup.
    Mesh-keyed planner derives identical values to before
    (pixel-identical); spatial planner now writes the correct
    per-bucket offsets even when the mesh appears in multiple chunks.

basic.ifc parity on all three paths confirmed (non-streaming
mesh-keyed, streaming mesh-keyed, streaming spatial all produce 0
pixel diff vs the reference). Spatial planner produced 1 bucket on
basic.ifc (3 instances, well under thresholds) as expected.

Non-streaming applyCachedModel left unchanged — the prototype targets
the streaming path which is where the federation-scale missing-objects
issue lives.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 16:19:56 +10:00
Dion Moult 1f8f6bffc4 wgpu cull: refactor per-mesh chunk lookups to per-instance
Preparatory refactor for spatial instance bucketing (#55). Cull
previously routed through per-mesh tables (mesh_chunk_idx,
mesh_chunk_local_base_vertex, _ebo_first_u32, _lod1_first_u32) to
find the chunk and chunk-local offsets for each instance. That
assumes a mesh lives in EXACTLY ONE chunk — the assumption holds
under the current mesh-keyed planner but breaks under spatial
bucketing, where the same mesh can be duplicated across multiple
buckets if its instances are scattered.

Adds four per-instance arrays (instance_chunk_idx,
instance_base_vertex, instance_ebo_first_u32, instance_lod1_first_u32)
populated at planning time. The current mesh-keyed planner derives
them by translation:
    instance_chunk_idx[i] = mesh_chunk_idx[instances[i].mesh_id]
The spatial-bucket planner (next commit) will populate them directly,
allowing the same mesh_id to map to different chunks for different
instances.

cullModelCpuCompute now reads the per-instance arrays:
- frustum_visible_count uses chunks[instance_chunk_idx[i]]
- VisibleDrawGpu uses instance_base_vertex / instance_ebo_first_u32
  / instance_lod1_first_u32
- LOD-select branch and use_lod1 logic unchanged.

Per-mesh tables stay (used by makeChunkRequest, debug logs, the
planner itself). Memory cost: 16 bytes × N instances ≈ 16 MB on a
1M-instance scene. Pixel-identical on basic.ifc in both non-streaming
and streaming modes.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 16:06:58 +10:00
Dion Moult 3eaa35d748 wgpu: input parity, fly mode, diagnostic instrumentation, chunk-priority fix
Brings the wgpu viewport's keyboard + mouse into line with GL ViewportWindow
+ Bonsai's MainWindow shortcut table, lands fly-mode, swaps in three
diagnostic env vars, and fixes a chunk-priority bug exposed by the
diagnostics.

Keyboard parity with GL + Bonsai:
  P             — toggle perspective / ortho projection
  X / Shift+X   — front / back view (eye on ±X, pitch 0)
  Y / Shift+Y   — right / left view (eye on ±Y, pitch 0)
  Z / Shift+Z   — top / bottom view (pitch ±90°)
  F             — focus camera on currently selected object
  Home          — frame entire scene
  C             — print --camera CLI args for current view
  H             — hide selected
  Shift+H       — isolate selected (hide everything not in selection)
  Alt+H         — show all (clear hidden set)
  Shift+F       — enter fly mode (matches BonsaiViewer)
  Escape (fly)  — exit fly mode
  WASD/QE/Shift — fly movement (when in fly mode)

The previous H/Shift+H/I assignments were wrong vs Bonsai (Shift+H went
to show-all, I to isolate); both are fixed.

Fly mode:
  - GL-style absolute m/s base speed (default 5.0), Shift = 5×, scrollwheel
    adjusts ×1.25/×0.8 per notch (Blender convention). Scrollwheel does
    NOT zoom in fly mode; that interfered with speed when speed was
    distance-scaled (it was, briefly; replaced with absolute m/s).
  - Mouse-look pins eye: yaw/pitch update first, then target is re-derived
    so orbitEye(target, dist, new_yaw, new_pitch) == old eye. Result:
    camera rotates in place (FPS) rather than orbiting the pivot.
  - dt ceiling clamp at 100ms (matches GL fps_move_speed_) so a stall
    doesn't warp the camera.
  - Pitch sign matches non-inverted FPS convention (mouse-up = look up).

Mouse-nav presets (WGPU_NAV_PRESET=blender|rhino|revit, default blender):
  Blender — Orbit MMB,        Pan Shift+MMB
  Rhino   — Orbit RMB,        Pan Shift+RMB
  Revit   — Orbit Shift+MMB,  Pan MMB
LMB stays free for selection in every preset. Nav-drag kind is captured
at press time so a mid-drag Shift release doesn't flip orbit↔pan. The
pan up-vector switches to world-Y at near-vertical pitch so panning
still works in top/bottom view (would otherwise NaN at pitch=±90°).

Camera-math refactor:
  buildViewProj(view, proj) centralises perspective↔ortho selection and
  the near-vertical up-vector switch. Four open-coded copies of the
  view/proj build (cull, debug, streaming priority, render uniforms) now
  call it instead, ensuring projection mode + up-vector switch land
  identically everywhere. basic.ifc pixel-diff is 0 (refactor confirmed
  output-equivalent on the path with no ortho / no near-vertical pitch).

WGPU_PRESENT_MODE=fifo|fifo_relaxed|mailbox|immediate (default fifo):
  Diagnostic toggle for stutter analysis. fifo_relaxed gave the tightest
  per-frame dt distribution on a federated bench scene; immediate gave
  uncapped throughput at the cost of tearing. Mailbox not supported on
  Vulkan + NVIDIA Linux but kept as an option for other backends.

WGPU_FLY_DEBUG=1: per-frame [fly] log printing dt, render gap, key
count, speed, position delta. Confirmed render_gap == dt to four
decimal places — fpsIntegrate runs exactly once per render, no
double-tick. Cull cost (~14-20 ms) is the dominant frame variance and
the eventual fix is task #49 (sub-model parallel cull) — fly-mode
stutter on slow scenes is a downstream symptom of cull cost, not a
fly-mode bug.

WGPU_STREAM_DEBUG=1: per-frame [stream-debug] log with cands / enq /
drained / ev_lru / ev_pri / blocked / resident / cycled / max_load.
Confirms thrash / pool-bound / load-budget cases on big scenes.

Pick-and-track diagnostic: clicking an object enumerates every chunk
holding instances of that object (an IFC object can split across
representations / chunks), printing each chunk's AABB + instance AABB +
residency. If any tracked chunk's is_resident flips true → false in
driveStreamingLoads, an EVICTED dump prints with the chunk's AABB,
priority, pool state, this-frame eviction counts, and the top-5
candidates that displaced it. Surfaces exactly why an object disappeared.

chunkScreenAreaPx fix (uses diagnostic to confirm the bug):
  A chunk's AABB is the union of every instance's world AABB in the
  chunk. On a federated IFC the camera commonly sits INSIDE that AABB
  (e.g. inside a 263×30×15 m floor-area bounding box). Previously the
  8-corner projection silently dropped corners with clip.w <= 1e-3
  (behind near plane), so the projected bbox of the surviving in-front
  corners was a tiny fraction of the chunk's true on-screen footprint.
  Result: big-AABB chunks lost every eviction fight, visible objects
  popped out as the camera tilted. Fix: short-circuit to full-viewport
  area when (a) eye is inside the chunk AABB (mirrors GL's
  contributionPasses camera-inside short-circuit), or (b) any AABB
  corner sits behind the near plane (AABB straddles → 8 corners cannot
  honestly measure footprint; conservatively over-prioritise).

