@ifc-lite/renderer 1.35.1 → 1.36.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/chunk-grid.d.ts +60 -0
- package/dist/chunk-grid.d.ts.map +1 -0
- package/dist/chunk-grid.js +47 -0
- package/dist/chunk-grid.js.map +1 -0
- package/dist/contribution-cull.d.ts +75 -0
- package/dist/contribution-cull.d.ts.map +1 -0
- package/dist/contribution-cull.js +63 -0
- package/dist/contribution-cull.js.map +1 -0
- package/dist/device.d.ts.map +1 -1
- package/dist/device.js +24 -1
- package/dist/device.js.map +1 -1
- package/dist/index.d.ts +28 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +190 -10
- package/dist/index.js.map +1 -1
- package/dist/lod-simplify.d.ts +36 -0
- package/dist/lod-simplify.d.ts.map +1 -0
- package/dist/lod-simplify.js +101 -0
- package/dist/lod-simplify.js.map +1 -0
- package/dist/pipeline.d.ts +13 -0
- package/dist/pipeline.d.ts.map +1 -1
- package/dist/pipeline.js +63 -2
- package/dist/pipeline.js.map +1 -1
- package/dist/quantize.d.ts +49 -0
- package/dist/quantize.d.ts.map +1 -0
- package/dist/quantize.js +137 -0
- package/dist/quantize.js.map +1 -0
- package/dist/render-stats.d.ts +85 -0
- package/dist/render-stats.d.ts.map +1 -0
- package/dist/render-stats.js +31 -0
- package/dist/render-stats.js.map +1 -0
- package/dist/residency.d.ts +52 -0
- package/dist/residency.d.ts.map +1 -0
- package/dist/residency.js +28 -0
- package/dist/residency.js.map +1 -0
- package/dist/scene.d.ts +186 -0
- package/dist/scene.d.ts.map +1 -1
- package/dist/scene.js +818 -31
- package/dist/scene.js.map +1 -1
- package/dist/shaders/main.wgsl.d.ts +1 -1
- package/dist/shaders/main.wgsl.d.ts.map +1 -1
- package/dist/shaders/main.wgsl.js +53 -0
- package/dist/shaders/main.wgsl.js.map +1 -1
- package/dist/types.d.ts +47 -0
- package/dist/types.d.ts.map +1 -1
- package/package.json +2 -2
package/dist/scene.js
CHANGED
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@@ -4,6 +4,11 @@
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import { BATCH_CONSTANTS } from './constants.js';
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import { prepareRayDirInv, raycastBoundingBoxes, raycastTriangles, rayIntersectsBox, } from './scene-raycaster.js';
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import { mergeGeometry, splitMeshDataForBufferLimit, colorSaltByte, packEntityLane } from './scene-geometry.js';
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import { sumResidentGpuBytes } from './render-stats.js';
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import { simplifyIndicesByClustering, lodCellSizeForBounds, LOD_MIN_TRIANGLES } from './lod-simplify.js';
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import { quantizeInterleaved } from './quantize.js';
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import { bucketBaseKeyFor } from './chunk-grid.js';
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import { selectEvictions } from './residency.js';
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import { OPAQUE_ALPHA_CUTOFF } from './overlay-routing.js';
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import { prepareInstancedRender, INSTANCE_STRIDE_BYTES, INSTANCE_COLOR_OFFSET, INSTANCE_FLAGS_OFFSET, INSTANCE_FLAG_SELECTED, INSTANCE_FLAG_HIDDEN, } from './instanced-render.js';
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function destroyGpuResources(m) {
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@@ -11,6 +16,8 @@ function destroyGpuResources(m) {
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m.indexBuffer.destroy();
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if (m.uniformBuffer)
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m.uniformBuffer.destroy();
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if (m.lod1IndexBuffer)
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m.lod1IndexBuffer.destroy();
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}
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/** Shared empty result for getInstancedTemplates() when the instanced pass is hidden. */
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const EMPTY_INSTANCED_TEMPLATES = [];
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@@ -40,6 +47,40 @@ export class Scene {
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// sub-bucket with a suffixed key (e.g. "500|500|500|1000#1"). This keeps
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// all downstream maps single-valued and the rendering code unchanged.
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activeBucketKey = new Map(); // base colorKey -> current active bucket key
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// Spatial chunking (issue #1682 phase 2): when set, bucket base keys gain a
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// grid-cell prefix so batches are spatially compact and cullable. Null = off
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// (plain colour bucketing, the historical behaviour).
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spatialChunking = null;
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// GPU residency budget (issue #1682 phase 3a): when set, bucket-owned
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// batches not drawn recently are evicted (GPU buffers destroyed, CPU
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// meshData + metadata shell kept) once their combined bytes exceed the
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// budget, and rebuilt on demand when the draw loop wants them again.
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gpuBudgetBytes = null;
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residencyFrame = 0; // bumped once per render()
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lastDrawnFrame = new Map(); // batch.id -> residencyFrame
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residencyRestoreQueue = new Set(); // bucket keys awaiting re-upload
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residencyOverBudgetWarned = false;
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// Cold tier (issue #1682 phase 3b): warm buckets (GPU-evicted, CPU kept)
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// can additionally drop their CPU meshData when a HOST budget is set and a
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// cold-storage provider (v13 cache chunks) can restore it on demand.
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// hot = GPU+CPU, warm = CPU only, cold = metadata shell only.
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coldProvider = null;
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hostBudgetBytes = null;
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coldBuckets = new Set(); // CPU dropped, provider-restorable
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dirtyBuckets = new Set(); // diverged from disk (recolour/move/remove)
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coldRestoresInFlight = new Map();
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hostOverBudgetWarned = false;
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hostEnforceCountdown = 0;
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// LOD1 builds (issue #1682 phase 5): off unless the app enables them.
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lodBuildsEnabled = false;
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// 12-byte quantized batch vertices (issue #1682 phase 6): off unless the
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// renderer probed its quantized pipelines and enabled it.
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quantizedBatchesEnabled = false;
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// True while a (possibly time-sliced) finalize rebuild is running. The
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// preamble clears streamingFragments synchronously, so hasStreamingFragments
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// alone under-reports "still settling" — settle-sensitive consumers
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// (post-load telemetry) must also check this.
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finalizeInProgress = false;
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nextSplitId = 0; // Monotonic counter for sub-bucket keys
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nextBatchId = 0; // Monotonic counter for unique batch identifiers
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// Shared local-frame origin for ALL batches (set from the first batch's world
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@@ -103,6 +144,446 @@ export class Scene {
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getSharedFrameOrigin() {
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return this.sharedFrameOrigin;
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}
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/**
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* Enable/disable spatial chunk bucketing (issue #1682 phase 2). When set,
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* colour buckets are additionally partitioned by world grid cell, making
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* batches spatially compact so per-batch frustum/contribution culling
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* fires at chunk granularity. Pure reorganization: same triangles, same
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* shared frame origin, same draw path — only the batch partition changes.
