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IfcOpenShell/src/ifcviewer-wgpu/WgpuStreamingThread.h
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Dion Moult dcc2bf1c01 wgpu streaming: background-thread chunk I/O kills render-thread stutters
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>
2026-05-28 15:37:18 +10:00

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#ifndef WGPUSTREAMINGTHREAD_H
#define WGPUSTREAMINGTHREAD_H
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <mutex>
#include <string>
#include <thread>
#include <utility>
#include <vector>
// Worker thread for scatter-gather chunk reads. Decouples disk I/O
// (~tens of ms per chunk on SSD, hundreds on slower media) from the
// render thread. The viewport's per-frame driveStreamingLoads enqueues
// requests for non-resident-frustum-visible chunks, drains any
// completed Results on subsequent frames, and only performs the
// GPU-side (pool.alloc + queueWriteBuffer + bind-group build) work
// on the main thread — wgpu queue ops aren't thread-safe.
//
// Lifetime: start() spawns the worker; stop() signals shutdown and
// joins. The Result destructor releases its byte vectors back to the
// heap, so dropping unclaimed Results (e.g. when their model was
// unloaded mid-flight) is a free operation.
class WgpuStreamingThread {
public:
struct Request {
uint32_t model_id;
std::size_t chunk_idx;
std::string file_path;
uint64_t vertex_section_offset;
uint64_t index_section_offset;
// (section-relative byte_offset, byte_size)
std::vector<std::pair<uint64_t, uint64_t>> v_ranges;
// (first_u32, count_u32)
std::vector<std::pair<uint64_t, uint64_t>> i_ranges;
};
struct Result {
uint32_t model_id;
std::size_t chunk_idx;
bool success;
std::vector<uint8_t> vbytes;
std::vector<uint32_t> idx;
};
~WgpuStreamingThread();
// Spawn the worker thread. Safe to call once; subsequent calls are
// no-ops while the worker is alive.
void start();
// Signal shutdown, wake the worker, join. Idempotent. Must be
// called before the WgpuBufferPool the results would upload into
// is destroyed.
void stop();
// Enqueue a request. Returns false if the worker has stopped.
bool enqueue(Request req);
// Move all completed results out of the result queue. Always
// non-blocking; if nothing is ready, returns an empty vector.
std::vector<Result> drainResults();
// Approximate count of requests still in flight (in queue or
// currently being processed). Useful for the bench warm gate to
// know when streaming has truly settled.
std::size_t inFlightApprox() const;
private:
void workerLoop();
std::thread worker_;
mutable std::mutex mu_;
std::condition_variable cv_;
std::deque<Request> requests_;
std::deque<Result> results_;
bool in_progress_ = false;
bool shutdown_ = false;
bool running_ = false;
};
#endif // WGPUSTREAMINGTHREAD_H