The fix is a workaround for the deeper chunking issue — chunks are
mesh-keyed (group of meshes), and a mesh's AABB used in chunking is
the mean of its instances' positions, which is meaningless for
heavily-deduplicated meshes scattered across the scene. The root fix
is task #55 (spatial instance bucketing, runtime prototype) + #56
(sidecar v15 instance-keyed format). chunkScreenAreaPx fix unblocks
the user-visible "missing objects" issue while those land.

Extracted chunkScreenAreaPx from a driveStreamingLoads-local lambda
to a private member so the disappear-diagnostic and any future call
sites can use it consistently.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 15:23:39 +10:00
Dion Moult a63bc63439 wgpu: diagnostic instrumentation for cull/streaming perf
Adds three knobs and three new heartbeat numbers to support the
ongoing perf-parity work. None affect behaviour in default runs.

cull[wall|compute|upload] split timer
  The existing cull_timer wrapped both the parallel std::async dispatch
  and the sequential cullModelCpuUpload loop (queueWriteBuffer × 3 per
  resident chunk × ~120 chunks ≈ 360 wgpu calls per frame). Splitting
  them ruled upload out as the bottleneck on a 51-model federation
  scene: compute ≈ 16-17 ms, upload ≈ 1 ms.

WGPU_CULL_THREADS=0 — force sequential cull
  std::async-per-model was already in place; this env var disables it
  so we can compare wall time vs sequential and confirm parallelism is
  working. On the federation scene with 52 models: sequential 74 ms vs
  parallel 17 ms = 4.4× speedup. Confirmed; the 17 ms floor is not a
  parallelism failure, it's the cost of culling the largest single
  model (model 43, 114k instances) ÷ no parallelism within that model.

WGPU_STREAM_DEBUG=1 — per-frame [stream-debug] log
  Surfaces cands/enq/drained/ev_lru/ev_pri/blocked/resident/cycled/
  max_load each frame from driveStreamingLoads. The "cycled" /
  "max_load" pair makes thrash vs eviction-churn vs just-loading
  distinguishable. Off by default; opt-in via the env var.

Bench-warm timeout dump
  When [bench warm] times out (600 frames without 0-loads streak),
  prints a structured summary: resident/missing/total chunks,
  cycled count, pool usage, largest free run, avg missing chunk
  size, and an auto-classifier diagnosis (POOL FRAGMENTED vs
  WORKING SET > POOL vs FEW-CHUNK CYCLE vs still-loading). Caught
  a real fragmentation pattern (18 MB largest free run vs ~100 MB
  typical chunk) on a 51-model run where the dumb classifier
  would have called it a load-budget problem.

LOD1 firing counter
  "lod1 X/Y (saved Z tris, N no-lod1)" suffix on the [frame] log.
  X = LOD1-selected this frame, Y = LOD1-eligible, Z = tris not
  drawn vs always-LOD0, N = visible instances with no baked LOD1
  (mesh below IFC_LOD_MIN_TRIS). Confirmed LOD1 path is genuinely
  firing post the per-chunk LOD1-storage commit, and exposed that
  ~90% of instances in real scenes are no-lod1 meshes — relevant
  to the future LOD-tier-residency design.

Chunk.load_count + Chunk.lod0/1 layout bookkeeping
  Per-chunk reload counter for the thrash detector. lod0/1
  layout_count fields prep the data model for distance-tiered
  residency (Phase B of #31) but aren't acted on yet.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 12:17:03 +10:00
Dion Moult 6a3dd4a0eb wgpu cull: contribution-cull defaults 2/10 → 3/15, env-var overrides
wgpu computes projected_px from view-Z distance (forward·(centre-eye)),
which is the perspective-divide-correct denominator: an instance's
on-screen radius really is world_radius * focal / z_view. GL computes
the same value but with euclidean distance (sqrt(dx²+dy²+dz²)) — for
off-axis instances euclidean > z_view, so GL underestimates screen
size and culls more aggressively at the same numeric threshold.

Concretely on the federation scene at the test camera, wgpu was
drawing ~3× the instances GL drew despite identical 2/10 thresholds:
wgpu obj 11067, hiz_rej 16532 vs GL obj 2310, hiz_rej 6823. Same
fps (vsync-pinned), but ~30% more cull work for raster output that
the user already wasn't seeing because GL had been quietly dropping it.

Keeping wgpu's view-Z formula (more physically correct) and bumping
the thresholds to 3.0 / 15.0 to match GL's effective drop rate. On
the federation scene this lands obj/tri counts within ~10% of GL
across the orbit, and shaves cull from 3.44 ms to 2.61 ms avg.
basic.ifc parity is unchanged (its 3 instances clear 3 px easily).

WGPU_MIN_PX / WGPU_MIN_PX_MOTION env vars added so the thresholds
can be swept without rebuilding — needed while we visually
confirm the new defaults across more scenes / cameras.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 09:40:18 +10:00
Dion Moult 10f8fc88e8 wgpu chunks: pack LOD1 indices alongside LOD0; cull picks per-instance
Sidecar LOD1 is per-mesh, index-only — meshoptimizer-baked decimated
index slices that share the LOD0 VBO. Before this change the wgpu
chunk path force-disabled LOD1 (effective_lod1 = false; tagged in a
comment as "until per-chunk LOD1 storage lands"), so it had to walk
every visible instance at full LOD0 even when the per-instance LOD
selection said the projected radius was below the LOD1 threshold.

Per-chunk layout: append LOD1 indices for the chunk's meshes after
all LOD0 indices in the same pool slice. A new
mesh_chunk_local_lod1_first_u32 array records each mesh's LOD1
starting offset (in u32s) within the chunk's index slice; LOD0
offsets stay where they were. The cull's emit then sets
VisibleDrawGpu.ebo_first_u32 to whichever side matches the per-
instance use_lod1 decision the prior #8 commit already computed.
Vertex pulling is oblivious to the LOD split — it just reads the
indices the cull pointed it at.

c.index_count is repurposed as the LOD0+LOD1 total so the pool
allocation, eviction's pool-fit check, and the VRAM accounting all
scale automatically. c.lod1_index_count exposes the LOD1 portion
for stats.

makeChunkRequest appends LOD1 byte ranges to req.i_ranges in the
same per-mesh order; the streaming worker concatenates ranges in
order, so the assembled idx blob lands LOD0-first / LOD1-second
which matches the chunk-local packing.

On a 10-model regen with meshoptimizer-baked sidecars, the bench
[frame] heartbeat shows lod1 firing on ~80-90% of LOD1-eligible
instances and saving 10-30M tris per frame versus the prior
LOD0-only ceiling. Same camera/scene on basic.ifc is still
pixel-identical (no mesh in basic.ifc is large enough to bake a
LOD1, so the cull just follows the LOD0 path it always did).

Temporary debug counters (lod1_dbg_count_ et al.) print
"lod1 X/Y (saved Z tris, N no-lod1)" in both interactive and
benchmark [frame] heartbeats — kept on while LOD1 correctness gets
confirmed across more scenes, will come out once trust is built.

The non-streaming applyCachedModel path runs the same LOD1 plumbing
but no longer fits the full federation scene in pool (extra index
bytes push past the 2 GB single-buffer cap); that mode was
already streaming-only on that scene before.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 09:02:27 +10:00
Dion Moult c7fba1abb8 wgpu streaming: screen-space AABB priority + grace period + interactive heartbeat
The chunk priority metric is now the 2D projected pixel area of the
chunk's AABB on screen — 8 corners projected through view-projection,
2D axis-aligned bbox of the projected points, clamped to viewport.
This replaces the prior bounding-sphere-radius² metric, which was a
3D approximation: it treated a 322 × 55 × 5 m slab as a 163 m sphere,
giving it the same huge priority face-on or edge-on. The new metric
genuinely answers "what would this chunk's AABB cover if rendered
solid given the current camera and viewport."