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*
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* Set BEFORE geometry loads. Existing buckets keep their keys (keys are
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* opaque downstream), so flipping mid-model only affects meshes routed
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* afterwards; the next finalize/recolour re-groups stragglers.
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*/
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setSpatialChunking(config) {
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if (config && !(Number.isFinite(config.cellSize) && config.cellSize > 0)) {
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console.warn('[Scene] ignoring invalid spatial chunking cellSize:', config.cellSize);
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return;
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}
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this.spatialChunking = config;
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}
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getSpatialChunking() {
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return this.spatialChunking;
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}
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// ─── GPU residency (issue #1682 phase 3a) ──────────────────────────────
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// The budget applies to bucket-owned colour/chunk batches (the evictable
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// set). Streaming fragments, partial sub-batches, overlay batches,
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// textured meshes and instanced templates are never evicted: fragments are
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// transient, the rest are small or lack a rebuild source. Enforcement
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// no-ops while geometry is released or in ephemeral streaming mode (no CPU
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// meshData to rebuild from — that is phase 3b's evict-to-disk territory).
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/** Set (or clear) the GPU residency budget in bytes. */
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setGpuResidencyBudget(bytes) {
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if (bytes !== null && !(Number.isFinite(bytes) && bytes > 0)) {
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console.warn('[Scene] ignoring invalid GPU residency budget:', bytes);
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return;
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}
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this.gpuBudgetBytes = bytes;
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this.residencyOverBudgetWarned = false;
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}
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getGpuResidencyBudget() {
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return this.gpuBudgetBytes;
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}
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/** Called once at the start of every Renderer.render() — residency ages
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* are measured in RENDERED frames, so idle scenes never age out. */
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beginResidencyFrame() {
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this.residencyFrame++;
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}
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/** Record that the draw loop drew this batch this frame. */
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recordBatchDrawn(batch) {
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if (this.gpuBudgetBytes === null)
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return;
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this.lastDrawnFrame.set(batch.id, this.residencyFrame);
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}
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/**
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* The draw loop wants an evicted batch back on the GPU. Queues its bucket
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* for a time-budgeted rebuild in processResidencyRestores (driven by the
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* app's animation loop) — the batch is skipped this frame and pops back in
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* within a frame or two.
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*/
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requestBatchResidency(batch) {
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const bucket = this.buckets.get(batch.colorKey);
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if (!bucket || bucket.batchedMesh !== batch)
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return;
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// Warm (CPU kept) OR cold (disk-restorable) — both are restorable.
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if (bucket.meshData.length > 0 || this.coldBuckets.has(bucket.key)) {
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this.residencyRestoreQueue.add(bucket.key);
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}
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}
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hasResidencyRestoreWork() {
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return this.residencyRestoreQueue.size > 0;
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}
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/**
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* Rebuild evicted batches from their buckets' CPU meshData, up to
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* `budgetMs` per call (same time-slicing philosophy as flushPending).
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* Returns the number of batches restored.
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*/
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processResidencyRestores(device, pipeline, budgetMs = 6) {
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if (this.residencyRestoreQueue.size === 0)
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return 0;
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const start = performance.now();
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let restored = 0;
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for (const key of this.residencyRestoreQueue) {
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this.residencyRestoreQueue.delete(key);
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const bucket = this.buckets.get(key);
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const old = bucket?.batchedMesh;
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// Only restore a still-evicted bucket batch — a recolour/finalize may
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// have rebuilt (or emptied) it in the meantime.
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if (!bucket || !old || old.gpuResident !== false)
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continue;
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// Cold bucket: geometry is on disk — kick off the async provider fetch
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// (it re-queues the key as warm when the meshes land).
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if (bucket.meshData.length === 0) {
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if (this.coldBuckets.has(key))
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this.startColdRestore(key);
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continue;
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}
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const rebuilt = this.createBatchedMesh(bucket.meshData, bucket.meshData[0].color, device, pipeline, key);
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bucket.batchedMesh = rebuilt;
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const idx = this.batchedMeshes.indexOf(old);
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if (idx >= 0)
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this.batchedMeshes[idx] = rebuilt;
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else
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this.batchedMeshes.push(rebuilt);
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this.lastDrawnFrame.delete(old.id);
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// Seed as just-drawn so the budget pass can't evict it before the
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// frame that asked for it gets to draw it.
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this.lastDrawnFrame.set(rebuilt.id, this.residencyFrame);
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restored++;
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if (performance.now() - start >= budgetMs)
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break;
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}
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return restored;
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}
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// ─── Cold tier (issue #1682 phase 3b) ──────────────────────────────────
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/** Wire the cold-storage source (v13 cache chunks). Null disables the tier. */
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setColdGeometryProvider(provider) {
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this.coldProvider = provider;
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}
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/**
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* Enable LOD1 builds (issue #1682 phase 5): bucket batches built from now
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* on (finalize, rebuild, residency restore) get a simplified second index
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* range when it pays. Set BEFORE geometry loads; streaming fragments and
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* partial/overlay sub-batches never build LOD.
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*/
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setLodBuildsEnabled(enabled) {
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this.lodBuildsEnabled = enabled;
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}
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/**
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* Enable 12-byte lattice-quantized batch vertices (issue #1682 phase 6).
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* ONLY call after the renderer verified its quantized pipeline variants
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* exist (see Renderer.enableQuantizedBatches) — quantized buffers are
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* undrawable without them. Applies to batches built from now on; every
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* createBatchedMesh output (buckets, fragments, partial + override
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* batches) quantizes onto the SAME 2^-10 lattice, so depth-equal overlay
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* matching and cross-batch coincidence are preserved bit-exactly. Batches
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* whose extent exceeds the u16 lattice range fall back to f32 silently.
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*/
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setQuantizedBatches(enabled) {
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this.quantizedBatchesEnabled = enabled;
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}
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/**
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* Whether THIS mesh's source batch renders quantized — drives the
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* hydrated-mesh lattice snap in createMeshFromData (a mesh whose batch
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* fell back to f32, e.g. >64m extent, must NOT snap). Falls back to the
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* global flag when the mesh isn't bucketed (mid-stream hydration).
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*/
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isMeshQuantized(meshData) {
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if (!this.quantizedBatchesEnabled)
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return false;
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const bucket = this.meshDataBucket.get(meshData);
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if (bucket?.batchedMesh)
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return bucket.batchedMesh.quantized !== undefined;
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return true;
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}
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/** Set (or clear) the HOST budget in bytes for bucket CPU geometry. */
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setHostResidencyBudget(bytes) {
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if (bytes !== null && !(Number.isFinite(bytes) && bytes > 0)) {
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console.warn('[Scene] ignoring invalid host residency budget:', bytes);
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return;
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}
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this.hostBudgetBytes = bytes;
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this.hostOverBudgetWarned = false;
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}
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/** CPU bytes held by bucket meshData (positions + normals + indices). */
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getResidentCpuBytes() {
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let total = 0;
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for (const bucket of this.buckets.values()) {
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for (const md of bucket.meshData) {
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total += md.positions.byteLength + md.normals.byteLength + md.indices.byteLength;
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}
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}
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return total;
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}
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/** A bucket whose content diverged from what the cache entry holds
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* (recolour / move / removal) must never be cold-evicted: restoring it
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* from disk would resurrect the pre-edit geometry. */
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markBucketDirty(key) {
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this.dirtyBuckets.add(key);
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}
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/**
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* Demote warm buckets (GPU-evicted, CPU kept) to cold (shell only) until
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* bucket CPU bytes fit the host budget. Same LRU policy as the GPU tier.
