Commit Graph

6 Commits

Author SHA1 Message Date
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 61726e00a4 wgpu backend: CPU frustum cull + per-mesh draw compaction
Stage 6 of the wgpu port. Replaces the one-draw-per-(mesh, instance) loop
with a CPU cull pass that survives one drawIndexed per non-empty mesh
with packed instanceCount.

Adds to WgpuModelGpuData:
  - visible_buffer: u32[] storage SSBO, pre-sized to instance_count at
    applyCachedModel so the bind group reference never invalidates.
    Re-uploaded each frame via wgpuQueueWriteBuffer.
  - mesh_draws: per-mesh schedule (first_instance, instance_count,
    first_index, base_vertex, index_count). instance_count==0 means the
    mesh contributed nothing this frame and the draw is elided entirely.

cullModelCpu per-frame:
  - Extract 6 frustum planes from the same VP we write into the uniform.
    WebGPU clip-space z is [0, 1], so near plane = matrix row 2 (not
    row 3 + row 2 as in GL); rest of the derivation is standard.
  - Per-instance AABB-vs-frustum test using the p-vertex shortcut
    (cheapest correct early-out for AABBs).
  - Bucket survivors by mesh_id; flatten into a contiguous u32 list;
    upload via wgpuQueueWriteBuffer. Per-mesh slice is [first_instance,
    first_instance + instance_count).

WGSL adds @group(1) @binding(3) var<storage, read> visible: array<u32>
and an extra indirection: instance_idx = visible[iid]; the rest of the
shader is unchanged. firstInstance on each drawIndexed offsets into
visible[], so each mesh reads its own slice.

Verified two ways:
  1. basic.ifc (3 instances, all on-screen) renders pixel-identically
     to pre-stage-6 — proves cull keeps everything it should.
  2. basic.ifc + a synthetic instance placed at (100, 100, 100) is
     culled cleanly: only the cube renders, the far quad is rejected
     by the frustum test. Proves cull actually rejects out-of-frustum
     geometry rather than passing everything through.

Contribution culling, HiZ, and LOD selection arrive in stages 7 and 8;
they all hook into the same cullModelCpu seam.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 14:05:58 +10:00
Dion Moult bbf2bfde92 wgpu backend: vertex-pulling main render pass
Stage 3 of the wgpu port. Replaces the clear-only render loop with the
full main shading pass:

  - WGSL port of the GL main shader. Vertex-pulling: the vertex storage
    buffer is read as array<u32> in the shader, with pos/normal/color
    decoded manually per vertex. baseVertex (set per draw to mesh's
    vertex offset) folds into @builtin(vertex_index) automatically;
    firstInstance carries the instance slot for @builtin(instance_index).
    No vertex-input layout — vertex pulling means no IA bindings.

  - Render pipeline bound to depth-32-float (write-on, less compare),
    back-face cull, CCW front face. Pre-multiplies a [-1,1]→[0,1] z-remap
    matrix onto Qt's projection so WebGPU's clip-z convention is met.

  - Two bind groups: group=0 per-frame (uniform with view-proj + key/fill
    light + hemisphere ambient), group=1 per-model (three read-only
    storage buffers: vertices, mesh quant, instances).

  - Depth texture is created lazily and recreated on surface resize.

  - Orbit camera state on WgpuViewportWindow with viewAll() that frames
    the union of all loaded models' world AABBs after the first load.
    Mouse navigation lands later.

  - Draw loop: one drawIndexed per (mesh, instance) pair per model. This
    is correct but CPU-heavy on dense scenes; stage 6 introduces the cull
    + compacted visible list that lets multiple instances of one mesh
    collapse to a single call, and the eventual GPU-driven cull (post
    sunset of the GL backend) goes further.

Verified on /tmp/quad_v13.ifcview (1 mesh, 1 instance) and on a real v13
sidecar baked from basic.ifc via the GL minimal viewer (3 meshes,
3 instances, 864 B verts). No wgpu validation errors fire across pipeline
creation, depth attachment, bind groups, or the draw loop on either.
Visual confirmation deferred until --screenshot lands (task #10) which
is being pulled forward next so we don't keep flying blind.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:19:09 +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