Commit Graph

21000 Commits

Author SHA1 Message Date
Dion Moult 748b4e72a9 macOS: re-enable Python wrapper + stage IfcViewerMinimal.app bundle
Three coupled fixes that close the macOS bring-up loop:

## 1. ifcwrap: fix INSTALL_RPATH on Apple

The ifcopenshell_wrapper Python module had `INSTALL_RPATH "$ORIGIN"` set
for "NOT WIN32 AND NOT WASM_BUILD" — but `$ORIGIN` is a Linux ld.so
placeholder, not a macOS dyld one. macOS dyld doesn't expand it; it
bakes the literal string `$ORIGIN` into LC_RPATH, which resolves to
nothing at runtime. The wrapper's hard-link `@rpath/ifcopenshell
.document.rdb.dylib` then fails to load even though INSTALL(TARGETS …
LIBRARY DESTINATION "${python_package_dir}/ifcopenshell") above had
already dropped the plug-in dylib right next to the wrapper.

Split the rpath assignment: `@loader_path` on Apple (the dyld
equivalent of `$ORIGIN`), `$ORIGIN` elsewhere.

This is what b0ef47819 (the build_osx IFCOS_BUILD_PYTHON_WRAPPER=off
gate) was working around. The gate is removed below.

## 2. ifcviewer-minimal: stage IfcOpenShell + wgpu_native into the .app

IfcViewerMinimal.app was building on macOS via the cmake
`BUILD_BONSAIVIEWER → BUILD_BONSAIVIEWER_WGPU` promotion, but had no
bundle staging — Contents/Frameworks/ only contained the Qt
frameworks macdeployqt deposited, so the .app would refuse to start
("Library not loaded: @rpath/libwgpu_native.dylib").

Mirror what src/bonsaiviewer/CMakeLists.txt does for BonsaiViewer.app:

* Set INSTALL_RPATH to `@executable_path/../Frameworks` so the exe
  knows where to look for @rpath/* deps.
* install(FILES) libwgpu_native.dylib into the bundle's Frameworks/
  (globbed from WGPU_NATIVE_LIB_DIR rather than hard-coded so it
  covers any future versioned name).
* install(CODE) staging block that copies every `*.dylib` from
  <prefix>/lib/ into the bundle's Frameworks/, excluding the
  geometry-writer plug-ins (same EXCLUDE regex as BonsaiViewer.app —
  viewer doesn't need OBJ/glTF/DAE/STP/IGS/SVG/TTL export converters).

Same long-form rationale + caveats apply (macdeployqt doesn't follow
non-Qt @rpath deps, lib-prefixed core libs vs ifcopenshell.* plug-in
naming split, Linux's equivalent lives in build_rocky.yml workflow
bash via patchelf + stage_runtime_payload). See src/bonsaiviewer/
CMakeLists.txt for the full version.

## 3. build_osx.yml: drop IFCOS_BUILD_PYTHON_WRAPPER=off

With (1) fixed, the Python wrapper smoke test should pass again. The
gate goes away; the comment block in build_osx.yml is replaced with a
short note pointing at the ifcwrap rpath fix as the underlying change
that re-enables this.

Together, (1)+(2)+(3) close the standalone IfcViewerMinimal-on-macOS
gap (task #43) and re-enable IfcOpenShell-Python on the macOS arm64 CI.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-04 11:31:45 +10:00
Dion Moult 8ab5c31e75 refactor: merge ifcviewer-wgpu into ifcviewer, drop Wgpu prefix
The GL backend is gone (task #53). The wgpu/non-wgpu folder split and
the Wgpu* class prefix were both disambiguation artefacts from the
overlap period — now pure dead weight.

## Folder + library merge

* `src/ifcviewer-wgpu/`  → folded into `src/ifcviewer/` (git mv tracks
  every file as a rename so blame/log history survives).
* `src/ifcviewer-wgpu-minimal/` → `src/ifcviewer-minimal/` (the exe was
  already named `IfcViewerMinimal`; this just brings the folder + CMake
  target name into line).
* `src/ifcviewer-wgpu/tests/test_wgpu_{selection,visibility}.cpp` →
  `src/ifcviewer/tests/test_{selection,visibility}.cpp`, folded into
  the existing `add_ifcviewer_unit_test(...)` helper.
* The `IfcViewerWgpu` static library is dissolved — its sources become
  part of the unified `IfcViewer` static library, which now bundles
  scene/loader + renderer in one target. The pre-merge circular
  dependency (IfcViewer linking IfcViewerWgpu just to get the
  ViewportWindow.h include path that SceneLoader.h needs) goes away.
* The wgpu-native FetchContent block, the Cocoa/QuartzCore link on
  Apple, the OBJCXX-enabled `.mm` source, and the wgpu-native runtime
  install all move into `src/ifcviewer/CMakeLists.txt` unchanged.

## Type renames (Wgpu prefix dropped from every Wgpu* identifier)

  WgpuAreaMeasurement   → AreaMeasurement
  WgpuBufferPool        → BufferPool
  WgpuLengthMeasurement → LengthMeasurement
  WgpuMetalSurface      → MetalSurface
  WgpuModelGpuData      → ModelGpuData
  WgpuOverlayFrame      → OverlayFrame
  WgpuOverlayRenderer   → OverlayRenderer
  WgpuSectionPlane      → SectionPlane
  WgpuSelectionState    → SelectionState
  WgpuStreamingLoader   → StreamingLoader
  WgpuStreamingThread   → StreamingThread
  WgpuViewportWindow    → ViewportWindow
  WgpuVisibilityState   → VisibilityState

  CMake target IfcViewerWgpuMinimal → IfcViewerMinimal (exe name was
  already this since wgpu shipped as default).

Deliberately kept: `onWgpuLog` (wgpu-native log callback — names a
binding to an external API, not one of *our* types), and the WGPU*
enum/struct prefixes from wgpu-native's own headers. `WgpuMemProbe`
lives in the separate `src/wgpu-mem-probe/` standalone diagnostic
project and isn't touched.