Newly-loaded chunks get a 30-frame grace period at full priority
(visibility_history floor temporarily forced to 1.0). Without it,
just-loaded chunks crashed to history=0 → effective priority = pri ×
0.05 → immediately reverse-swapped by the chunk they displaced.
Cycle starved the per-frame load budget so candidates ranked below
the cyclers never got attempted. 30 frames = HISTORY_ALPHA's time
constant — enough for visibility_history to develop meaningfully.

EVICT_PRIORITY_RATIO bumped 1.21 → 2.0 to suppress more swap noise
between similar-priority chunks.

Interactive heartbeat log added: every render in non-bench mode prints
[frame] with fps, ms, obj, sub_draws, hiz_rej, cull, stream, chunks
breakdown (resident/frustum/total + missing count), VRAM, model count.
Every 30 frames when something's missing, also dumps:
- top 8 models by missing chunk count
- top 20 missing chunks by priority (with AABBs)
- bottom 5 residents by effective priority
- all chunks of brace.ifc (one-off diagnostic, hardcoded
  for the brace-visibility investigation)

The heartbeat made the streaming bug visible: a brace model that
isolation-loads correctly is missing in the full set because slabs
covering more pixels win the priority contest. Per-model fairness or
manual pinning are the remaining options if pixel-area + grace +
hysteresis isn't enough — left for follow-up so the user can decide
based on real testing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 22:19:24 +10:00
Dion Moult 3d368e0079 wgpu chunks: 3D Morton-code spatial sort (tight voxel chunks)
The previous chunk-plan sorted meshes by lexicographic (z, y, x)
centroid — effectively a 1D Z-slab traversal. On a typical IFC
building (50 × 50 × 100 m), a 16-MB chunk's 80-ish meshes spanned
roughly 50 × 50 × 0.5 m. On a city federation it was much worse:
the first chunk grouped ground-floor stuff from every building,
spanning the entire scene horizontally. Per-chunk AABBs that wide
make frustum / contribution / HiZ rejection useless (every chunk
"overlaps the frustum" by virtue of spanning the whole scene).

3D Morton (Z-order) interleaves bits of quantised (x, y, z)
centroids, so consecutive items in the sorted order cluster in all
3 axes — chunks become tight 3D voxels of the model. Prerequisite
for the contribution-aware eviction priority (task #25) to actually
discriminate near and far chunks.

21 bits per axis = ~2 M bins per axis, sub-millimetre precision on
a kilometre-scale scene. Both apply paths (streaming and non-
streaming) share the same sortMeshIdsByMorton helper.

Benchmark unchanged (~47 fps avg, 20 ms cull, 0.3 ms stream) — the
distance-based evictor still keys on chunk centres, which moved
slightly under Morton but not enough to materially shift residency.
The user-visible win comes from the next commit, which switches
priority to screen-space contribution × HiZ history — both of which
need today's tight AABBs to mean anything.

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 18:04:05 +10:00
Dion Moult 0ec72482c2 wgpu pool: halve-on-failure in addSubBuffer extracts +35% VRAM
Many Vulkan drivers cap a single VkDeviceMemory allocation at exactly
maxStorageBufferBindingSize (NVIDIA: 2 GB on consumer GeForce) or
refuse big contiguous allocations once heap is fragmented. The old
addSubBuffer gave up at the first refusal, latching growth_disabled_
— so on a 4 GB GeForce we extracted 2 GB and called it done.

The wgpu-mem-probe tool (feab05650) showed the driver actually grants
~3 GB total across multiple sub-buffers — invariant under allocation
pattern (2+1+small, 3×1 GB, 6×512 MB, 12×256 MB all land at 3 GB).
The cap is the hardware/desktop, not the request size.

addSubBuffer now starts at last_growth_size_ (initially
per_sub_buffer_capacity_, decays as the driver refuses larger sizes)
and halves on failure inside a single call. Stops at a 64 MB floor;
below that the per-sub-buffer bookkeeping cost (free list, bind
groups) isn't worth it. growth_disabled_ now latches only when even
64 MB is refused — a true hardware ceiling, not just "the first
attempt didn't fit."

pool_can_fit gains a next_growth_size_bytes() accessor to stay
honest about how big a future sub-buffer can be after the driver
has refused larger sizes.

Measured (big federation, --streaming, close camera):
  pool capacity:  2048 MB → 2688 MB (2 GB + 512 MB + 128 MB)
  VRAM resident:  2155 MB → 2800 MB (whole scene fits, no eviction)
  avg fps:        42 → 53
  stream time:    2.5 ms → 0.1 ms (no churn — working set is stable)

On larger GPUs (8 / 16 / 24 GB workstations) the same code extracts
proportionally more (e.g. 4 × 2 GB on a 10 GB+ card).

The GL backend's higher "4+ GB resident" claim is overcommit into
host RAM — explicit Vulkan/wgpu memory management deliberately
doesn't paper over that, and the wgpu-mem-probe data confirms it
isn't recoverable.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 17:31:31 +10:00
Dion Moult dcc2bf1c01 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>
2026-05-28 15:37:18 +10:00
Dion Moult 6f66d08bee wgpu cull: chunk-level frustum cull replaces BVH walk
cullModelCpuCompute previously had two paths: a flat linear scan over
all instances (default), or a BVH-stack walk (--bvh, gated off because
it regressed on dense scenes — the BVH built per instance but its
interior-node AABBs spanned huge chunks of model so most subtrees
straddled the frustum and the walk overhead beat the rejection win).

With spatial chunk planning (commit 4d3617420) chunks ARE already a
one-level spatial partition of the model, with tight per-chunk AABBs.
So the same wholesale-reject behaviour falls out of just walking
m.chunks: frustum-test each chunk's AABB once, and on hit, iterate
its (new) instance_ids list. No per-node traversal overhead, no
dependency on rebuilding a BVH alongside the chunk plan.

Changes:
- Chunk gains an instance_ids vector, populated in both apply paths
  alongside the per-chunk AABB accumulation.
- cullModelCpuCompute drops the if-bvh / else-linear-scan dichotomy
  in favour of `for chunk: frustum-test then iterate c.instance_ids`.
- Per-model ModelBvh field, buildModelBvhOne call sites, BvhAccel.cpp
  in CMakeLists, bvh_enabled_ field, and --bvh CLI flag all removed —
  dead code now that chunk-cull subsumes them.
- BvhAccel.{h,cpp} stay in src/ifcviewer for the GL backend's use.

Benchmark (big federation, --streaming, close camera): avg 37 fps
(was 36) / median 53 (was 53). Same order on the metric — the
parallelism across models was already amortising frustum-check cost,
so the per-chunk early-out saves only fragments of cull wall time.
Real cull-perf win will come from chunk-level HiZ (potentially) or
GPU compute cull (task #17). What this commit really delivers is
architectural simplification + removal of a dead-but-not-dropped
code path.

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 15:20:30 +10:00
Dion Moult 4d36174200 wgpu streaming: spatial chunk planning + coalesced multi-range reads
Chunks are now grouped by world-space centroid instead of mesh-id
range, so each chunk's AABB tightly bounds its geometry instead of
spanning the whole model. Distance-based eviction can finally
distinguish the near corner of a skyscraper from the far corner.

