The sync chunk-read on the render thread was causing 100-300 ms spikes
during orbit whenever a new chunk needed to scatter-gather its mesh
bytes from disk. p99 was 326 ms on the close-camera benchmark.
New WgpuStreamingThread: one worker thread with a condvar-protected
request/result queue. driveStreamingLoads becomes drain-then-enqueue:
1. Drain any results the worker pushed since last frame. For each,
pool-allocate slices + queueWriteBuffer + build the chunk bind
group (still main-thread because wgpu queue ops aren't thread-safe).
2. Walk visible non-resident chunks (sorted by distance), evict to
make pool room, and enqueue the request. Chunk gains is_loading
flag to prevent re-enqueueing while in flight.
loadChunkBytesAndUploadGpu becomes the sync fallback path, used only
when a screenshot is pending — the deferred-capture wait would
otherwise let the window manager re-layout the window between frames
and the test framework would capture at the wrong size. Normal
streaming always goes through the worker.
Bench warm-gate / requestUpdate gating updated to consider
streaming_thread_.inFlightApprox() so we don't declare "converged"
while a worker read is still in flight, and the render loop stays
alive until the worker queue is empty.
Refactored loadChunkBytesAndUploadGpu into two helpers:
- makeChunkRequest: builds the worker request from chunk metadata
- applyStreamedChunk: pool.alloc + queueWriteBuffer + bind group
Both the sync and async paths share applyStreamedChunk.
Benchmark (big federation, --streaming):
close camera: avg 24 fps p99 47 ms (was 27/326)
default camera: avg 24 fps p99 46 ms (was 31/186)
stream time: ~2 ms (was 8-12)
cull is now the bottleneck (20 ms median) — task #17 (GPU compute
cull) is the next frontier.
Pixel-identical to non-streaming on basic.ifc on both paths.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>