## Include-path updates

Every `#include "../ifcviewer-wgpu/Wgpu<X>.h"` → `"../ifcviewer/<X>.h"`,
every in-directory `#include "Wgpu<X>.h"` → `"<X>.h"`. Includes from
sibling subdirectories (modules/, etc.) are updated to point at
`../../../ifcviewer/` instead of `../../../ifcviewer-wgpu/`.

## cmake/CMakeLists.txt simplification

The redundant `add_subdirectory(ifcviewer-wgpu)` blocks (one inside
the BUILD_BONSAIVIEWER fan-in, one in the BONSAIVIEWER-less standalone
block) collapse into a single unconditional
`add_subdirectory(../src/ifcviewer ifcviewer)`. The standalone block
keeps only `wgpu-mem-probe` (the diagnostic tool, unrelated to the
viewer lib).

## Verification

* Full build green: `IfcViewer` static lib, `IfcViewerMinimal` exe,
  `BonsaiViewer` exe, all four pre-existing ifcviewer unit tests, and
  the two new-location tests (`test_selection`, `test_visibility`).
* No stray `Wgpu<X>` identifier remains across `src/ifcviewer/`,
  `src/bonsaiviewer/`, `src/ifcviewer-minimal/` (verified by grep).
* Renames tracked by git as `R` entries — `git log --follow` on
  ViewportWindow.cpp etc. continues to show history through the move.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-04 11:11:14 +10:00
Dion Moult 7f87408b78 bonsaiviewer: rework add-models false-origin guess + drop fly-mode input lag
Two independent threads that landed on this branch.

## 1. Federation false-origin guess: arm-on-add + frame-on-origin

The cc54237f5 fix moved the guess off the refresh() fan-in (terminating
the stack-overflow recursion on Holter Tower), but the gating was still
`modelIds().size() == 1` — broken for batch-add-into-empty-session
because the session registry is populated synchronously by all
addModel calls before any modelGeometryReady lands. Result: load 3
files at once → none of the per-model geometry-ready events ever
finds `size() == 1` → guess never fires → camera + federation origin
stay at surveyor coords.

Rework:

* **Arm/consume at the command boundary.** modules/models/Commands
  exposes `armFederatedFalseOriginGuess` / `consumeFederatedFalseOrigin
  Guess` (function pair — arming is a one-shot, raw-bool would let a
  peek-without-clear silently break the contract). `addModel` and the
  cloud-callback in `addModelFromCloud` arm if `modelIds().isEmpty()`
  at the moment they're about to register federation entries. The
  first geometry-ready then consumes the arm and runs the guess —
  batch add or single, works the same way.

* **Lazy first geometry point from mesh AABB centre.** Drop
  SceneLoader's `firstPlacement(mid)` / `first_placement` /
  `has_first_placement` and the two capture sites entirely. The
  viewport keeps CPU-side MeshInfo + InstanceCpu for picking /
  measurement; compute the anchor on demand via new const accessor
  `WgpuViewportWindow::firstGeometryPointWorldM(mid, out)` =
  instance0.placement × meshes[instance0.mesh_id].aabb_centre.
  This is more representative than the placement translation
  (placements often live far from the actual geometry due to long
  ObjectPlacement chains / intermediate local frames), and lighter
  storage-wise (lazy, vs. 128 B per model held just-in-case).

* **`guessFederatedFalseOrigin` math signature: Matrix4d → Vector3d.**
  The function only ever consumed `.block<3,1>(0,3)`; the Matrix4d
  API surface was a strictly-larger-than-necessary contract. Vector3d
  matches what the function actually needs.

* **`WgpuViewportWindow::frameOnFederatedOrigin(mid, max_distance_m)`**
  replaces the post-shift use of viewAll() that the ViewportView
  almost reached for. The federated false origin sits at (0,0,0) in
  post-shift space by construction, so the camera targets there
  directly; distance fits the model's post-shift AABB diagonal with
  viewAll's padding math, clamped to `max_distance_m` so a model
  with one crazy-coord outlier vertex can't pull the camera back so
  far the real geometry becomes a pixel. Called with 100 m cap from
  the guess. Unlike viewAll() this only iterates the one model the
  guess fired for — the "load 10 models, viewAll shows nothing"
  failure mode is structurally avoided.

* **ViewportView::tryGuessFirstModelFalseOrigin** renamed to
  `guessFederatedFalseOriginFromFirstModel` and the body restructured
  to consume the arm, look up the anchor via the viewport, mutate
  the federation origin (which propagates through SessionState's
  federatedFalseOriginChanged relay → refresh() → recompose all
  instance world AABBs), then `frameOnFederatedOrigin(mid, 100)`.

* **Internal guards preserved.** filePath skip (project files own
  the origin), current==defaults skip (don't clobber a user who
  set the origin manually then removed the model), placement /
  georef availability checks — defense-in-depth around the arm, not
  the primary gate. The arm-only flow means re-arming on add-into-
  empty-session is naturally re-firable: add → remove → add will
  retry if the previous guess returned defaults.

## 2. wgpu present-mode: prefer Immediate above FifoRelaxed

On Linux Vulkan stacks where the driver / compositor doesn't advertise
Mailbox (confirmed on the user's setup — capability log added in this
patch reports just `fifo, fifo_relaxed, immediate`), Fifo's 2–3 frame
queue doubles input-to-photon latency the moment WASD activates
(~16 ms render-body fully consumes the budget, so the queue is held
deep). On a 60 Hz display this reads as "less smooth than the 100 fps
HUD suggests" during fly-mode mouse-look-while-moving — confirmed by
WGPU_FLY_DEBUG dt traces (rock-solid 16-17 ms cadence, so it's not
frame pacing — it's latency).

Promote Immediate above FifoRelaxed in the preference order so that
when Mailbox is unavailable we pick the no-queue option (can tear
under fast motion, but tearing on architectural geometry is usually
invisible while the latency win is immediately felt). Also log the
full advertised capability list on first configure so future "why
isn't Mailbox available?" diagnostics don't need a code patch.