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* Eligibility is strict: pristine, non-overflow ("#N" sub-buckets are
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* excluded — their piece membership cannot be re-derived unambiguously),
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* GPU-evicted, provider present. Cold eviction removes the bucket's meshes
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* from meshDataMap/meshDataBucket too — that is what actually frees the
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* typed arrays.
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*/
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enforceHostBudget() {
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const budget = this.hostBudgetBytes;
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if (budget === null || !this.coldProvider)
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return;
|
|
337
|
+
if (this.geometryReleased || this.ephemeralStreamingMode)
|
|
338
|
+
return;
|
|
339
|
+
if (this.streamingFragments.length > 0)
|
|
340
|
+
return;
|
|
341
|
+
const residentBytes = this.getResidentCpuBytes();
|
|
342
|
+
if (residentBytes <= budget)
|
|
343
|
+
return;
|
|
344
|
+
const shells = [];
|
|
345
|
+
for (const bucket of this.buckets.values()) {
|
|
346
|
+
const b = bucket.batchedMesh;
|
|
347
|
+
if (!b || b.gpuResident !== false)
|
|
348
|
+
continue; // hot buckets stay warm-skippable
|
|
349
|
+
if (bucket.meshData.length === 0)
|
|
350
|
+
continue; // already cold
|
|
351
|
+
if (bucket.key.includes('#'))
|
|
352
|
+
continue; // overflow sub-bucket
|
|
353
|
+
if (this.dirtyBuckets.has(bucket.key))
|
|
354
|
+
continue; // diverged from disk
|
|
355
|
+
// Colour-merged meshes (per-vertex entityIds) are registered in
|
|
356
|
+
// meshDataMap under EVERY contained id; evicting only the primary id's
|
|
357
|
+
// entry would leave the typed arrays reachable (no memory freed) and a
|
|
358
|
+
// later restore would duplicate the object. Ineligible.
|
|
359
|
+
let colorMerged = false;
|
|
360
|
+
let bytes = 0;
|
|
361
|
+
for (const md of bucket.meshData) {
|
|
362
|
+
if (md.entityIds && md.entityIds.length > 0) {
|
|
363
|
+
colorMerged = true;
|
|
364
|
+
break;
|
|
365
|
+
}
|
|
366
|
+
bytes += md.positions.byteLength + md.normals.byteLength + md.indices.byteLength;
|
|
367
|
+
}
|
|
368
|
+
if (colorMerged)
|
|
369
|
+
continue;
|
|
370
|
+
shells.push({
|
|
371
|
+
key: bucket.key,
|
|
372
|
+
bytes,
|
|
373
|
+
lastDrawnFrame: this.lastDrawnFrame.get(b.id) ?? -1,
|
|
374
|
+
});
|
|
375
|
+
}
|
|
376
|
+
const evictKeys = selectEvictions(shells, residentBytes, budget, this.residencyFrame);
|
|
377
|
+
let evictedBytes = 0;
|
|
378
|
+
for (const key of evictKeys) {
|
|
379
|
+
const bucket = this.buckets.get(key);
|
|
380
|
+
if (!bucket || bucket.meshData.length === 0)
|
|
381
|
+
continue;
|
|
382
|
+
for (const md of bucket.meshData) {
|
|
383
|
+
evictedBytes += md.positions.byteLength + md.normals.byteLength + md.indices.byteLength;
|
|
384
|
+
this.meshDataBucket.delete(md);
|
|
385
|
+
// Remove THIS object from the entity's piece list (identity match:
|
|
386
|
+
// other pieces of the entity may live in other, still-warm buckets).
|
|
387
|
+
const pieces = this.meshDataMap.get(md.expressId);
|
|
388
|
+
if (pieces) {
|
|
389
|
+
const idx = pieces.indexOf(md);
|
|
390
|
+
if (idx >= 0)
|
|
391
|
+
pieces.splice(idx, 1);
|
|
392
|
+
if (pieces.length === 0)
|
|
393
|
+
this.meshDataMap.delete(md.expressId);
|
|
394
|
+
}
|
|
395
|
+
}
|
|
396
|
+
bucket.meshData = [];
|
|
397
|
+
bucket.vertexBytes = 0;
|
|
398
|
+
this.coldBuckets.add(key);
|
|
399
|
+
}
|
|
400
|
+
if (residentBytes - evictedBytes > budget && !this.hostOverBudgetWarned) {
|
|
401
|
+
this.hostOverBudgetWarned = true;
|
|
402
|
+
console.warn(`[Scene] host residency budget ${(budget / 1048576).toFixed(0)}MB exceeded ` +
|
|
403
|
+
`(${((residentBytes - evictedBytes) / 1048576).toFixed(0)}MB CPU resident) — ` +
|
|
404
|
+
`remaining buckets are hot, dirty, or overflow sub-buckets. Rendering is unaffected.`);
|
|
405
|
+
}
|
|
406
|
+
}
|
|
407
|
+
/**
|
|
408
|
+
* Restore EVERY cold bucket to warm (used before the cold provider goes
|
|
409
|
+
* away, e.g. a federated add invalidates the entry-backed provider while
|
|
410
|
+
* primary chunks are cold — without this they would be stranded shells).
|
|
411
|
+
* Resolves when all in-flight restores settle; failures are logged by the
|
|
412
|
+
* per-bucket restore path and leave those buckets cold.
|
|
413
|
+
*/
|
|
414
|
+
async drainColdTier() {
|
|
415
|
+
if (this.coldBuckets.size === 0)
|
|
416
|
+
return;
|
|
417
|
+
for (const key of Array.from(this.coldBuckets)) {
|
|
418
|
+
this.startColdRestore(key);
|
|
419
|
+
}
|
|
420
|
+
await Promise.all(Array.from(this.coldRestoresInFlight.values()));
|
|
421
|
+
}
|
|
422
|
+
/** Kick off the async disk restore for a cold bucket the draw loop wants.
|
|
423
|
+
* On completion the bucket is warm again and re-queued for GPU rebuild. */
|
|
424
|
+
startColdRestore(key) {
|
|
425
|
+
if (this.geometryReleased || this.ephemeralStreamingMode)
|
|
426
|
+
return;
|
|
427
|
+
if (this.coldRestoresInFlight.has(key))
|
|
428
|
+
return;
|
|
429
|
+
const bucket = this.buckets.get(key);
|
|
430
|
+
const shell = bucket?.batchedMesh;
|
|
431
|
+
const provider = this.coldProvider;
|
|
432
|
+
if (!bucket || !shell || !shell.bounds || !provider)
|
|
433
|
+
return;
|
|
434
|
+
const promise = provider
|
|
435
|
+
.loadMeshesInBounds(shell.bounds.min, shell.bounds.max)
|
|
436
|
+
.then((meshes) => {
|
|
437
|
+
// Re-validate: a clear()/finalize may have replaced the world.