Algorithm:
1. Compute each mesh's centroid = mean of its instances' world AABB
   centres.
2. Sort mesh indices lexicographically by (z, y, x) centroid. Stable
   sort keeps mesh-id order as tiebreaker for instanced repeats.
3. Greedy-pack sorted meshes into chunks ≤ WGPU_CHUNK_VERTEX_BYTES_LIMIT.
4. Each Chunk stores its mesh_ids list; the per-mesh layout (chunk_local
   base_vertex / ebo_first_u32) is computed by walking the list at plan
   time.

Loader: chunk vertex/index bytes are no longer file-contiguous, so
streaming uses new multi-range read paths
(readSidecarVertexRanges / readSidecarIndexRanges). Each range list
is sorted by file offset and adjacent ranges coalesced with a 64 KB
gap tolerance — on the close-camera benchmark this brings the
per-chunk seek count back down to ~mesh-id-grouping levels, so the
spatial sort costs ~nothing on I/O while delivering tighter AABBs.

Non-streaming applyCachedModel mirrors the spatial plan but gathers
from in-memory data.vertices / data.indices via per-mesh
queueWriteBuffer calls at chunk-local offsets.

Chunk struct drops vertex_byte_offset and index_first_u32 (no longer
meaningful — each chunk is N scattered ranges). vertex_byte_size and
index_count stay as aggregates for pool sizing + eviction math.

Tuning: kept WGPU_CHUNK_VERTEX_BYTES_LIMIT at 128 MB. Tried 8 MB and
32 MB; both gave tighter AABBs but the scatter-gather I/O cost blew
up because the per-frame load count grows linearly as chunks shrink
(orbit shifts the working set faster across finer chunks). 128 MB +
coalescing is the empirical sweet spot pre-v14. Once sidecar v14
re-orders bytes on disk to match spatial chunks, we can drop the
limit to ~8 MB for sharp eviction without re-paying the seek cost.

Benchmarks (big federation, --streaming):
  close camera:     avg 36 fps median 53 (was 35/49) — parity
  default camera:   avg 33 fps median 47 (was 40/49) — small regression
                    likely from increased coalesce overhead on more-
                    scattered orbit traversals; will resolve with v14.

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 14:45:15 +10:00
Dion Moult c3a55d7f7b wgpu streaming: multi-pool growth, frustum-only residency, sorted convergence
Five interlocking fixes that take --streaming on the big federation
scene from "5 fps + endless flicker + infinite cold-load" to a
stable 35-49 fps with a converged working set.

1. Multi-sub-buffer WgpuBufferPool. Pool now grows lazily by adding
   sub-buffers of per_sub_buffer_capacity_ when alloc demand exceeds
   existing free runs. Each Slice carries (buffer, offset, size,
   sub_idx). On driver refusal of addSubBuffer, growth_disabled_
   latches so subsequent allocs don't keep retrying and log-spamming.
   pool_can_fit consults can_grow() to know when growth could rescue
   a candidate vs when eviction is the only path.

2. Split cull / stream benchmark timers. The previous "cull[wall]"
   metric was actually cull + driveStreamingLoads, blaming the wrong
   subsystem (~170 ms of "cull" was synchronous disk I/O).

3. frustum_visible_count on Chunk, populated in cullModelCpuCompute
   right after the per-instance aabbInFrustum check. driveStreamingLoads
   now keys residency on this instead of total_visible_draws (which
   includes contribution + HiZ). HiZ visibility flips frame-to-frame
   as occluders shift; using it for residency caused chunks to be
   evicted then immediately re-loaded, every frame, even with a
   stationary camera — both the perf cliff and the visible flicker.

4. Distance-sorted candidates in driveStreamingLoads. Walk the
   non-resident frustum-visible chunks in distance order (closest
   first). With sorted processing, evict_farthest_than converges
   monotonically: each swap replaces a far resident with a closer
   candidate; once the next candidate is farther than every
   remaining resident, the loop exits. Without sorting the loader
   visited candidates in model/chunk-id order, swapping random
   chunks every frame without ever converging.

5. 10% eviction hysteresis (EVICT_DIST2_RATIO = 1.21). On scenes
   where many chunks are clustered at similar distance from the
   camera (e.g. several chunks all ~370 m away), naive
   "evict any resident strictly farther than candidate" triggers
   sub-meter swaps every frame, never resting. Requiring the victim
   to be 10% farther in linear distance kills these cycles while
   still allowing genuine "much closer" candidates to evict.

Plus: latched bench_warm_done_ on the cold-load gate, with a
5-frames-of-zero-loads convergence test (default-camera big scene
converges in 20 frames) and a 600-frame timeout fallback that prints
exactly once.

Measured on the test federation (111 sidecars, ~3 GB raw, 1 M
instances) with the user's close-in camera:
- avg 35 fps (was 5), median 49 fps (was 7)
- cull 19 ms (now the bottleneck), stream 5-8 ms (was 172)
- p99 184 ms — occasional big-chunk load on the render thread;
  background-thread I/O would smooth that out as a follow-up.

With the default wide camera:
- avg 40 fps, converges in 20 frames, residency grows naturally
  from 59 → 76 chunks as orbit shifts the frustum.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 14:08:16 +10:00
Dion Moult 502c29fbc2 wgpu: probed-size pool replaces per-chunk createBuffer
Drops the per-machine "guess the OOM ceiling" budget knob in favour of
a single buffer pool whose capacity is *probed* at device-init time.
The runtime answers the question: descend from min(maxBufferSize, 4 GB)
through OOM error scopes, accept the largest size that allocates
cleanly. On a desktop wgpu-native v29 box this lands at 2 GB; on
browser-class platforms it'll land at 256 MB – 1 GB depending on the
implementation. Same code path either way.

Architecture:
- WgpuBufferPool (new): single WGPUBuffer + free-list sub-allocator
  with adjacent-range coalescing and first-fit. 256 B alignment for
  storage-binding offsets.
- Chunks now hold (pool_vertex_offset, pool_vertex_size) and
  (pool_index_offset, pool_index_size) instead of per-chunk WGPUBuffer
  handles. Load = pool.alloc + queueWriteBuffer. Unload = pool.free.
- Bind groups bind pool_.buffer() at the chunk's specific (offset, size)
  for both the vertex and index storage bindings.
- Eviction queries pool.largest_free_run_bytes() instead of a tracked
  budget; the two-phase LRU/distance evictor's policy is unchanged.

What this fixes:
- No more gpu-alloc-rs fragmentation OOM: one VkDeviceMemory block
  instead of N per-chunk blocks with rounding overhead. On the test
  dataset (~3 GB on disk, 562 k visible instances) the wgpu backend
  now runs through to render without OOM at any point.
- No --streaming-vram-mb knob, no hardcoded budget constant, no
  per-machine calibration. The pool size adapts to whatever the
  runtime grants.

Notes:
- Error scope probing: wgpu-native v29 classifies "Not enough memory
  left" as WGPUErrorType_Validation, not OutOfMemory. We push both
  filters (nested) and treat either firing as probe failure.
- The 4 GB probe cap is principled, not magic: above that, wgpu-native's
  advertised maxBufferSize is sometimes a sentinel (1 TB) that just
  forces wasteful halving steps. 4 GB is the largest buffer any
  realistic WebGPU implementation will grant a single allocation today.
- Pool destroy()/release happens after model release in shutdown() so
  the underlying buffer outlives every bind group that references it.

Follow-ups: spatial chunking (task #22) for finer eviction granularity;
cull perf needs work at 100+ models / 1M+ instances (separate from
streaming concerns).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 12:21:52 +10:00
Dion Moult 71e61dd8a5 wgpu streaming (5/4): per-chunk indices + LRU/distance eviction (stopgap)
Defers index buffers per-chunk (alongside vertex bytes) so streaming
fully delivers on its "don't load until visible" contract — the previous
per-model index buffer was upfront-loaded and tipped scenes >~1.5 GB into
allocator OOM at frame 1.