Mailbox remains first preference; Fifo remains the spec-guaranteed
final fallback.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-04 10:02:53 +10:00
Dion Moult 2b91e41fc4 bonsaiviewer: stage all IfcOpenShell dylibs (core + plug-ins) on macOS
The .app bundle's Frameworks/ staging rule was only globbing
ifcopenshell.*.dylib (the dlopen-only plug-ins) on the assumption
that macdeployqt would follow BonsaiViewer's link-time @rpath deps
for the lib-prefixed core shared libs. In practice it doesn't —
non-Qt @rpath deps whose source path is outside the standard system
/ Qt prefixes get skipped silently.

In a static build this didn't matter: libifcopenshell.geometry,
libIfcParse, libIfcViewer, etc. were statically embedded in
BonsaiViewer.exe, so there was no runtime dep. With --shared (added
in ddee88bed for the bundle-size win) they're separate dylibs that
must physically live in Frameworks/, or the binary won't even start:

    dyld: Library not loaded: @rpath/libifcopenshell.geometry.dylib
      Reason: tried '…/BonsaiViewer.app/Contents/Frameworks/
              libifcopenshell.geometry.dylib' (no such file)

Broaden the install(CODE) glob to *.dylib so both flavours land:

  * lib-prefixed linked core libs (libifcopenshell.geometry.dylib,
    libIfcParse.dylib, libIfcViewer.dylib, lib<mapping/kernel>.dylib)
  * non-prefixed plug-ins (ifcopenshell.parse.schema.ifcXxX.dylib,
    ifcopenshell.geometry.mapping.ifcXxX.dylib, etc.)

<prefix>/lib/ is IfcOpenShell-exclusive (Qt / boost / eigen live in
their own brew / build prefixes), so the broad glob doesn't risk
sweeping in unrelated dylibs. The geometry-writer EXCLUDE regex is
preserved so the size win from the writer-skip side of ddee88bed
stays in place.

In a static build the lib/ directory simply has no *.dylib files
that match, so the rule no-ops cleanly — same code path is safe for
both --shared and the (unused but possible) default static config.

Linux didn't need a counterpart: build_rocky.yml already does the
equivalent in workflow bash (`patchelf --set-rpath '$ORIGIN'` +
`stage_runtime_payload`), and local Linux dev uses CMake's
BUILD_RPATH which auto-resolves to the build subdirectories. macOS
.app bundles are treated as opaque by the packaging step (no
stage_runtime_payload against Contents/), so the staging has to
happen at CMake install time when the bundle is being assembled.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 15:29:59 +10:00
Dion Moult cc54237f51 viewport: move first-model false-origin guess out of refresh()
Loading a model whose first placement sits at the world origin
stack-overflowed BonsaiViewer instantly on Windows (and macOS).
WinDbg trace was a 5-frame Qt signal-slot cycle hitting the guard
page ~1400 levels deep; Linux escaped only because that machine's
iterator order put a non-origin instance first, which made the guess
return a non-default value and naturally terminated the recursion
after one step.

Root cause is the architecture, not the specific guard inside the
guess function. `ViewportView::refresh()` was connected to six
SessionState signals (projectReset, projectOpened, modelsChanged,
federationChanged, visibilityChanged, modelGeometryReady) and was
calling `maybeGuessFederatedFalseOrigin` on every model on every
fire. That helper called `session_state_->notifyFederationChanged()`
unconditionally after the mutation, which re-emitted
SessionState::federationChanged, which re-entered refresh(), which
re-entered the guess — a hidden emit-in-slot loop. The "current ==
defaults" guard at the top of the guess prevented further mutations
once the value moved off defaults, but on machines where the guess
itself returned defaults the guard never fired and the loop ran
forever.

Cleanup:

* refresh() is now terminal: it reads federation state, pushes it to
  the viewport, and returns. No mutations, no signal emissions.
  maybeGuessFederatedFalseOrigin is removed from its for-loop.

* The guess is renamed to `tryGuessFirstModelFalseOrigin(uint32_t)`
  and is now invoked only from the modelGeometryReady connection,
  not from refresh(). Conditions:
    1. modelIds().size() == 1 (the just-loaded model is the only
       model — i.e. this is the "first model added" edge)
    2. federation->federatedFalseOrigin() == defaults (nobody has
       set the origin yet — possibly because the previous attempt
       guessed defaults and no-op'd, in which case we deliberately
       want to retry next time a model lands)
  No one-shot flag: add→remove→add cycles re-attempt the guess
  precisely while the origin is still default, which is the right
  semantics.

* SessionState now relays Federation::federatedFalseOriginChanged
  onto its own bus via notifyFederationChanged. This replaces the
  manual `session_state_->notifyFederationChanged()` call the old
  guess made post-mutation. With the relay in place, any future
  mutation site (commands, settings dialog, project load) will
  propagate to views automatically — the emit point lives at the
  data change, not at every caller. Views still subscribe to
  SessionState only; Federation stays a back-end detail.

Reproduced with ISSUE_053_20181220Holter_Tower_10.ifcview on
Windows (build 21d3945, WinDbg `kn30` showed the recurring cycle
explicitly). Diagnosis confirmed on Linux by adding tracing prints
in refresh() and the guess body: same model, same code, but the
iterator's first-placement happened to be non-origin so the loop
terminated after one step.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 12:19:17 +10:00
Dion Moult ddee88bed3 build_osx: --shared + skip geometry-writer plug-ins (~3x bundle shrink)
Mirrors the Rocky workflow's two-part size reduction (27249770e
"Reduce Rocky package size") on macOS:

1. Pass `--shared` to nix/build-all.py. The default builds
   IfcOpenShell as static libs, which means every plug-in dylib
   (schemas × 8, kernels × 3, mappings × 8, writers × 8, document
   serializers × ~4, linework processing) statically embeds a full
   copy of libIfcParse + libIfcGeom. With --shared the plug-ins
   reference @rpath/libIfcParse.dylib + @rpath/libIfcGeom.dylib and
   the per-plug-in dylib drops from ~30-50 MB to a few MB each.
   Dominant size win.