|
|
438
|
+
const current = this.buckets.get(key);
|
|
439
|
+
if (!current || current !== bucket || !this.coldBuckets.has(key))
|
|
440
|
+
return;
|
|
441
|
+
const baseKey = this.baseColorKey(key);
|
|
442
|
+
const idSet = new Set(shell.expressIds);
|
|
443
|
+
const members = meshes.filter((m) => idSet.has(m.expressId) && this.bucketBaseKey(m) === baseKey);
|
|
444
|
+
for (const m of members) {
|
|
445
|
+
bucket.meshData.push(m);
|
|
446
|
+
bucket.vertexBytes += (m.positions.length / 3) * BATCH_CONSTANTS.BYTES_PER_VERTEX;
|
|
447
|
+
this.meshDataBucket.set(m, bucket);
|
|
448
|
+
this.addMeshData(m);
|
|
449
|
+
}
|
|
450
|
+
this.coldBuckets.delete(key);
|
|
451
|
+
if (members.length > 0) {
|
|
452
|
+
// Warm now — re-queue so the next restore tick rebuilds the GPU batch.
|
|
453
|
+
this.residencyRestoreQueue.add(key);
|
|
454
|
+
}
|
|
455
|
+
else {
|
|
456
|
+
console.warn(`[Scene] cold restore for ${key} found no members — bucket stays a shell`);
|
|
457
|
+
}
|
|
458
|
+
})
|
|
459
|
+
.catch((err) => {
|
|
460
|
+
console.warn('[Scene] cold restore failed (bucket stays cold, will retry on demand):', err);
|
|
461
|
+
})
|
|
462
|
+
.finally(() => {
|
|
463
|
+
this.coldRestoresInFlight.delete(key);
|
|
464
|
+
});
|
|
465
|
+
this.coldRestoresInFlight.set(key, promise);
|
|
466
|
+
}
|
|
467
|
+
/**
|
|
468
|
+
* Synchronously rebuild EVERY evicted bucket batch (no time budget) —
|
|
469
|
+
* for one-shot capture renders (IDS/clash/BCF snapshots) whose isolation
|
|
470
|
+
* options may reveal batches that aged out under the budget. The live
|
|
471
|
+
* view never needs this: visible batches are never evicted. The budget
|
|
472
|
+
* pass re-evicts unused batches after the usual idle age.
|
|
473
|
+
* Returns the number of batches restored.
|
|
474
|
+
*/
|
|
475
|
+
restoreAllEvicted(device, pipeline) {
|
|
476
|
+
if (this.geometryReleased || this.ephemeralStreamingMode)
|
|
477
|
+
return 0;
|
|
478
|
+
let restored = 0;
|
|
479
|
+
for (const bucket of this.buckets.values()) {
|
|
480
|
+
const old = bucket.batchedMesh;
|
|
481
|
+
if (!old || old.gpuResident !== false || bucket.meshData.length === 0)
|
|
482
|
+
continue;
|
|
483
|
+
const rebuilt = this.createBatchedMesh(bucket.meshData, bucket.meshData[0].color, device, pipeline, bucket.key);
|
|
484
|
+
bucket.batchedMesh = rebuilt;
|
|
485
|
+
const idx = this.batchedMeshes.indexOf(old);
|
|
486
|
+
if (idx >= 0)
|
|
487
|
+
this.batchedMeshes[idx] = rebuilt;
|
|
488
|
+
else
|
|
489
|
+
this.batchedMeshes.push(rebuilt);
|
|
490
|
+
this.lastDrawnFrame.delete(old.id);
|
|
491
|
+
this.lastDrawnFrame.set(rebuilt.id, this.residencyFrame);
|
|
492
|
+
this.residencyRestoreQueue.delete(bucket.key);
|
|
493
|
+
restored++;
|
|
494
|
+
}
|
|
495
|
+
return restored;
|
|
496
|
+
}
|
|
497
|
+
/**
|
|
498
|
+
* Evict least-recently-drawn bucket batches until the resident set fits
|
|
499
|
+
* the budget. Called after each frame's submit; destroying just-submitted
|
|
500
|
+
* buffers is safe (WebGPU defers destruction past in-flight work). Never
|
|
501
|
+
* evicts a batch drawn this frame — a visible set larger than the budget
|
|
502
|
+
* renders correctly and stays over budget (warned once).
|
|
503
|
+
*/
|
|
504
|
+
enforceGpuBudget() {
|
|
505
|
+
// Host (CPU) tier rides the same post-submit hook on a slow cadence —
|
|
506
|
+
// warm->cold demotion is not latency-sensitive and the CPU-bytes walk is
|
|
507
|
+
// O(total meshes).
|
|
508
|
+
if (this.hostBudgetBytes !== null && --this.hostEnforceCountdown <= 0) {
|
|
509
|
+
this.hostEnforceCountdown = 120;
|
|
510
|
+
this.enforceHostBudget();
|
|
511
|
+
}
|
|
512
|
+
const budget = this.gpuBudgetBytes;
|
|
513
|
+
if (budget === null)
|
|
514
|
+
return;
|
|
515
|
+
if (this.geometryReleased || this.ephemeralStreamingMode)
|
|
516
|
+
return;
|
|
517
|
+
// During streaming the batch set churns (fragments + finalize rebuild
|
|
518
|
+
// everything anyway) — start enforcing once the scene is stable.