Adds residency tracking + a two-phase evictor: (1) drop LRU non-visible
chunks first, (2) if everything resident is visible-this-frame, drop the
farthest-from-eye chunk only when the candidate to load is closer. This
gives monotonic convergence to "closest visible chunks fit the budget"
instead of "first 4 win, rest never load."

Default budget set to 1 GB — explicitly a stopgap, documented inline.
The per-machine OOM ceiling on wgpu-native (caused by allocator
fragmentation from one VkDeviceMemory per createBuffer call) cannot be
solved by tuning this knob. The proper fix is a probed single-pool
buffer with sub-allocation, tracked under task #16.

Caveat: LOD1 indices are now force-disabled when chunking — per-chunk
buffers only carry LOD0. Re-enabling needs LOD1 to participate in the
chunk plan.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 11:15:11 +10:00
Dion Moult 5a3e5167df wgpu streaming (4/4): per-frame chunk-on-visible loader
The OOM fix for vertex storage. With --streaming, chunks now load on
demand:

  - After cull determines which chunks have visible draws, driveStreamingLoads
    walks non-resident chunks with total_visible_draws > 0 and brings up
    to MAX_STREAMING_LOADS_PER_FRAME (currently 4) into residency.
  - Each load: readSidecarVertexChunk → createBufferWithData →
    buildChunkBindGroup → is_resident = true. Same frame's draw loop
    picks up the newly-built bind_group and renders the chunk.
  - If more non-resident-but-visible chunks remain, requestUpdate is
    called so the load loop keeps running until the visible set is fully
    resident.

Per-chunk bind group construction refactored out of buildModelBindGroup
into a buildChunkBindGroup(m, chunk_idx) helper so the streaming loader
can build one chunk at a time as it arrives.

4 chunks/frame × 60 fps = 240 chunks/sec ingestion. A 200-chunk scene
fully resides in ~1 second of motion. Off-screen chunks never become
resident, never pay vertex-storage VRAM — that's where most of the OOM
fix lands.

Verified on basic.ifc: pixel-identical to non-streaming. On the user's
real 111-model / 1M-instance scene: all metadata loads succeed (was
OOM before), then loader runs but **indices are still loaded upfront
(1.5 GB!) so OOM still hits when vertex chunks start adding on top.**
Per-chunk index deferral is the next commit.

Eager-no-evict policy (per the design conversation): chunks stay
resident once loaded. LRU eviction lands in a follow-up if a workload
proves it necessary.

This completes the 4-commit stage-1 series for task #16. Stage-2:
defer indices, deferred mesh/instance storage if needed, async worker
thread.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 09:23:25 +10:00
Dion Moult f6d888d42b wgpu streaming (3/4): --streaming scaffold + applyCachedModelStreaming
Wires the metadata-only reader (commit 1) through a parallel streaming
load path. With --streaming on:

  - loadSidecar routes through readSidecarMetadataOnly: reads header +
    mesh dict + instance dict + georef + elements upfront. Skips
    vertex bytes entirely.
  - applyCachedModelStreaming computes the same chunk plan as the
    non-streaming path, allocates the small per-chunk buffers
    (visible_draws + prefix_sums + per_chunk_uniform), allocates the
    model-shared mesh + instance + index buffers, but leaves each
    chunk's vertex_storage NULL and is_resident=false.
  - Stores streaming_file_path + vertex_section_offset on the model so
    the per-frame loader can range-read chunks later.
  - Computes per-chunk world AABB by walking instances → mesh → chunk;
    used by both cull (chunk-level frustum reject, future) and the
    streaming loader (proximity-prioritised fetch, future).

Index buffer is still loaded upfront in stage 1 (small relative to
vertex data: ~1/2 of vertex bytes on real scenes). Stage 2 may defer
it too if measurements suggest it's worth the extra plumbing.

Render + pick already gate on c.bind_group (null when non-resident),
so the existing guards correctly skip non-resident chunks without
further changes.

With this commit alone, --streaming mode shows an EMPTY scene (just
background colour) because no chunk ever becomes resident. Commit 4
adds the per-frame loader that triggers chunk load when cull marks
them visible — that's the commit where rendering kicks in and the
OOM fix actually lands.

Default behaviour (no --streaming): legacy synchronous full-load.
Pixel-identical to the prior commit on basic.ifc.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 09:15:53 +10:00
Dion Moult a1693259b8 wgpu backend: BVH cull (opt-in via --bvh, default off)
Stage 15 implementation lands but doesn't pay off as default-on. On a
562k-instance / 18-model scene with a centred camera, the BVH walk
adds ~10 ms of cull cost without rejecting enough subtrees to
compensate — every interior node's AABB straddles the frustum, so
descents go all the way to leaves anyway. Linear scan beats it by
that 10 ms.

GL's BVH works better mainly because they do full cull (frustum + HiZ
+ contribution) at every node — their per-test cost is lower (likely
SIMD-vectorised) and they get more subtree rejections. My current
impl does frustum-only at interior nodes (HiZ there cost more than
it saved on the smaller dataset).

For now, gate the whole BVH walk behind --bvh, default off. The
infrastructure (BvhAccel build at applyCachedModel, walk in cull,
release) stays in place so it's a one-flag toggle to measure either
side. Real default-on requires further tuning — see updated task #15.

Measured on 562k-instance scene:
  --bvh on  → 25.9ms total (cull 25.4ms)
  --bvh off → 15.4ms total (cull 14.5ms)   ← default

For comparison, GL on the same scene + camera:
  GL → 18.2ms total (cull 8.5ms wall, multi-threaded BVH)

Net: wgpu beats GL by ~3ms total despite slower cull, because the
GPU side (no edge-pass cost, async HiZ readback, lean main pipeline)
gives back more than the cull deficit.

Also added task #17 (GPU compute-shader cull) as the asymptotic
answer — both backends hit CPU cull as the ceiling on ≥500k scenes;
moving it to a compute shader drops it to sub-ms regardless.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 22:04:44 +10:00
Dion Moult 7dc13eb104 wgpu backend: chunk vertex storage to fit browser limits + settle frame
Two pieces:

1. Per-chunk vertex storage (stage 13)
   WebGPU mandates maxStorageBufferBindingSize ≥ 128 MB. Real BIM models
   routinely exceed that (one of yours is 139 MB vertex). Without
   chunking, every browser load would fail with
   "exceeds max_storage_buffer_binding_size".

   Strategy: each model's vertex data is split into ≤ 128 MB chunks at
   applyCachedModel time. Each chunk gets its own vertex_storage buffer,
   visible_draws / prefix_sums buffers, per_chunk_uniform, and bind group.
   Index buffer, instance storage, and mesh storage stay single-per-model
   (they fit well under the cap on every scene we've seen). Mesh-to-chunk
   assignment is bake-time-deterministic (walks meshes in order, opens a
   new chunk when adding the next would overflow).

   Cull buckets visible instances by their mesh's chunk; render issues
   one drawcall per non-empty chunk per model. WGSL is unchanged — the
   binary-search vertex pulling works identically per chunk because
   base_vertex is now CHUNK-LOCAL (the chunk's bind group binds its own
   vertex_storage).

   Single code path: chunking is ALWAYS on at 128 MB regardless of
   target. Cost on desktop is a handful of extra drawcalls per frame
   (1 per non-empty chunk; typical models = 1-3 chunks). Negligible.

   A mesh whose vertex range is itself > 128 MB can't fit in any chunk
   and would need splitting — typical IFC meshes are nowhere near that
   (hundreds of verts), and applyCachedModel warns loudly if one ever
   appears.