2. Filter `ifcopenshell.geometry.writer.*.dylib` out of BonsaiViewer's
   plug-in staging step in src/bonsaiviewer/CMakeLists.txt. These are
   the per-schema OBJ / glTF / DAE / STP / IGS / SVG / TTL export
   converters — heavy because each one inlines the full schema, and
   BonsaiViewer is a viewer, never an exporter, so they're pure
   deadweight inside the bundle. Additive on top of --shared.

Bundle went 300 MB → expected ~100 MB, in line with Linux (~100 MB)
and Windows (~80 MB).

The IFCOPENSHELL_BUILD_PYTHON_WRAPPER=off gate is unchanged for now
— once we confirm BonsaiViewer.app size + functionality look sane,
we can ungate the Python wrapper and see if shared-builds-on-macOS
shake out its install issues too.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-03 08:06:42 +10:00
Dion Moult 37aa68e66c ifcopenshell plug-in loader: stable anchor + bundle-aware fallbacks
# What

Two upstream-shaped fixes to ifcopenshell's runtime plug-in discovery
so the schema/serializer plug-ins are findable in deployment layouts
other than a flat \`<prefix>/lib/\` (specifically: macOS .app bundles).

## (1) Stable anchor variable instead of a function pointer

\`schema_plugin_directory()\` used \`&load_schema_plugins\` as the
anchor whose containing module \`dladdr\` is asked to resolve. Function
addresses are not reliably equal to a single canonical location across
toolchains — on macOS arm64 with BonsaiViewer.app, \`&load_schema_plugins\`
took the address of a PLT/stub inside the consumer binary rather than
the actual symbol inside \`libIfcParse.dylib\`. \`dladdr\` then dutifully
returned the consumer's path and the loader started searching
\`BonsaiViewer.app/Contents/MacOS/\` for plug-ins that were never
installed there.

A variable doesn't suffer from this — it has exactly one canonical
address inside its defining dylib. Add \`ifcopenshell_libifcparse_anchor\`
(exported via IFC_PARSE_API) and use \`&that\` instead. Standard pattern
used by Boost.DLL, GStreamer, \`_dyld_get_image_*\`, etc.

## (2) Bundle-aware fallback search paths

The primary search path is \`dirname(libIfcParse)\`. That works for
flat installs (Linux \`lib/\`, Windows \`bin/\`) where plug-ins are
siblings of libIfcParse. macOS app bundles split the layout:
\`macdeployqt\` puts non-Qt @rpath deps in \`Contents/Frameworks/\`,
Apple convention asks for \`Contents/PlugIns/\`, and some install rules
co-locate libIfcParse with the exe in \`Contents/MacOS/\`. Plug-ins
typically end up in a sibling directory, not the same one.

In \`add_search_paths_or_default\`, after registering the primary path,
also register \`<parent>/PlugIns\`, \`<parent>/Frameworks\`, and
\`<parent>/MacOS\` on Apple platforms. \`discover_exact\` short-circuits
on the first hit so duplicates and missing directories are harmless.

# What this does NOT do

The plug-in dylibs still need to actually be inside the app bundle
somewhere for these fallbacks to find them — the upstream install
rules (\`install(TARGETS …)\` in \`src/ifcparse/CMakeLists.txt\`,
\`src/serializers/CMakeLists.txt\`, etc.) put them in \`<prefix>/lib/\`
which lives outside \`BonsaiViewer.app\`. That side of the fix is a
follow-up — either an explicit bundle-aware install destination on
the plug-in targets, or an install(CODE) sweep that mirrors them
into the bundle.

# What this also un-does

Reverts the BonsaiViewer-only \`install(CODE)\` hack that was about to
copy \`ifcopenshell.*.dylib\` from \`lib/\` into
\`BonsaiViewer.app/Contents/MacOS/\` — superseded by the loader-side
fix above, which lets us put the plug-ins anywhere sane inside the
bundle without further consumer-side stitching.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 21:18:59 +10:00
Dion Moult 5ffae41bbd WgpuViewportWindow: stop using QSurface::MetalSurface on macOS
NSZombieEnabled-lldb on macOS revealed the actual cause of the
"OS_os_log displayLock" / segfault that has been chasing us:

    *** -[QMetalLayer displayLock]:
        message sent to deallocated instance 0xb5e234e40

Qt's QMetalLayer (its CAMetalLayer subclass installed when surfaceType
== MetalSurface) is dealloc'd while Qt's QCocoaWindow still holds an
internal reference to it. Once wgpu-native bridge-retains the layer in
its Rust surface code and re-publishes the drawable pool from
configureSurface, Qt's QMetalLayer life is implicitly handed to
wgpu-native and Qt's separate ref winds up dangling. The next Qt
expose event sends -displayLock to the dead pointer.

Earlier guesses (Qt-6.11/macOS-26 incompatibility, multi-display) were
both wrong — single-display still crashed, and the Tahoe os_log
selector-cast theory was a red herring; the real error is "deallocated
instance", revealed only by NSZombieEnabled.

# Fix

Set surfaceType to OpenGLSurface on macOS too. On macOS that still
gives us a layer-backed NSView; Qt just doesn't install QMetalLayer.
WgpuMetalSurface_mac.mm's else-branch (the one that always fires when
the existing layer isn't already a CAMetalLayer) now consistently
attaches a vanilla CAMetalLayer we fully own — wgpu-native can do
whatever it wants to the layer's lifetime without stepping on any
Qt-side bookkeeping.