|
|
519
|
+
if (this.streamingFragments.length > 0)
|
|
520
|
+
return;
|
|
521
|
+
let residentBytes = 0;
|
|
522
|
+
const shells = [];
|
|
523
|
+
for (const bucket of this.buckets.values()) {
|
|
524
|
+
const b = bucket.batchedMesh;
|
|
525
|
+
if (!b || b.gpuResident === false)
|
|
526
|
+
continue;
|
|
527
|
+
const bytes = b.vertexBuffer.size + b.indexBuffer.size + (b.uniformBuffer?.size ?? 0)
|
|
528
|
+
+ (b.lod1IndexBuffer?.size ?? 0);
|
|
529
|
+
residentBytes += bytes;
|
|
530
|
+
const lastDrawn = this.lastDrawnFrame.get(b.id) ?? -1;
|
|
531
|
+
if (lastDrawn === this.residencyFrame)
|
|
532
|
+
continue; // drawn this frame: not evictable
|
|
533
|
+
if (bucket.meshData.length === 0)
|
|
534
|
+
continue; // no rebuild source: keep resident
|
|
535
|
+
shells.push({ key: bucket.key, bytes, lastDrawnFrame: lastDrawn });
|
|
536
|
+
}
|
|
537
|
+
if (residentBytes <= budget)
|
|
538
|
+
return;
|
|
539
|
+
const evictKeys = selectEvictions(shells, residentBytes, budget, this.residencyFrame);
|
|
540
|
+
let evictedBytes = 0;
|
|
541
|
+
for (const key of evictKeys) {
|
|
542
|
+
const bucket = this.buckets.get(key);
|
|
543
|
+
const batch = bucket?.batchedMesh;
|
|
544
|
+
if (!bucket || !batch || batch.gpuResident === false)
|
|
545
|
+
continue;
|
|
546
|
+
destroyGpuResources(batch);
|
|
547
|
+
batch.gpuResident = false;
|
|
548
|
+
evictedBytes += batch.vertexBuffer.size + batch.indexBuffer.size + (batch.uniformBuffer?.size ?? 0)
|
|
549
|
+
+ (batch.lod1IndexBuffer?.size ?? 0);
|
|
550
|
+
this.lastDrawnFrame.delete(batch.id);
|
|
551
|
+
this.dropPartialCacheForBatch(batch);
|
|
552
|
+
}
|
|
553
|
+
if (residentBytes - evictedBytes > budget && !this.residencyOverBudgetWarned) {
|
|
554
|
+
this.residencyOverBudgetWarned = true;
|
|
555
|
+
console.warn(`[Scene] GPU residency budget ${(budget / 1048576).toFixed(0)}MB exceeded by the ` +
|
|
556
|
+
`recently-drawn set (${((residentBytes - evictedBytes) / 1048576).toFixed(0)}MB resident) — ` +
|
|
557
|
+
`nothing old enough to evict. Rendering is unaffected.`);
|
|
558
|
+
}
|
|
559
|
+
}
|
|
560
|
+
/** Destroy + drop cached partial sub-batches derived from `batch` (their
|
|
561
|
+
* sourceBatchKeys embed the batch id, so they are stale once it is
|
|
562
|
+
* evicted/replaced). */
|
|
563
|
+
dropPartialCacheForBatch(batch) {
|
|
564
|
+
const prefix = `${batch.colorKey}:${batch.id}`;
|
|
565
|
+
for (const [sourceBatchKey, cacheKey] of this.partialBatchCacheKeys) {
|
|
566
|
+
if (!sourceBatchKey.startsWith(prefix))
|
|
567
|
+
continue;
|
|
568
|
+
const cached = this.partialBatchCache.get(cacheKey);
|
|
569
|
+
if (cached) {
|
|
570
|
+
destroyGpuResources(cached);
|
|
571
|
+
this.partialBatchCache.delete(cacheKey);
|
|
572
|
+
}
|
|
573
|
+
this.partialBatchCacheKeys.delete(sourceBatchKey);
|
|
574
|
+
}
|
|
575
|
+
}
|
|
576
|
+
/**
|
|
577
|
+
* Bucket BASE key for a mesh: colour key, prefixed with the mesh's grid
|
|
578
|
+
* cell when spatial chunking is on. EVERY bucket-key derivation
|
|
579
|
+
* (streaming append, fragment grouping, finalize re-group, recolour move,
|
|
580
|
+
* partial-batch piece filter) must go through this so a mesh always
|
|
581
|
+
* resolves to the same bucket. `color` overrides the mesh's own colour for
|
|
582
|
+
* recolour routing.
|
|
583
|
+
*/
|
|
584
|
+
bucketBaseKey(meshData, color) {
|
|
585
|
+
return bucketBaseKeyFor(meshData, this.colorKey(color ?? meshData.color), this.spatialChunking);
|
|
586
|
+
}
|
|
106
587
|
/**
|
|
107
588
|
* Store MeshData for lazy GPU buffer creation (used for selection highlighting)
|
|
108
589
|
* This avoids creating 2x GPU buffers during streaming
|
|
@@ -430,9 +911,10 @@ export class Scene {
|
|
|
430
911
|
}
|
|
431
912
|
}
|
|
432
913
|
}
|
|
433
|
-
// Route each mesh into a size-aware bucket for its color
|
|
914
|
+
// Route each mesh into a size-aware bucket for its color (and, with
|
|
915
|
+
// spatial chunking on, its grid cell)
|
|
434
916
|
for (const meshData of renderable) {
|
|
435
|
-
const baseKey = this.
|
|
917
|
+
const baseKey = this.bucketBaseKey(meshData);
|
|
436
918
|
const bucketKey = this.resolveActiveBucket(baseKey, meshData);
|
|
437
919
|
if (retainStreamingGeometry || !isStreaming) {
|
|
438
920
|
// Accumulate mesh data in the bucket when we need later rebatching or
|
|
@@ -571,6 +1053,8 @@ export class Scene {
|
|
|
571
1053
|
bucket.vertexBytes = Math.max(0, bucket.vertexBytes - bytes);
|
|
572
1054
|
}
|
|
573
1055
|
affectedKeys.add(bucket.key);
|
|
1056
|
+
// Entity removal diverges the bucket from the cache entry.
|
|
1057
|
+
this.markBucketDirty(bucket.key);
|
|
574
1058
|
}
|
|
575
1059
|
this.meshDataBucket.delete(meshData);
|
|
576
1060
|
}
|
|
@@ -681,6 +1165,47 @@ export class Scene {
|
|
|
681
1165
|
* Translate every flat (non-instanced) mesh for `expressId` by `delta`. See
|
|
682
1166
|
* {@link translateMeshesForEntity} for the full contract; this is the flat half.
|
|
683
1167
|
*/
|
|
1168
|
+
/**
|
|
1169
|
+
* Mark a mesh's bucket for rebuild after its positions were mutated in
|
|
1170
|
+
* place (move/rotate), migrating it to a new bucket when spatial chunking
|
|
1171
|
+
* is on and the mesh crossed a grid-cell boundary. Without the migration
|
|
1172
|
+
* the mesh would keep its stale cell key, so the partial-batch piece
|
|
1173
|
+
* filter (which re-derives keys from CURRENT positions) would silently
|
|
1174
|
+
* drop it under hide/isolate. Same move mechanics as updateMeshColors.
|
|
1175
|
+
*/
|
|
1176
|
+
rebucketMovedMesh(meshData, affectedKeys) {
|
|
1177
|
+
const bucket = this.meshDataBucket.get(meshData);
|
|
1178
|
+
if (bucket) {
|
|
1179
|
+
affectedKeys.add(bucket.key);
|
|
1180
|
+
// Moved geometry diverges from the cache entry — see markBucketDirty.