   --web-limits CLI flag requests the WebGPU mandatory floor limits
   (128 MB max storage binding, 256 MB max buffer) instead of the
   adapter's actual max. Used to verify chunking actually fits through
   browser constraints — turns "trust me, web will work" into a hard
   test. The 139 MB scene loads cleanly with --web-limits.

2. Settle frame after motion (bug fix)
   Reported regression: after orbiting, sub-pixel instances dropped by
   motion-mode contribution culling stayed missing after the camera
   stopped. Event-driven rendering means no frame is scheduled after
   mouse-up, so the cull never re-ran at the still threshold.

   Fix: track last_cull_was_motion_. If this frame used the motion
   threshold, requestUpdate() after present to schedule one settle
   frame. Next frame: camera_moved = false → still threshold → small
   instances reappear. Matches GL's last_cull_was_motion_ behaviour.

Verified pixel-identical on basic.ifc; loads the user's dense scene
successfully under --web-limits (chunks=2 on the 139 MB model,
chunks=1 on the others).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 21:05:38 +10:00
Dion Moult 4dfe27e251 wgpu backend: per-element visibility + H/Shift+H/I hotkeys
Closes the interactive selection loop. After this commit you can:
  - LMB-click an object  → highlight (selection)
  - Press H              → hide all selected
  - Press Shift+H        → show all (clear hidden set)
  - Press I              → isolate selected (hide everything else)

WgpuVisibilityState (new header) is a plain unordered_set<uint32_t> of
hidden object_ids — mirrors src/ifcviewer/Visibility.h's shape but
stays Qt-free for the ifcviewer-core extract later.

cullModelCpuCompute consults visibility_.isHidden(inst.object_id)
before the frustum test — hidden instances cost nothing on every axis
(no draw, no depth contribution, no pick hit). The CPU vector is
read concurrently by the parallel cull workers, which is safe because
mutations only happen between renders (handlers requestUpdate after
mutating; render reads).

Hiding deselects (matches GL behaviour: H clears the now-invisible
selection rather than leaving phantom selected-but-invisible ids).

Stage 5's last piece — clip planes — is deferred. Adding the uniform
array + WGSL discard is mechanical, but the section-tool UI that
drives them isn't ported yet (minimal viewer has no way to place a
clip plane), so it'd ship as empty plumbing. Will land alongside the
section-tool port.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:28:07 +10:00
Dion Moult 54fa7d8379 wgpu backend: selection visualisation + global object_id rebase
Closes the loop on stage 4 (pick): clicking an object now highlights it
on screen. Plus the prerequisite plumbing for selection to behave
correctly across multi-sidecar loads.

Pieces:

  1. WgpuSelectionState (new header)
     CPU-side multi-set + active-id, mirroring the GL Selection.h shape
     but pure stdlib (no Qt deps) so it can move into ifcviewer-core
     later without dragging Qt across. clear/replace/add/remove/toggle
     APIs + a fillFlagsArray helper that packs (selected, active) into
     a u32 bitmap indexed by object_id.

  2. selection_flags storage buffer + frame_bgl bump to 2 entries
     Indexed by object_id, bit 0 = selected, bit 1 = active. Lives in
     the frame bind group (group=0 binding=1) because object_ids are
     globally unique — making it model-scoped would be the wrong cut.
     ensureSelectionFlagsBuffer grows geometrically (64 → 128 → … u32)
     as new models push next_object_id_ up, rebuilds the frame bind
     group when it does.

  3. Global object_id rebase in applyCachedModel
     Each sidecar's local ids start from 1 and collide across files;
     pick was previously ambiguous on multi-model loads. We now add
     next_object_id_ as a base offset, rewrite InstanceCpu.object_id
     (CPU mirror stays consistent) + InstanceGpu.object_id (what pick
     reads back), and bump next_object_id_ by the model's max + 1.

  4. WGSL main fragment reads sel_flags
     Vertex shader passes inst.object_id through to fragment as
     @interpolate(flat). Fragment reads sel_flags[object_id], mixes
     (0.2, 0.6, 1.0) at 0.45 for in-selection and (0.4, 0.8, 1.0) at
     0.40 on top for active. Same constants as the GL main shader.

  5. Mouse → selection
     LMB-click-without-drag pick result feeds the selection:
       no modifier → replace
       Shift      → add
       Ctrl       → remove (active migrates to another id in the set)
       miss + no modifier → clear
     uploadSelectionFlagsIfDirty repacks + writes the GPU bitmap at
     the top of the next render(); no upload on still frames.

Pick pipeline is unchanged — it already outputs the per-instance
object_id, and that's what the selection storage indexes.

Visibility + clip planes are pending follow-ups in stage 5 (mostly
small, share the same buffer-lifecycle pattern). Edge silhouette
(stage 9 partial), --screenshot diff harness (stage 10 partial),
ifcviewer-core extract (stage 12), and web chunking (stage 13) all
still pending.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:25:05 +10:00
Dion Moult 1bbcd10bc0 wgpu backend: pick pass with sync R32UInt readback
Stage 4 of the wgpu port. LMB-click-without-drag now resolves the
object_id under the cursor by running a dedicated pick render and
copying back the single texel at the click position.

  - Pick pipeline reuses the existing pipeline_layout_ (same bindings
    as main: frame uniform at group=0, per-model storages at group=1).
    Different vs / fs entry points (vs_pick / fs_pick) in the main
    WGSL module — the vertex pulling logic is duplicated for now but
    the bind group layout match means no pipeline_layout rebuild and
    pickObjectAt can reuse the current frame's already-uploaded
    visible_draws + per-model bind groups.

  - Pick FBO: surface-sized R32UInt color attachment + Depth32Float
    depth, both single-sample (no MSAA — pick needs exact texel
    access). CopySrc on the color so we can copyTextureToBuffer the
    1×1 click region. Recreated on surface resize.

  - pickObjectAt: encodes a one-shot pick pass + a single texel copy
    into a 256-byte staging buffer, submits, mapAsync, sync-spins
    processEvents until ready. Synchronous wait is fine here — pick
    runs on click, not per-frame, so a sub-ms stall is invisible.

  - Mouse integration: existing LMB drag-orbit preserved. A 3-pixel
    threshold promotes drag (set nav_dragged_); release without
    dragging triggers pickObjectAt at the release coords (logical
    Qt → physical pixels via devicePixelRatio). object_id is logged;
    selection state to consume the id arrives with stage 5.

Object_id 0 means miss (clear value); the pick attachment is cleared
to 0 before each pass and the fragment writes the instance's
object_id, so any non-zero result is a real hit on a drawn instance.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:12:38 +10:00
Dion Moult f4243038bd wgpu backend: edge silhouette post-process (ported GL renderEdgePass)
First piece of stage 9 — the dark outlines BonsaiViewer / the GL backend
draw at depth discontinuities. Ported the GL renderEdgePass algorithm
verbatim, including the three things my earlier attempt missed:

  1. Linearise depth to view-space metres before the Laplacian. Raw
     [0,1] clip-z is heavily non-linear so a fixed-threshold edge
     detector only caught near-camera silhouettes. Now reverses the
     wgpu z-remap (z * 2 - 1 back to GL NDC) then standard reverse-
     perspective to view-z.

  2. Threshold scales with depth: t = EDGE_THRESHOLD * c. A 4 mm gap
     between two surfaces reads the same whether it's 0.5 m or 50 m
     away from the camera.

  3. Multiplicative blend (Dst, Zero) with fragment output of
     vec3(1 - edge). Strictly darkens, never brightens. Matches GL's
     (GL_DST_COLOR, GL_ZERO) blend.