We never bind a real GL context on top of OpenGLSurface — it's just
the most portable "hardware-rendering-ready surface" hint Qt has, and
it's already what Linux and Windows use.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 18:52:19 +10:00
Dion Moult aba8ac727d wgpu: query surface capabilities before configuring present mode
Default WGPUPresentMode was a static Mailbox. That works on DX12 and
on Vulkan with most drivers, but the Metal backend in wgpu-native v29
only exposes [Fifo, Immediate], and asking for Mailbox makes
wgpuSurfaceConfigure panic from Rust:

    thread '<unnamed>' panicked at src/lib.rs:605:5:
    Error in wgpuSurfaceConfigure: Validation Error
    Caused by:
      Requested present mode Mailbox is not in the list of supported
      present modes: [Fifo, Immediate]
    fatal runtime error: failed to initiate panic, error 5, aborting

# Fix

Query wgpuSurfaceGetCapabilities and walk a preference list
(Mailbox → FifoRelaxed → Immediate → Fifo), picking the first mode
the surface actually lists. Fifo is the only spec-required mode and
will always be present, so the loop always finds something.

The env override (WGPU_PRESENT_MODE=...) still wins when set, but
also drops back to Fifo if the requested mode isn't supported on the
current backend — no panic.

# Outcomes per backend

  DX12 / Vulkan:  picks Mailbox (low input lag, our previous default).
  Metal (macOS): picks Immediate (Mailbox unavailable). On Metal the
                 CAMetalLayer presents through CoreAnimation, so the
                 compositor still vsync-aligns; Immediate is effectively
                 low-latency-with-no-tearing on macOS.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:47:46 +10:00
Dion Moult f66ad22f1d macOS: ship libwgpu_native.dylib into the bundle and set the rpath
BonsaiViewer.app crashed at launch on a fresh macOS arm64 mac with:

    Library not loaded: @rpath/libwgpu_native.dylib
    Referenced from: /Applications/BonsaiViewer.app/Contents/MacOS/BonsaiViewer
    Reason: no LC_RPATH's found

The exe had \`LC_LOAD_DYLIB @rpath/libwgpu_native.dylib\` (CMake baked
that in from the upstream dylib's install_name), but zero \`LC_RPATH\`
entries, so dyld had nowhere to look — and macdeployqt hadn't pulled
the dylib in either, since it sat at \`<install_root>/lib/\` rather
than inside the .app.

Two changes:

- \`src/ifcviewer-wgpu/CMakeLists.txt\`: on macOS, when
  BUILD_BONSAIVIEWER is on, install libwgpu_native.dylib straight
  into \`BonsaiViewer.app/Contents/Frameworks/\` instead of
  \`<prefix>/lib/\`. That matches the standard macOS bundle layout.

- \`src/bonsaiviewer/CMakeLists.txt\`: set
  \`INSTALL_RPATH "@executable_path/../Frameworks"\` on the
  BonsaiViewer target on Apple. That's where dyld looks at launch,
  and where the dylib now lives.

Together the @rpath load resolves at launch without depending on
macdeployqt to follow non-Qt @rpath references (it usually only
chases Qt frameworks).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:05:41 +10:00
Dion Moult edc598357b wgpu: default present mode to Mailbox (was Fifo)
# Why

The stage-1 default was Fifo because it is the only present mode
WebGPU spec *requires* every backend to support — conservative,
"always works", lowest power. But on DX12 Fifo maps to a DXGI
flip-discard swap chain whose default \`MaximumFrameLatency\` is 3,
which queues ~50ms of pre-rendered work between submit and display.
Even when the FPS counter shows 60 the cursor-bound interactions
(marquee, pivot, orbit) feel ~3 frames behind because they *are*.

# What

Mailbox: vsync-aligned (no tearing) with a one-frame queue
(last-frame-wins). ~16ms input→display latency. wgpu-native handles
the fallback to Fifo automatically on backends that don't implement
Mailbox (Vulkan + NVIDIA on Linux is the historical one).

# Trade-off

Mailbox uncaps the render loop: with no vsync gating, the
\`requestUpdate()\` → render → present loop spins at whatever Qt's
event loop allows (~600 Hz on an empty scene), and the GPU does
useful-but-discarded work on each redundant frame. On any non-trivial
scene the GPU is the bottleneck and the loop self-paces near the
display rate. The FPS counter measures \`render()\` invocations, not
unique frames the user actually sees — that's expected.

# Override

WGPU_PRESENT_MODE=fifo restores the old behaviour for the rare
laptop-battery / heat-conscious case. fifo_relaxed / immediate also
still work as before.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 16:45:54 +10:00
Dion Moult 6b72a60d8c WgpuMetalSurface_mac: switch to <AppKit/AppKit.h> umbrella
The narrow `<AppKit/NSView.h>` header only forward-declares NSWindow,
so `view.window.backingScaleFactor` fails to compile on macOS with:

    error: property 'backingScaleFactor' cannot be found in forward
           class object 'NSWindow'

Use the AppKit umbrella header so NSWindow's interface (including
backingScaleFactor) is in scope. Same idiomatic include any non-trivial
Cocoa code reaches for; we're already linking -framework Cocoa so
there's no compile-time cost beyond a slightly heavier translation
unit (the .mm is ~30 lines anyway).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 14:25:06 +10:00
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 1b920e502f ifcviewer-wgpu: pick the Windows ARM64 wgpu-native archive when targeting ARM64
The Windows branch of the wgpu-native FetchContent block was
hardcoding the x86_64 archive name regardless of host arch — the
macOS and Linux branches already switch on
\`CMAKE_SYSTEM_PROCESSOR MATCHES "arm64|aarch64"\`, but Windows
didn't get the same treatment because the wgpu work was done on
x86_64 hosts.

Result on \`windows-11-arm\`: CMake downloaded
\`wgpu-windows-x86_64-msvc-release.zip\`, IfcViewerWgpu linked against
the x86_64 import library, and the final link of
IfcViewerWgpuMinimal/BonsaiViewer emitted ~60 unresolved \`wgpu*\`
externs because the import-lib symbols are x86_64-only.

Upstream wgpu-native v29.0.0.0 already publishes
\`wgpu-windows-aarch64-msvc-release.zip\` — switching on
\`CMAKE_SYSTEM_PROCESSOR\` so the right archive gets fetched is
sufficient.