|
|
1181
|
+
this.markBucketDirty(bucket.key);
|
|
1182
|
+
}
|
|
1183
|
+
if (!this.spatialChunking || !bucket)
|
|
1184
|
+
return;
|
|
1185
|
+
const newBaseKey = this.bucketBaseKey(meshData);
|
|
1186
|
+
if (this.baseColorKey(bucket.key) === newBaseKey)
|
|
1187
|
+
return;
|
|
1188
|
+
const newBucketKey = this.resolveActiveBucket(newBaseKey, meshData);
|
|
1189
|
+
this.markBucketDirty(newBucketKey);
|
|
1190
|
+
// Swap-remove from the old bucket + decrement its byte accounting
|
|
1191
|
+
const idx = bucket.meshData.indexOf(meshData);
|
|
1192
|
+
if (idx >= 0) {
|
|
1193
|
+
const last = bucket.meshData.length - 1;
|
|
1194
|
+
if (idx !== last)
|
|
1195
|
+
bucket.meshData[idx] = bucket.meshData[last];
|
|
1196
|
+
bucket.meshData.pop();
|
|
1197
|
+
}
|
|
1198
|
+
const meshBytes = (meshData.positions.length / 3) * BATCH_CONSTANTS.BYTES_PER_VERTEX;
|
|
1199
|
+
bucket.vertexBytes = Math.max(0, bucket.vertexBytes - meshBytes);
|
|
1200
|
+
// Deliberately KEEP an emptied bucket in the map: rebuildPendingBatches
|
|
1201
|
+
// destroys its batchedMesh and deletes the shell. Removing it here would
|
|
1202
|
+
// orphan the live GPU buffers (rebuild skips keys it can't find).
|
|
1203
|
+
// resolveActiveBucket already created the target bucket + tracked bytes
|
|
1204
|
+
const newBucket = this.buckets.get(newBucketKey);
|
|
1205
|
+
newBucket.meshData.push(meshData);
|
|
1206
|
+
this.meshDataBucket.set(meshData, newBucket);
|
|
1207
|
+
affectedKeys.add(newBucketKey);
|
|
1208
|
+
}
|
|
684
1209
|
translateFlatMeshesForEntity(expressId, delta) {
|
|
685
1210
|
const meshDataList = this.meshDataMap.get(expressId);
|
|
686
1211
|
if (!meshDataList || meshDataList.length === 0)
|
|
@@ -715,9 +1240,7 @@ export class Scene {
|
|
|
715
1240
|
pos[i + 1] += dy;
|
|
716
1241
|
pos[i + 2] += dz;
|
|
717
1242
|
}
|
|
718
|
-
|
|
719
|
-
if (bucket)
|
|
720
|
-
affectedKeys.add(bucket.key);
|
|
1243
|
+
this.rebucketMovedMesh(meshData, affectedKeys);
|
|
721
1244
|
anyMoved = true;
|
|
722
1245
|
}
|
|
723
1246
|
if (!anyMoved)
|
|
@@ -852,6 +1375,100 @@ export class Scene {
|
|
|
852
1375
|
}
|
|
853
1376
|
return count;
|
|
854
1377
|
}
|
|
1378
|
+
/**
|
|
1379
|
+
* Rotate every flat mesh for `expressId` by `angleRad` about the renderer
|
|
1380
|
+
* vertical (+Y) axis through `pivot` (renderer world, Y-up). This is the Y-up
|
|
1381
|
+
* image of an IFC yaw about the storey-up Z axis. Modifies `positions` and
|
|
1382
|
+
* `normals` in place and marks the affected bucket(s) for re-batch.
|
|
1383
|
+
*
|
|
1384
|
+
* Positions may live in a per-element local frame (`MeshData.origin`, world =
|
|
1385
|
+
* origin + position), so the pivot is folded into each mesh's local frame
|
|
1386
|
+
* before rotating; normals are direction vectors and rotate as-is.
|
|
1387
|
+
*
|
|
1388
|
+
* Same colour-merge caveat as `translateFlatMeshesForEntity` (skips meshes
|
|
1389
|
+
* whose vertices belong to more than this entity). GPU-instanced occurrences
|
|
1390
|
+
* are not rotated (the collab edit path only rotates flat/authored meshes).
|
|
1391
|
+
* Returns true when a mesh was modified.
|
|
1392
|
+
*/
|
|
1393
|
+
rotateMeshesForEntity(expressId, angleRad, pivot) {
|
|
1394
|
+
const meshDataList = this.meshDataMap.get(expressId);
|
|
1395
|
+
if (!meshDataList || meshDataList.length === 0)
|
|
1396
|
+
return false;
|
|
1397
|
+
if (angleRad === 0)
|
|
1398
|
+
return false;
|
|
1399
|
+
const cos = Math.cos(angleRad);
|
|
1400
|
+
const sin = Math.sin(angleRad);
|
|
1401
|
+
const affectedKeys = new Set();
|
|
1402
|
+
let anyMoved = false;
|
|
1403
|
+
for (const meshData of meshDataList) {
|
|
1404
|
+
// Skip a genuinely shared color-merged mesh (see translateFlatMeshesForEntity).
|
|
1405
|
+
if (meshData.entityIds && meshData.entityIds.length > 0) {
|
|
1406
|
+
let shared = false;
|
|
1407
|
+
for (let i = 0; i < meshData.entityIds.length; i++) {
|
|
1408
|
+
if (meshData.entityIds[i] !== expressId) {
|
|
1409
|
+
shared = true;
|
|
1410
|
+
break;
|
|
1411
|
+
}
|
|
1412
|
+
}
|
|
1413
|
+
if (shared)
|
|
1414
|
+
continue;
|
|
1415
|
+
}
|
|
1416
|
+
// Fold the per-element local-frame origin into the pivot (world = origin + pos).
|
|
1417
|
+
const px = pivot[0] - (meshData.origin?.[0] ?? 0);
|
|
1418
|
+
const pz = pivot[2] - (meshData.origin?.[2] ?? 0);
|
|
1419
|
+
const pos = meshData.positions;
|
|
1420
|
+
for (let i = 0; i < pos.length; i += 3) {
|
|
1421
|
+
const dx = pos[i] - px;
|
|
1422
|
+
const dz = pos[i + 2] - pz;
|
|
1423
|
+
pos[i] = px + dx * cos + dz * sin;
|
|
1424
|
+
pos[i + 2] = pz - dx * sin + dz * cos;
|
|
1425
|
+
}
|
|
1426
|
+
const nrm = meshData.normals;
|
|
1427
|
+
if (nrm) {
|
|
1428
|
+
for (let i = 0; i < nrm.length; i += 3) {
|
|
1429
|
+
const nx = nrm[i];
|
|
1430
|
+
const nz = nrm[i + 2];
|
|
1431
|
+
nrm[i] = nx * cos + nz * sin;
|
|
1432
|
+
nrm[i + 2] = -nx * sin + nz * cos;
|
|
1433
|
+
}
|
|
1434
|
+
}
|
|
1435
|
+
this.rebucketMovedMesh(meshData, affectedKeys);
|
|
1436
|
+
anyMoved = true;
|
|
1437
|
+
}
|
|
1438
|
+
if (!anyMoved)
|
|
1439
|
+
return false;
|
|
1440
|
+
// #961: textured meshes render from their own GPU vertex buffer — re-upload
|
|
1441
|
+
// the rotated parts so they don't render stale (mirrors the translate path).