Constants EDGE_SCALE=6.0 / EDGE_THRESHOLD=0.004 are GL's tuned values.
Camera near/far hard-coded to 0.1 / 10000 (the viewport defaults);
they'll move to a small uniform when AppSettings ports across.

Pipeline state: depth-attachment-less, sample count 1, blend on, no
cull. Reuses depth_texture_'s TextureBinding usage that HiZ added.
Render pass loads the resolved main-pass colour (LoadOp_Load) and
writes back through the multiplicative blend; encoded between the main
pass and the HiZ resolve so HiZ uses the same MSAA depth that produced
the edges. edge_bind_group_ rebuilds lazily when depth_view_ is
replaced (mirrors the HiZ bind group lifecycle).

Perf cost on the 10-sidecar / 380k-instance benchmark: 0.1 ms (11.5 →
11.6 ms). Fullscreen depth-laplacian is essentially free on this GPU.

Remaining stage 9 work: HUD/labels/lines/points overlay primitives,
which need the QPainter-→-texture path. Lower visual priority than
edges; handled in a follow-up.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:54:29 +10:00
Dion Moult 51dc31a50b wgpu backend: 10× perf — megadraw, async HiZ, parallel cull, motion mode
Closes the perf gap to the GL backend on real BIM benchmarks. On a 10-
sidecar / 380k-instance corpus at a fixed --camera the wgpu binary went
from 110.6 ms to 11.6 ms (vs GL's 23 ms — half the frame time, but
note GL is doing extra work the wgpu backend hasn't ported yet; see
the caveats list at the bottom). Bundled because the pieces interlock
and shipping any of them without the others reintroduces the same wall.

1. Cross-mesh vertex pulling (single mega-draw per model)
   The previous one-drawIndexed-per-(mesh × LOD-bucket) loop was costing
   ~13ms on a 27k-mesh scene. CPU now emits a flat visible_draws[]
   (16 B per visible (mesh,lod,instance)) plus a prefix_sums[] table.
   WGSL binary-searches prefix_sums by @builtin(vertex_index) to find
   the entry, then manually fetches the mesh-local index from a
   storage-bound indices[] and pulls the packed 12 B vertex. No
   setIndexBuffer; the shader reads everything from storage. Bind
   group grew from 4 to 7 entries (vertices, meshes, instances,
   indices, visible_draws, prefix_sums, per-model uniform) — well
   under WebGPU's mandatory 8 storage / 12 uniform floor.

2. Async HiZ readback via ping-pong staging buffers
   Sync wait via wgpuInstanceProcessEvents was costing ~37 ms on a
   real scene (GPU drain). Two staging slots now ping-pong: frame N
   kicks a non-blocking mapAsync on slot K, frame N+1's first action
   is one processEvents drain. Pyramid is 1-2 frames stale — matches
   the "slightly-stale depth, fine" pattern the GL backend already
   documents. encodeHizResolve returns -1 (skip) if both slots are
   in flight; cull keeps using the most recent pyramid.

3. Cull reorder: contribution before HiZ
   HiZ projection is ~10× more expensive than the contribution
   check, yet most contribution-survivors would be HiZ-rejected
   anyway on dense scenes. Computing projected_px first lets
   contribution short-circuit ~80% of HiZ tests with no rejection-
   quality loss. Saved ~34 ms on the dense bench.

4. Motion-mode contribution threshold
   AppSettings::motionMinPixelRadius parity. While the camera is
   changing (orbit/pan/zoom/--benchmark sweep), drop instances
   below 10 px instead of 2 px. Halves visible_objects during
   motion with no perceived quality loss.

5. Parallel cull (std::async across models)
   Per-model cullModelCpu split into Compute (CPU-only, thread-safe)
   + Upload (main-thread wgpu queue writes). std::async fan-outs the
   compute across models; main-thread joins and uploads. Wall-clock
   cull on the 10-model corpus drops from ~17 ms single-threaded to
   ~9 ms across cores.

6. --no-hiz CLI flag + per-phase benchmark timings
   Benchmark now also prints "per-frame avg ms: cull=X
   hiz_readback=Y" so future regressions can be attributed without
   guesswork. --no-hiz toggles the master switch from the CLI.

Honest caveats — wgpu is currently faster mostly because GL is doing
work we haven't ported yet:
  - Edge silhouette pass (stage 9) will add ~3-5 ms back to wgpu.
  - GL's HiZ uses the BVH so it rejects whole subtrees (1.7k vs
    our 358 rejects on the same scene). BVH for HiZ is future work
    (task #13 / a new task) — until then we draw more sub-pixel
    geometry that's behind closer surfaces. Visually correct, perf
    cost paid. Stage 4+5 are unaffected.

Verified pixel-identical on basic.ifc through every change. Real-scene
visual diff against GL pending the --screenshot flag on the GL minimal
(task #10's other half).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:46:13 +10:00
Dion Moult 406124ca3d wgpu backend: HiZ occlusion culling
Stage 7 of the wgpu port. Per-frame after the main render pass:

  1. encodeHizResolve runs a depth-only render pass that samples the
     MSAA depth texture (sample 0) and max-reduces it into a small
     single-sample Depth32Float target (256 × ~h-aspect). Implemented
     as a fullscreen-triangle WGSL pipeline; one nested loop per
     output texel over its source rect. WebGPU has no built-in depth
     resolve, so this combined resolve+downsample fragment shader is
     the way.

  2. copyTextureToBuffer writes the small resolved depth into a
     CPU-mappable staging buffer (≈ 160 KB at 256×160).

  3. readbackAndBuildHizPyramid maps the staging buffer (sync via
     wgpuInstanceProcessEvents — small enough that the stall is
     well under a millisecond), strips per-row padding, and CPU
     max-reduces a full mip pyramid (level 0 → 1×1). Stores the VP
     used so the next frame can project AABBs into the same space.

Next frame, cullModelCpu calls aabbOccludedByHiz after the frustum
test: projects all 8 AABB corners through hiz_vp_, computes the
screen-space AABB and the nearest projected z, picks the mip level
where the AABB covers ≤ 2 texels per axis, samples that level's 2×2
window, and culls iff min_z > max_pyramid_depth in [0,1] z.

Plumbing changes:
  - depth_texture_ gains TextureBinding usage so the resolve shader
    can read it.
  - hiz_enabled_ master switch defaults true; mirrors IFC_NO_HIZ in
    the GL backend. Disabling skips encode + readback entirely.
  - Bench output's "hiz_rej N" field now reflects actual rejections.

Verified: basic.ifc (3 instances, no occluders) renders pixel-
identical to pre-HiZ — proves the test rejects nothing it shouldn't.
Real rejection counts need a dense scene; this should drop visible-
objects count noticeably on real BIM benchmarks where back-of-room
walls hide each other.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 15:16:13 +10:00
Dion Moult 6ce2b564c1 wgpu backend: per-instance contribution culling in cullModelCpu
Quick win before the proper HiZ stage. Adds a min_pixel_radius
threshold (defaults 2.0 to match AppSettings::minPixelRadius() in GL):
instances whose projected bounding-sphere radius falls below it are
dropped from the per-mesh buckets entirely.

The projected_px math (radius_world * focal_px / view_z) is now
computed once per instance and shared with the LOD pick that uses the
same number. Saves one square root per instance per frame on dense
scenes vs the previous code path that only computed it inside the LOD
branch.

Expected impact on real BIM benchmarks: visible-objects count drops by
roughly 10×, matching the GL backend's number. Without this fix, wgpu
was drawing every frustum-surviving sub-pixel instance — most of the
work and most of the geometry the GL backend wasn't even submitting.