Also restores the ARM64 row in \`.github/workflows/build_win.yml\`
that the prior commit dropped (the comment there was wrong; upstream
does ship the binary, our CMake just wasn't asking for it).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 10:13:01 +10:00
Dion Moult 6fa55b7c25 build_osx: zip and upload .app bundles to S3
The existing "Package .zip archives" step only sweeps
\`\$install_root/bin/\` for plain executable files (via \`find -type f
-perm /111\`). That captures \`IfcConvert\` and \`IfcGeomServer\` but
misses macOS app bundles entirely:

  - BonsaiViewer.app installs at \`\$install_root/BonsaiViewer.app\`
    (BUNDLE DESTINATION ".") — not under bin/, and it's a directory,
    not a file.

So the prior bonsai macOS CI run got a green tick but the
ifcopenshell-builds S3 bucket only ended up with IfcConvert +
IfcGeomServer + the python wheel — no BonsaiViewer.

Add a second packaging pass that finds \`*.app\` directories at the
install-prefix root and zips each one as-is. macdeployqt has already
embedded the Qt frameworks inside the bundle during install/strip, so
no extra dependency staging is needed.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 09:49:04 +10:00
Dion Moult b0ef47819f ci: IFCOS_BUILD_PYTHON_WRAPPER env-gate (off for bonsai macOS CI)
# Why this exists

The bonsai macOS CI (`build_osx.yml`, arm64) currently fails the
`IfcOpenShell-Python` smoke test with:

    ImportError: dlopen(.../_ifcopenshell_wrapper.cpython-311-darwin.so,
                       0x0002):
      Library not loaded: @rpath/ifcopenshell.document.rdb.dylib
      Reason: tried: '$ORIGIN/ifcopenshell.document.rdb.dylib'
                     (no such file)

`_ifcopenshell_wrapper.cpython-311-darwin.so` has a hard `LC_LOAD_DYLIB`
of `@rpath/ifcopenshell.document.rdb.dylib` and its only `LC_RPATH` is
`$ORIGIN` (= `site-packages/ifcopenshell/`). The plug-in dylib is not
present at that path on macOS, so the wrapper fails to load and the
build smoke test (`build-all.py: compile_python_wrapper`) errors out.

BonsaiViewer.app builds, installs, and macdeployqt-deploys cleanly
before this point — the failure is downstream and unrelated to wgpu,
BonsaiViewer, or anything else on this branch.

# Where the regression came from

Two commits on the branch line that became `ifcviewer-wgpu`:

  b599ee10 "More work on isolating into plug-ins"   (2026-04-18, Thomas Krijnen)
  b022ca7e7 "Some plug-in work"                     (2026-04-21, Thomas Krijnen)

`b599ee10` added a hard link dep:

    target_link_libraries(ifcopenshell_wrapper PRIVATE document_serializer_rdb)

which bakes `@rpath/ifcopenshell.document.rdb.dylib` into the wrapper's
`LC_LOAD_DYLIB`. `b022ca7e7` added a `if(CREATE_BUNDLE) ...
install(TARGETS ${_ifcopenshell_python_runtime_targets}
LIBRARY DESTINATION "${python_package_dir}/ifcopenshell" ...)` block
that was *intended* to satisfy that link dep by copying plug-ins next
to the wrapper. On macOS arm64 the install rule does not actually
deposit `ifcopenshell.document.rdb.dylib` into
`site-packages/ifcopenshell/`, so the runtime dlopen fails.

# Why 227d85d worked

`227d85d` (2026-05-15) is on the `v0.8.0` line, not on the
`datamodel-v1.0 -> ifcviewer -> ifcviewer-wgpu` line. The merge-base
of `227d85d` and `ifcviewer-wgpu` is `e6258ab4` (2026-04-13). Both
b599ee10 and b022ca7e7 live on the wgpu side of that fork and are not
ancestors of `227d85d`:

    $ git merge-base --is-ancestor b599ee10 227d85d
    [exit 1 — NOT an ancestor]
    $ git merge-base --is-ancestor b599ee10 v0.8.0
    [exit 1 — NOT an ancestor]

So the macOS Python wheel built fine on `v0.8.0` because that branch
never had the plug-in refactor; it has been broken on our branch line
since 2026-04-21. Nobody noticed because nobody had been firing
`build_osx.yml` against this branch line until this week's bonsai CI
work.

# What this commit does

Adds an `IFCOS_BUILD_PYTHON_WRAPPER` env var to `nix/build-all.py`.
Defaulting to `on` preserves existing behaviour everywhere; setting
it to `off` (or `0`/`false`/`no`) drops `IfcOpenShell-Python` from
the target set so `build-all.py` skips the wrapper build + smoke
test entirely.

`build_osx.yml` sets `IFCOS_BUILD_PYTHON_WRAPPER=off` so the bonsai
macOS CI can complete and upload `BonsaiViewer.app` while the plug-in
install rule is broken.

# What Thomas should do

Once the install rule in `src/ifcwrap/CMakeLists.txt` (the
`if(CREATE_BUNDLE) ... install(TARGETS ${_ifcopenshell_python_runtime_targets}
LIBRARY DESTINATION "${python_package_dir}/ifcopenshell" ...)` block,
added in b022ca7e7) is fixed to actually drop
`ifcopenshell.document.rdb.dylib` next to the wrapper in
site-packages on macOS — this commit can be reverted in its entirety:
the env-gate in `build-all.py` AND the `IFCOS_BUILD_PYTHON_WRAPPER=off`
in `build_osx.yml`. The bonsai macOS workflow will then build the
Python wrapper too.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 09:06:28 +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 45e9f763c8 ci: fix bonsai cross-platform build on Linux, macOS arm64, Windows x64
Bundles four portability fixes uncovered by manually firing the platform
workflows against this branch:

- WgpuOverlayRenderer.cpp: GCC 11 (Rocky manylinux runner) does not parse
  a multi-line raw string inside `#define`. Converted
  THICK_LINE_HELPERS_WGSL from a `#define` to a `static const char*` and
  switched AXIS_WGSL / SECTION_WGSL / MARQUEE_WGSL to `std::string` so
  they can concatenate at static-init time. Three call sites now pass
  `.c_str()` to svFromCStr.