|
|
1442
|
+
if (this.texturedDevice && this.texturedMeshes.length > 0) {
|
|
1443
|
+
const texturedData = meshDataList.filter((md) => md.texture && md.uvs);
|
|
1444
|
+
if (texturedData.length > 0) {
|
|
1445
|
+
const entries = this.texturedMeshes.filter((tm) => tm.expressId === expressId);
|
|
1446
|
+
for (let i = 0; i < entries.length && i < texturedData.length; i++) {
|
|
1447
|
+
const interleaved = this.interleaveTexturedVertices(texturedData[i]);
|
|
1448
|
+
if (interleaved) {
|
|
1449
|
+
this.texturedDevice.queue.writeBuffer(entries[i].vertexBuffer, 0, interleaved);
|
|
1450
|
+
}
|
|
1451
|
+
}
|
|
1452
|
+
}
|
|
1453
|
+
}
|
|
1454
|
+
this.boundingBoxes.delete(expressId);
|
|
1455
|
+
// Selection-highlight meshes are frozen copies — evict so the highlight
|
|
1456
|
+
// re-extracts from the rotated geometry next frame (same as translate).
|
|
1457
|
+
this.evictHighlightMeshes(expressId);
|
|
1458
|
+
for (const key of affectedKeys) {
|
|
1459
|
+
this.pendingBatchKeys.add(key);
|
|
1460
|
+
}
|
|
1461
|
+
return true;
|
|
1462
|
+
}
|
|
1463
|
+
/** Bulk variant of `rotateMeshesForEntity`. */
|
|
1464
|
+
rotateMeshesForEntities(updates) {
|
|
1465
|
+
let count = 0;
|
|
1466
|
+
for (const [id, { angle, pivot }] of updates) {
|
|
1467
|
+
if (this.rotateMeshesForEntity(id, angle, pivot))
|
|
1468
|
+
count++;
|
|
1469
|
+
}
|
|
1470
|
+
return count;
|
|
1471
|
+
}
|
|
855
1472
|
// ─── Mesh command queue ──────────────────────────────────────────────
|
|
856
1473
|
/**
|
|
857
1474
|
* Queue meshes for deferred GPU upload.
|
|
@@ -878,6 +1495,12 @@ export class Scene {
|
|
|
878
1495
|
hasStreamingFragments() {
|
|
879
1496
|
return this.streamingFragments.length > 0;
|
|
880
1497
|
}
|
|
1498
|
+
/** True while a finalize rebuild (sync or time-sliced) is mid-flight —
|
|
1499
|
+
* the fragment list is already cleared then, so settle-sensitive callers
|
|
1500
|
+
* must check BOTH this and hasStreamingFragments(). */
|
|
1501
|
+
isFinalizeInProgress() {
|
|
1502
|
+
return this.finalizeInProgress;
|
|
1503
|
+
}
|
|
881
1504
|
/** True when streaming runs in ephemeral mode (huge files) — fragments render
|
|
882
1505
|
* directly from GPU and geometry is NOT retained for re-batch, so callers
|
|
883
1506
|
* must NOT finalize (there's nothing to rebuild the batches from). */
|
|
@@ -952,11 +1575,14 @@ export class Scene {
|
|
|
952
1575
|
createStreamingFragments(meshDataArray, device, pipeline) {
|
|
953
1576
|
if (meshDataArray.length === 0)
|
|
954
1577
|
return;
|
|
955
|
-
// Group new meshes by color for efficient
|
|
1578
|
+
// Group new meshes by color (and grid cell, when chunking) for efficient
|
|
1579
|
+
// fragment batches. Fragments of one mesh share the PARENT's key: they
|
|
1580
|
+
// are vertex subsets of the same element, and the mesh-never-splits rule
|
|
1581
|
+
// applies to cells exactly like it does to buckets.
|
|
956
1582
|
const colorGroups = new Map();
|
|
957
1583
|
for (const meshData of meshDataArray) {
|
|
1584
|
+
const key = this.bucketBaseKey(meshData);
|
|
958
1585
|
for (const fragment of this.splitMeshForStreaming(meshData)) {
|
|
959
|
-
const key = this.colorKey(fragment.color);
|
|
960
1586
|
let group = colorGroups.get(key);
|
|
961
1587
|
if (!group) {
|
|
962
1588
|
group = [];
|
|
@@ -1038,15 +1664,33 @@ export class Scene {
|
|
|
1038
1664
|
finalizeStreaming(device, pipeline) {
|
|
1039
1665
|
if (this.streamingFragments.length === 0)
|
|
1040
1666
|
return;
|
|
1667
|
+
this.finalizeInProgress = true;
|
|
1668
|
+
try {
|
|
1669
|
+
this.finalizeStreamingInner(device, pipeline);
|
|
1670
|
+
}
|
|
1671
|
+
finally {
|
|
1672
|
+
this.finalizeInProgress = false;
|
|
1673
|
+
}
|
|
1674
|
+
}
|
|
1675
|
+
finalizeStreamingInner(device, pipeline) {
|
|
1041
1676
|
// Save references to old fragments/batches — keep them rendering
|
|
1042
1677
|
// until the new proper batches are fully built (no visual gap).
|
|
1043
1678
|
const oldFragments = this.streamingFragments;
|
|
1044
1679
|
const oldBatches = this.batchedMeshes;
|
|
1045
1680
|
const fragmentSet = new Set(oldFragments);
|
|
1046
1681
|
this.streamingFragments = [];
|
|
1047
|
-
// 1. Collect ALL accumulated meshData before clearing state
|
|
1682
|
+
// 1. Collect ALL accumulated meshData before clearing state.
|
|
1683
|
+
// Cold buckets (issue #1682 phase 3b) hold NO meshData — their
|
|
1684
|
+
// geometry lives on disk — so they are carried through the rebuild as
|
|
1685
|
+
// sealed shells instead of being re-grouped (re-grouping would
|
|
1686
|
+
// silently drop them).
|
|
1048
1687
|
const allMeshData = [];
|
|
1049
|
-
|
|
1688
|
+
const carriedCold = [];
|
|
1689
|
+
for (const [key, bucket] of this.buckets) {
|
|
1690
|
+
if (this.coldBuckets.has(key) && bucket.meshData.length === 0 && bucket.batchedMesh) {
|
|
1691
|
+
carriedCold.push([key, bucket]);
|
|
1692
|
+
continue;
|
|
1693
|
+
}
|
|
1050
1694
|
for (const md of bucket.meshData)
|
|
1051
1695
|
allMeshData.push(md);
|
|
1052
1696
|
}
|
|
@@ -1056,18 +1700,24 @@ export class Scene {
|
|
|
1056
1700
|
this.buckets.clear();
|
|
1057
1701
|
this.meshDataBucket = new Map();
|
|
1058
1702
|
this.activeBucketKey.clear();
|
|
1703
|
+
this.lastDrawnFrame.clear();
|
|
1704
|
+
this.residencyRestoreQueue.clear();
|
|
1059
1705
|
this.pendingBatchKeys.clear();
|
|
1060
1706
|
// Destroy cached partial batches — their colorKeys are now stale
|
|
1061
1707
|
for (const batch of this.partialBatchCache.values())
|
|
1062
1708
|
destroyGpuResources(batch);
|
|
1063
1709
|
this.partialBatchCache.clear();
|
|
1064
1710
|
this.partialBatchCacheKeys.clear();
|
|
1065
|
-
//
|
|
1711
|
+
// Re-seat the carried cold shells in the fresh bucket map (their GPU
|
|
1712
|
+
// shells re-enter the flat array via rebuildPendingBatches below).