Motion-mode threshold bump (10.0 in GL during camera drag) lands
later when mouse-driven motion tracking is wired up.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 15:04:42 +10:00
Dion Moult 7893135790 wgpu backend: --camera flag + request adapter's max buffer limits
Two pieces that block proper side-by-side parity with the GL minimal:

1. --camera tx,ty,tz,dist,yaw,pitch. Same format string as the GL
   minimal so a pasted camera arg lands the same view on both backends.
   setCamera() also flips initial_view_applied_ = true so the auto-
   viewAll-on-first-load doesn't snap away from the script-set position
   when the model finishes uploading.

2. Real BIM models exceed the conservative WebGPU defaults at device
   create time. A 114k-instance / 19M-index sidecar's vertex storage is
   139 MB, which trips wgpu's default 128 MB max_storage_buffer_binding_
   size and bind-group creation fails. Now wgpuAdapterGetLimits is
   called first and the device is requested at the adapter's full
   ceiling — every desktop driver supports multi-GB.

   Trade-off worth flagging: web parity will fail here because browsers
   cap at the defaults. The eventual fix is to split a model's vertex/
   instance storage into ≤128 MB chunks with a small per-frame routing
   table, which is a real chunk of work. For now this unblocks all the
   native benchmarking the user is actually doing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:58:18 +10:00
Dion Moult f9a9273ecc wgpu backend: match GL orbit + viewAll math so pivots align
Reported regression: --benchmark on the same sidecar visibly rotated
around a different point in the wgpu binary than in IfcViewerMinimal.
Root cause was two camera-convention drifts:

  1. orbitEye placed the camera at (sin yaw, -cos yaw) from target;
     the GL backend uses (cos yaw, sin yaw). Same target, but the
     camera faces a different side of the model at yaw=0, which made
     the orbit feel like it pivoted around a different point even
     though the actual world-space target was the same. Now exactly
     matches GL ViewportWindow::updateCamera:
        eye.x = target.x + dist * cos(pitch) * cos(yaw)
        eye.y = target.y + dist * cos(pitch) * sin(yaw)
        eye.z = target.z + dist * sin(pitch)

  2. viewAll's distance was an ad-hoc 0.6 * diag / tan(half_fov);
     GL uses frameAabb(mn, mx, 1.10): tan_half = tan(fov/2),
     min_aspect = min(aspect, 1), distance = (radius / (tan_half *
     min_aspect)) * 1.10. Aspect-aware so portrait windows pull back
     enough that the bounding sphere still fits on the tighter axis.
     Now ported verbatim.

Also logs the computed target + distance on viewAll so a follow-up
side-by-side run prints both backends' framings and any remaining
discrepancy is easy to spot.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:52:12 +10:00
Dion Moult 244a145255 wgpu backend: per-instance LOD0/LOD1 pick in the cull
Stage 8 of the wgpu port. cullModelCpu now buckets each visible instance
by (mesh_id, lod) instead of (mesh_id), and emits one MeshDraw record
per non-empty bucket. LOD pick projects the instance's world-space
bounding sphere to pixels via

    projected_px = world_radius * focal_px / view_z

where focal_px = viewport_h / (2 * tan(fov_y/2)) and view_z is the
forward·(center-eye) depth. When projected_px < lod1_pixel_threshold_
AND the mesh has a baked LOD1 slice (MeshInfo.lod1_index_count > 0),
the instance draws the LOD1 index range instead of LOD0; baseVertex
and the vertex storage are shared between LODs.

mesh_draws can now grow to up to 2 × meshes.size() per frame (LOD0 + LOD1
slice per mesh). The visible_buffer layout per mesh becomes
[LOD0 instances | LOD1 instances] contiguous, with each MeshDraw
referencing its own firstInstance offset.

lod1_pixel_threshold_ defaults to 30 (mirrors AppSettings::
lod1PixelThreshold() in the GL backend); set to 0 to disable LOD1
entirely (always LOD0). AppSettings port lands in a later commit.

Verified: basic.ifc (3 tiny instances, no LOD1 baked by meshoptimizer
since each mesh is well under the 500-tri threshold) renders pixel-
identical to pre-stage-8 — proves the all-LOD0 path is preserved.
Real LOD switching needs a sidecar where buildLods produced LOD1 slices.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:47:23 +10:00
Dion Moult 4596f2e584 wgpu backend: lighting parity, MSAA, cavity shading, fix sRGB output
Closes the visible gap to BonsaiViewer down to just the post-process
edge silhouette pass (still pending in task #9). Four changes bundled
because together they bring up the parity story:

  - WGSL fragment now applies cavity = clamp(length(fwidth(n))*1.5,
    0, 0.35) and multiplies by (1 - cavity). Matches GL shader.

  - Lighting constants switched to GL's exact values: key (0.3, 0.5,
    0.8), fill (-0.3, -0.5, 0.8), sky tint (0.55, 0.60, 0.70), ground
    tint (0.35, 0.32, 0.28). My initial guesses were close but not
    identical; matching them means side-by-side diffs only flag actual
    pipeline differences, not lighting tweaks.

  - 4× MSAA: render pass writes into a MULTISAMPLE color attachment
    (surface_format_-matched), resolves into the surface texture for
    present. Depth is also 4 samples. Pipeline.multisample.count = 4.
    ensureMsaaColorTexture / releaseMsaaColorTexture mirror the depth-
    texture lifecycle. Matches GL minimal's QSurfaceFormat::setSamples(4).

  - sRGB output fix. wgpu-native's Vulkan swap chain on X11 treats
    BGRA8Unorm as sRGB-output (applies linear→sRGB encoding on shader
    writes), even though caps.formats[0] reports plain Unorm. The GL
    backend writes to a non-sRGB framebuffer with no such conversion,
    so a clearValue of (0.125, 0.137, 0.161) lands as bytes (32, 35,
    41) on GL but (99, 104, 112) on wgpu — ~3× brighter. Pre-decoding
    via srgbToLinear on (a) the clearValue in C++ and (b) the final
    fragment colour in WGSL makes wgpu's implicit encode round-trip,
    so the final bytes match GL. Verified via screenshot pixel sample:
    #202329 background reads as exactly (32, 35, 41).

Remaining visible gap to BonsaiViewer is the dark-line edge silhouettes
(renderEdgePass in GL, depth laplacian → outline). That belongs with
the overlay / post-process work in task #9.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:44:13 +10:00
Dion Moult a95437dd64 wgpu backend: match GL pitch sign so drag-down tilts the camera up
Drag-down was decreasing pitch (camera diving), opposite to the GL
viewport's convention where drag-down increases pitch so the top of
the object rotates toward the viewer. Yaw direction was already
correct. Matches the existing user muscle memory from IfcViewerMinimal.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:29:04 +10:00
Dion Moult de44de26f8 wgpu backend: clearer sidecar-load diagnostics + tilde expansion
The single "(file missing, wrong magic, or schema mismatch)" message
was making triage harder than necessary. loadSidecar now expands a
leading ~/ (shells skip it inside double quotes, which trips up paste-
from-launcher), and on failure peeks the file's header itself to
report exactly which check failed:

  - "Sidecar not found"          — file doesn't exist
  - "Sidecar unreadable"         — exists but open failed
  - "Sidecar truncated"          — <12 bytes
  - "Sidecar magic mismatch"     — wrong magic, reports got vs expected
  - "Sidecar schema mismatch"    — wrong version, reports both numbers
                                    and suggests re-baking
  - "Sidecar endianness mismatch" — cross-platform load attempt

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:26:20 +10:00