- bonsaiviewer/CMakeLists.txt: added BUNDLE DESTINATION to the install
  rule (same fix already applied to IfcViewerWgpuMinimal). MACOSX_BUNDLE
  targets fail at configure on macOS without it even when nobody runs
  `make install`.

- build_osx.yml: dropped the x64 (Intel cross-compile) matrix row. The
  runner is arm64 so `brew --prefix qt` returns the arm64 prefix; we'd
  need a separate x86_64 Qt install under /usr/local to cross-build
  BonsaiViewer. Revisit if Intel-Mac demand resurfaces.

- build_win.yml: dropped the ARM64 matrix row. wgpu-native does not ship
  a Windows-ARM64 binary, so IfcViewerWgpu's link step fails with ~60
  unresolved wgpu* externs. Re-enable when upstream publishes that
  target.

Cherry-pick this commit to v0.8.0 so the workflow_dispatch buttons see
the dropped rows.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 23:13:59 +10:00
Dion Moult d390911d75 build_osx: build BonsaiViewer on macOS via build-all.py
Linux (build_rocky.yml) and Windows (win/build-all-win.py) already pass
BUILD_BONSAIVIEWER=ON when building from source; macOS was the odd one
out. Three small changes to bring it up to parity:

1. .github/workflows/build_osx.yml — \`brew install qt\` (Qt6 with Svg)
   in the Install Dependencies step, then set QT_DIR=\$(brew --prefix
   qt) and BUILD_BONSAIVIEWER=ON in the Run Build Script env.

2. nix/build-all.py — install_qt6() now honours a pre-set QT_DIR.
   Before this change get_qt6_aqt_config() raised on non-Linux,
   blocking bonsai builds on macOS/Windows from ever using a
   system-provided Qt6. We now validate that QT_DIR points at a real
   Qt6 install (probes lib/cmake/Qt6/Qt6Config.cmake) and skip the aqt
   download path if so. Linux flow is unchanged: when QT_DIR is unset
   the function falls through to the existing aqtinstall path.

build_osx.yml stays workflow_dispatch-only — slow run (~1h with
ccache, longer cold), so manual fire when wanted. Cherry-pick this
file + nix/build-all.py to v0.8.0 to make the workflow dispatchable
against the ifcviewer-wgpu branch before the squash lands.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 18:41:39 +10:00
Dion Moult 57a94095e8 ci: wgpu mac — drop the bare \-j\ flag
Ninja rejects \`-j\` without a numeric argument (unlike make, which
treats bare \`-j\` as unlimited parallelism). Build step exited with
\`ninja: fatal: invalid -j parameter\`. Drop the \`-- -j\` tail
entirely; Ninja already parallelises across available cores by
default.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 18:26:29 +10:00
Dion Moult 025e60e635 ci: wgpu mac — cover ifcviewer-wgpu-minimal + wgpu-mem-probe in paths filter
The first run after BUNDLE DESTINATION fix didn't trigger because that
commit only touched src/ifcviewer-wgpu-minimal/CMakeLists.txt, which
the workflow's paths: list didn't cover. Add the two sibling
subprojects (-minimal and wgpu-mem-probe) since they participate in
the same configure pass.

(Manual workflow_dispatch is still unavailable until this workflow
lands on the default branch — GitHub gates the "Run workflow" button
on the default branch's copy of the file.)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 18:20:30 +10:00
Dion Moult 07825b7442 ifcviewer-wgpu-minimal: add BUNDLE DESTINATION for macOS install rule
The target has MACOSX_BUNDLE ON, which on Darwin requires
install(TARGETS) to specify a BUNDLE DESTINATION — CMake validates
that at configure time, even when nobody runs `make install`. The
macOS CI configure step failed with:

    install TARGETS given no BUNDLE DESTINATION for MACOSX_BUNDLE
    executable target "IfcViewerWgpuMinimal".

Set BUNDLE DESTINATION bin alongside RUNTIME DESTINATION bin so both
platforms install into the same spot. No behavioural change on Linux
(no MACOSX_BUNDLE) — verified locally.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 18:16:19 +10:00
Dion Moult 317dbaa440 ci: wgpu mac — install Boost on the runner
Top-level cmake/CMakeLists.txt:328 does an unconditional
find_package(Boost REQUIRED COMPONENTS program_options regex thread
date_time iostreams) before the BUILD_BONSAIVIEWER gate, so we have
to install it on the runner even though IfcViewerWgpu itself doesn't
touch Boost. Removed via task #12 (extract ifcviewer-core) later.

Other unconditional finds in the top-level CMake (manifold,
nlohmann_json, USD, RocksDB, zstd) are already gated on flags that
default to OFF — no action needed for those.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 18:10:24 +10:00
Dion Moult b103563c8d ci: wgpu mac — disable IfcGeom/CGAL/OCCT; drop ctest -R filter
Two iterations on the first CI run:

1. The top-level cmake/CMakeLists.txt unconditionally find_package's
   CGAL (line 217) and OpenCASCADE (222) before our BUILD_BONSAIVIEWER
   gate kicks in, so configure failed with "Could NOT find CGAL". Pass
   BUILD_IFCGEOM=OFF + BUILD_IFCPYTHON=OFF + BUILD_CONVERT=OFF +
   BUILD_EXAMPLES=OFF + BUILD_GEOMSERVER=OFF + WITH_OPENCASCADE=OFF +
   WITH_CGAL=OFF + COLLADA_SUPPORT=OFF so all the heavy deps stay out
   of the configure step. Verified locally on Linux.

