Commit Graph

6 Commits

Author SHA1 Message Date
Dion Moult d3c21d7a81 Pivot Phase 3: diagnose as draw-bound, not upload-bound
Earlier probes pointed at per-frame glNamedBufferSubData uploads as the
bottleneck (60 fps when those two calls were commented out).  That was a
false reading — zeroing the uploads also emptied the indirect buffer, so
MDI drew nothing.  "No upload" and "no draw" were indistinguishable.

Two new diagnostic env vars in render() isolate the real costs:

  IFC_SKIP_MDI=1       keep cull + upload + binds, skip only the MDI
                       draws.  Gives 62 fps with everything else running,
                       confirming the non-draw path fits in ~16 ms.
  IFC_MAX_SUBDRAWS=N   cap each MDI's drawcount.  67k -> 30k sub-draws
                       saves 0 ms, confirming sub-draw count itself is
                       not the bottleneck; the long tail of sub-draws
                       carries ~no triangles.

On a GTX 1650 with 128 M triangles in view, nvidia-smi sits at 95 %
GPU util and FPS scales with triangle work, not sub-draw count.  The
card is simply rasterising at ~850 M tri/s.  No CPU-side or upload
trick recovers it.

Revised Phase 3 is therefore shedding triangles, not bytes:
  3A screen-space contribution culling (next)
  3B LOD
  3C HiZ occlusion
  3D GPU-side compute culling

README Phase 3 section rewritten around the diagnosis, including the
false lead, so future work doesn't re-tread the upload path.  The
aborted staging+resident ring-buffer implementation was reverted (the
uncommitted working tree is gone — pure glNamedBufferSubData retained
for the visible + indirect buffers, which we now know is fine).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult cd77c557e9 Rewrite README for instancing pipeline and refocus Phase 3
The previous README described a pre-instancing world (32-byte world-
coord vertices with per-vertex object_id, ObjectDrawInfo structs, EBO
reordering after BVH build, and a Phase 3 plan built around moving
draw submission to the GPU).  Most of that is either gone or already
solved:

  - Vertices are now 28 B local-coord; per-instance transforms live
    in an SSBO read through a visible-index SSBO and gl_BaseInstanceARB.
  - ObjectDrawInfo is replaced by MeshInfo + InstanceCpu + InstanceGpu.
  - No EBO reorder on BVH build — the BVH is over instance AABBs and
    the mesh/EBO layout is orthogonal.
  - Draw-call submission is already one glMultiDrawElementsIndirect
    per model; the old Phase 3 goal is met.

New content worth keeping:

  - GPU instancing section documents the mesh/instance/visible/indirect
    buffer contract the whole renderer hangs off of.
  - Reflection-aware two-pass draw is documented (det<0 placements,
    forward/reverse slice split, glFrontFace toggle).
  - reorient-shells and backface culling are called out as correctness
    + perf levers with their tradeoffs.
  - Phase 3 is rewritten around the actual bottleneck surfaced by
    profiling: per-frame glNamedBufferSubData stalls on the visible
    and indirect buffers.  Includes the diagnostic methodology (empty-
    screen jump to 60 fps, window/MSAA invariance, upload-comment-out
    experiment) so future-me remembers why this is the next step.
  - 3A (persistent mapped ring buffers, near-term) and 3B (GPU-side
    compute cull, longer-term) split out with scope estimates.
  - Roadmap updated: instancing / MDI / reflections / reorient-shells
    / backface cull all ticked; 3A surfaced as the next open item.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 1dace18d26 BVH frustum culling, sidecar cache, per-model buffers, progressive upload
Phase 2 performance: BVH acceleration with median-split build, per-model
trees, and EBO re-sorting for GPU cache coherence. Raw binary .ifcview
sidecar stores full geometry + BVH for instant subsequent loads (skip
tessellation entirely).

Per-model GPU buffers (VAO/VBO/EBO per model) eliminate cross-model buffer
copies on growth. Sidecar reads happen on a background thread. Bulk GPU
uploads are progressive (48 MB/frame chunks) so the viewport stays
interactive while multi-GB models stream in.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult 5b4c1089cf Update README for multi-model support and frustum culling
Reflect current architecture: per-model streamers, glMultiDrawElements
with frustum culling, 32-byte vertex format with color, multiselect
file picker, settings/stats files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-23 21:32:24 +10:00
Dion Moult d33055bb72 Plan out performance strategy 2026-04-23 21:32:24 +10:00
Dion Moult 06eca938d7 Dump of hello world ifc viewer code 2026-04-23 21:32:24 +10:00