Commit Graph

13 Commits

Author SHA1 Message Date
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 6f66d08bee wgpu cull: chunk-level frustum cull replaces BVH walk
cullModelCpuCompute previously had two paths: a flat linear scan over
all instances (default), or a BVH-stack walk (--bvh, gated off because
it regressed on dense scenes — the BVH built per instance but its
interior-node AABBs spanned huge chunks of model so most subtrees
straddled the frustum and the walk overhead beat the rejection win).

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

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

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

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 15:20:30 +10:00
Dion Moult 502c29fbc2 wgpu: probed-size pool replaces per-chunk createBuffer
Drops the per-machine "guess the OOM ceiling" budget knob in favour of
a single buffer pool whose capacity is *probed* at device-init time.
The runtime answers the question: descend from min(maxBufferSize, 4 GB)
through OOM error scopes, accept the largest size that allocates
cleanly. On a desktop wgpu-native v29 box this lands at 2 GB; on
browser-class platforms it'll land at 256 MB – 1 GB depending on the
implementation. Same code path either way.

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 11:15:11 +10:00
Dion Moult f6d888d42b wgpu streaming (3/4): --streaming scaffold + applyCachedModelStreaming
Wires the metadata-only reader (commit 1) through a parallel streaming
load path. With --streaming on:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 21:05:38 +10:00
Dion Moult 51dc31a50b wgpu backend: 10× perf — megadraw, async HiZ, parallel cull, motion mode
Closes the perf gap to the GL backend on real BIM benchmarks. On a 10-
sidecar / 380k-instance corpus at a fixed --camera the wgpu binary went
from 110.6 ms to 11.6 ms (vs GL's 23 ms — half the frame time, but
note GL is doing extra work the wgpu backend hasn't ported yet; see
the caveats list at the bottom). Bundled because the pieces interlock
and shipping any of them without the others reintroduces the same wall.

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:46:13 +10:00
Dion Moult 7893135790 wgpu backend: --camera flag + request adapter's max buffer limits
Two pieces that block proper side-by-side parity with the GL minimal:

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

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

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

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:58:18 +10:00
Dion Moult 819196b3ce wgpu backend: --benchmark N parity with the GL minimal
Stage 11 of the wgpu port. WgpuViewportWindow gains setBenchmarkFrames(N);
the minimal driver wires it to a --benchmark N flag. Renders N frames
after a 5-frame warmup, yaw-sweeping the camera at 0.5°/frame, captures
per-frame wall time with QElapsedTimer (cull + encode + present), and
prints avg/median/p1/p99 + last-frame stats in the same line format as
IfcViewerMinimal so a script can diff them line for line.

Per-frame stats (visible_objects, visible_triangles, sub_draws) are now
summed in render() from m.mesh_draws. hiz_rej reports 0 until stage 7
adds HiZ occlusion.

Verified on basic.ifc (3 instances): wgpu 11.68 ms avg vs GL 11.75 ms
avg — same scene, same camera sweep, same window size. Noise-level
delta as expected on a tiny scene; the interesting comparison is on
real BIM corpora once you bake them to v13 sidecars.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:14:40 +10:00
Dion Moult 75b9963136 wgpu backend: --screenshot capability for visual verification
Pulls the capture half of task #10 forward so we stop flying blind from
stage 3 onward. WgpuViewportWindow gains captureNextFrameToPng(path);
the minimal driver wires it to a --screenshot PATH flag that renders
one frame, copies the surface texture back to host memory, writes a
PNG via QImage, and quits.

CopySrc is added to the surface configuration usage so the surface
texture can be the copy source. The texel-to-buffer copy honours
WebGPU's 256-byte bytes-per-row alignment by padding rows and stripping
the padding when assembling the QImage. Surface format 28 (BGRA8Unorm)
is byte-swapped to RGBA on the way into QImage::Format_RGBA8888;
RGBA8 surface formats are memcpy'd straight through.

Verified end-to-end on /tmp/basic.ifcview: 3 cube meshes/instances
render with depth, back-face cull, and the hemisphere-ambient + key+fill
lighting model — top face reads sky (bright), front faces read mid-tone,
exactly as the WGSL shading intended. The pixel-diff half of task #10
(comparing against a GL baseline) lands later when the GL minimal binary
gets an equivalent flag.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:33:19 +10:00
Dion Moult 9daa5fe195 wgpu backend: load .ifcview sidecars onto GPU buffers
Stage 2 of the wgpu port. WgpuViewportWindow gains a queueLoadSidecar
API (called from the minimal driver before init) and an applyCachedModel
that runs after init: reads via SidecarCache::readSidecar, allocates
four wgpu buffers per model (vertex storage, index, mesh-quant storage,
instance storage), uploads via wgpuQueueWriteBuffer, retains a CPU
mirror of the MeshInfo/InstanceCpu arrays for the cull and picking
paths that arrive in later stages.

MeshGpu (the per-mesh quantization basis) is derived from MeshInfo on
the fly; InstanceGpu (transform + ids) is derived from InstanceCpu and
uses the cached float transform — composing from placement_transformation
against federation-stage matrices lands when stage 5 wires those.

SidecarCache.cpp is compiled into IfcViewerWgpu directly: it's pure
C++ with no Qt/OCCT/IFC-parse deps, so dragging in the IfcViewer
static lib for one source file would be wasteful. This duplication
goes away once src/ifcviewer-core/ is extracted (task #12).

Verified on a synthesised v13 sidecar (4 verts, 6 indices, 1 mesh,
1 instance) and a multi-sidecar load that assigns successive model_ids.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 12:48:03 +10:00
Dion Moult 19a39a0413 Scaffold experimental wgpu viewer backend
Adds src/ifcviewer-wgpu/ and src/ifcviewer-wgpu-minimal/ behind a new
BUILD_BONSAIVIEWER_WGPU option (default OFF), gated independently of
BUILD_BONSAIVIEWER. Stage 1 brings up a Qt window with a wgpu-native
v29 surface (X11) and clears to the background colour — no rendering
beyond that yet. Mirrors the lifecycle of the GL ViewportWindow so
subsequent stages (vertex-pulling renderer, pick, cull, HiZ, overlay)
slot in without restructuring the host.

wgpu-native is fetched as a pre-built binary release via FetchContent;
its .so SONAME is patched in at configure time so dependents get a
clean DT_NEEDED. The X11 native handle is obtained via the public
QNativeInterface::QX11Application API; Wayland and macOS/Windows
surface creation are stubbed with explicit "not wired yet" warnings.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 12:23:23 +10:00