2. The ctest -R "wgpu" filter was case-sensitive and the Catch2 test
   names begin with capital "Wgpu" (e.g. "WgpuSelectionState starts
   empty..."), so it matched zero tests and ctest exited with "No
   tests were found". The standalone wgpu config only builds the
   wgpu tests anyway, so the filter is unnecessary — drop it.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 18:03:40 +10:00
Dion Moult 53e9240702 ci: wgpu sanity check on macOS
Lightweight workflow that compiles IfcViewerWgpu (the static lib) on
macOS arm64 + runs the wgpu state tests. Skips IfcViewerWgpuMinimal
because createSurface has no Metal path yet (task #32); the platform
surface blocks in WgpuViewportWindow.cpp are wrapped in
#if defined(Q_OS_LINUX) so the lib itself compiles cleanly on macOS.

Goal: catch portability regressions in the wgpu source on Apple
Silicon without paying for build_osx.yml's full IfcGeom + OCCT +
Python wheel pipeline. ~5 min vs hours.

Triggers on push/PR that touches src/ifcviewer-wgpu, the shared
headers it depends on, the top-level CMake, or this workflow itself.
Also workflow_dispatch for manual runs.

Hoists the Catch2 fetch in cmake/CMakeLists.txt out of the
BUILD_BONSAIVIEWER gate so the standalone wgpu config
(BUILD_BONSAIVIEWER=OFF + BUILD_BONSAIVIEWER_WGPU=ON +
BUILD_BONSAIVIEWER_TESTS=ON) can build tests without dragging the
whole bonsai/IfcGeom tree in. Default remains OFF, so default builds
stay offline-capable.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 17:53:41 +10:00
Dion Moult 42ab97b134 tests: pass WITH_MESH_OPTIMIZER into test_lod_builder
LodBuilder.cpp guards its real body behind #ifdef WITH_MESH_OPTIMIZER
(the stub is `return;`). The IfcViewer static lib propagates the
define via target_compile_definitions, but test_lod_builder compiles
LodBuilder.cpp standalone (it doesn't link IfcViewer), so the test
silently exercised the no-op path. summariseLods and buildLods cases
asserted on the post-build state and saw zero LOD1 output.

Pre-existing regression since 884e7ba32 ("Make meshoptim optional");
adds the define to the test target directly so the real build path
runs. 5/5 LOD cases pass after.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 17:40:55 +10:00
Dion Moult 379f913f65 wgpu tests: port selection + visibility state coverage
Two Tier-1 unit binaries under src/ifcviewer-wgpu/tests/ — same Catch2
+ CTest harness as the surviving GL-side tests, gated by
BUILD_BONSAIVIEWER_TESTS.

- test_wgpu_selection: 17 cases / 71 assertions covering replace, add,
  remove, toggle, clear, contains, count, selectionIds, fillFlagsArray,
  active-id semantics, dirty-bit, and id == 0 sentinel handling.
- test_wgpu_visibility: 8 cases / 27 assertions covering hide, show,
  clear, isHidden, hiddenIds, idempotence, and the 0 sentinel.

The wgpu state classes have a deliberately simpler shape than the GL
ones (no Q_OBJECT, no signals — replaced by a dirty bit; no bulk
set/add/remove methods — bulk behaviour lives in the viewport verbs).
One *intentional* behavioural difference is documented in the test:
add(id) steals active in the wgpu API, where GL's addToSelection kept
the prior active. Each pick should drive the properties panel to the
most recently touched object.

Bulk hide/isolate/show-all semantics live in WgpuViewportWindow, which
composes WgpuVisibilityState + the model instance lists; those are
integration-level, not Tier-1, so they're not covered here.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 17:39:34 +10:00
Dion Moult 2981500b3b Route bonsai through wgpu; delete the GL backend
Bonsai now drives the wgpu viewport for both sidecar and direct-IFC
loads. The GL viewer and its supporting state classes are gone.

SceneLoader rewire:
- Takes WgpuViewportWindow* instead of ViewportWindow*.
- Sidecar path reads metadata only (readSidecarMetadataOnly) and hands
  the StreamingSidecar off to the new applyCachedModel. Field accesses
  inside applySidecarData go through .meta.
- Direct-IFC path uses the wgpu A-path (upload{Mesh,Instance}Chunk +
  finalizeModel). The applyLodExtension call is dropped — wgpu has no
  live LOD1 splice; LOD1 still lands in the on-disk sidecar for the
  next open.

Bonsai migration:
- ViewportWindow → WgpuViewportWindow across MainWindow, Measurement,
  SessionState, and every modules/*/{Commands,Panel,View}.{h,cpp} —
  116 sites total. Same s/OverlayRenderer::/WgpuOverlayRenderer::/
  rename, 12 sites.
- Includes flipped from ../ifcviewer/ViewportWindow.h to
  ../ifcviewer-wgpu/WgpuViewportWindow.h. OverlayRenderer.h include
  dropped (transitively reached via the viewport header).
- BonsaiViewer links IfcViewerWgpu in addition to IfcViewer for the
  duration of the migration; the GL-side IfcViewer also publicly links
  IfcViewerWgpu so SceneLoader can resolve WgpuViewportWindow.

GL backend deletion:
- src/ifcviewer/ViewportWindow.{cpp,h}, BvhAccel.*, OverlayRenderer.*,
  Selection.*, Visibility.* all gone.
- src/ifcviewer-minimal/ removed entirely (MinimalWindow drove the GL
  viewport).
- src/ifcviewer/tests: test_bvh_accel, test_selection, test_visibility
  removed. The first has no replacement (wgpu doesn't use a per-instance
  BVH); the latter two are ported separately. test_lod_builder,
  test_sidecar_cache, test_instanced_geometry, test_federation remain
  (backend-agnostic).
- IfcViewer's CMakeLists drops OpenGL, Qt::OpenGL, Qt::Widgets — none
  of the surviving translation units reach for them.

Build flag plumbing:
- BUILD_BONSAIVIEWER now auto-enables BUILD_BONSAIVIEWER_WGPU since
  SceneLoader requires the wgpu lib for its WgpuViewportWindow* arg.
- The wgpu subprojects add_subdirectory ahead of the GL one so
  IfcViewerWgpu exists when IfcViewer's link evaluates.
- src/ifcviewer-minimal subdir reference removed from cmake/CMakeLists.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-01 17:38:33 +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