|
|
1713
|
+
for (const [key, bucket] of carriedCold)
|
|
1714
|
+
this.buckets.set(key, bucket);
|
|
1715
|
+
// 3. Re-group ALL meshData by their CURRENT color (and grid cell).
|
|
1066
1716
|
// meshData.color may have been mutated in-place since the mesh was
|
|
1067
1717
|
// first bucketed, so the original bucket key is stale. Re-grouping
|
|
1068
1718
|
// by current color ensures batches render with correct colors.
|
|
1069
1719
|
for (const meshData of allMeshData) {
|
|
1070
|
-
const baseKey = this.
|
|
1720
|
+
const baseKey = this.bucketBaseKey(meshData);
|
|
1071
1721
|
const bucketKey = this.resolveActiveBucket(baseKey, meshData);
|
|
1072
1722
|
let bucket = this.buckets.get(bucketKey);
|
|
1073
1723
|
if (!bucket) {
|
|
@@ -1107,14 +1757,24 @@ export class Scene {
|
|
|
1107
1757
|
}
|
|
1108
1758
|
if (this.streamingFragments.length === 0)
|
|
1109
1759
|
return Promise.resolve();
|
|
1760
|
+
// Mark the rebuild as in-flight: the preamble empties streamingFragments
|
|
1761
|
+
// synchronously, so settle-sensitive consumers need this flag until the
|
|
1762
|
+
// time-sliced rebuild swaps the new batch array in.
|
|
1763
|
+
this.finalizeInProgress = true;
|
|
1110
1764
|
// --- Synchronous preamble (fast O(N) bookkeeping) ---
|
|
1111
1765
|
const oldFragments = this.streamingFragments;
|
|
1112
1766
|
const oldBatches = this.batchedMeshes;
|
|
1113
1767
|
const fragmentSet = new Set(oldFragments);
|
|
1114
1768
|
this.streamingFragments = [];
|
|
1115
|
-
// 1. Collect ALL accumulated meshData
|
|
1769
|
+
// 1. Collect ALL accumulated meshData (cold buckets carried as sealed
|
|
1770
|
+
// shells — see the sync finalize for the rationale)
|
|
1116
1771
|
const allMeshData = [];
|
|
1117
|
-
|
|
1772
|
+
const carriedCold = [];
|
|
1773
|
+
for (const [key, bucket] of this.buckets) {
|
|
1774
|
+
if (this.coldBuckets.has(key) && bucket.meshData.length === 0 && bucket.batchedMesh) {
|
|
1775
|
+
carriedCold.push([key, bucket]);
|
|
1776
|
+
continue;
|
|
1777
|
+
}
|
|
1118
1778
|
for (const md of bucket.meshData)
|
|
1119
1779
|
allMeshData.push(md);
|
|
1120
1780
|
}
|
|
@@ -1122,14 +1782,19 @@ export class Scene {
|
|
|
1122
1782
|
this.buckets.clear();
|
|
1123
1783
|
this.meshDataBucket = new Map();
|
|
1124
1784
|
this.activeBucketKey.clear();
|
|
1785
|
+
this.lastDrawnFrame.clear();
|
|
1786
|
+
this.residencyRestoreQueue.clear();
|
|
1125
1787
|
this.pendingBatchKeys.clear();
|
|
1126
1788
|
for (const batch of this.partialBatchCache.values())
|
|
1127
1789
|
destroyGpuResources(batch);
|
|
1128
1790
|
this.partialBatchCache.clear();
|
|
1129
1791
|
this.partialBatchCacheKeys.clear();
|
|
1130
|
-
//
|
|
1792
|
+
// Re-seat the carried cold shells in the fresh bucket map.
|
|
1793
|
+
for (const [key, bucket] of carriedCold)
|
|
1794
|
+
this.buckets.set(key, bucket);
|
|
1795
|
+
// 3. Re-group meshData by current color (and grid cell) — fast
|
|
1131
1796
|
for (const meshData of allMeshData) {
|
|
1132
|
-
const baseKey = this.
|
|
1797
|
+
const baseKey = this.bucketBaseKey(meshData);
|
|
1133
1798
|
const bucketKey = this.resolveActiveBucket(baseKey, meshData);
|
|
1134
1799
|
let bucket = this.buckets.get(bucketKey);
|
|
1135
1800
|
if (!bucket) {
|
|
@@ -1168,6 +1833,13 @@ export class Scene {
|
|
|
1168
1833
|
return;
|
|
1169
1834
|
}
|
|
1170
1835
|
}
|
|
1836
|
+
// Carried cold shells stay drawable-when-restored: keep them in the
|
|
1837
|
+
// flat array (their buffers are already destroyed; the draw loop
|
|
1838
|
+
// skips gpuResident === false and the restore path revives them).
|
|
1839
|
+
for (const [, bucket] of carriedCold) {
|
|
1840
|
+
if (bucket.batchedMesh)
|
|
1841
|
+
newBatches.push(bucket.batchedMesh);
|
|
1842
|
+
}
|
|
1171
1843
|
// All batches built — atomic swap so renderer never sees an empty array
|
|
1172
1844
|
scene.batchedMeshes = newBatches;
|
|
1173
1845
|
// Destroy old fragment/batch GPU resources
|
|
@@ -1177,6 +1849,7 @@ export class Scene {
|
|
|
1177
1849
|
if (!fragmentSet.has(batch))
|
|
1178
1850
|
destroyGpuResources(batch);
|
|
1179
1851
|
}
|
|
1852
|
+
scene.finalizeInProgress = false;
|
|
1180
1853
|
resolve();
|
|
1181
1854
|
}
|
|
1182
1855
|
// Start first chunk immediately (no setTimeout delay)
|
|
@@ -1232,6 +1905,10 @@ export class Scene {
|
|
|
1232
1905
|
// AABBs already live in boundingBoxes, so bbox-raycast still finds instanced ids.
|
|
1233
1906
|
this.instancedTemplateCpu = [];
|
|
1234
1907
|
this.activeBucketKey.clear();
|
|
1908
|
+
this.lastDrawnFrame.clear();
|
|
1909
|
+
this.residencyRestoreQueue.clear();
|
|
1910
|
+
this.coldBuckets.clear();
|
|
1911
|
+
this.dirtyBuckets.clear();
|
|
1235
1912
|
this.pendingBatchKeys.clear();
|
|
1236
1913
|
for (const batch of this.partialBatchCache.values())
|
|
1237
1914
|
destroyGpuResources(batch);
|
|
@@ -1314,6 +1991,12 @@ export class Scene {
|
|
|
1314
1991
|
}
|
|
1315
1992
|
this.meshDataBucket = new Map();
|
|
1316
1993
|
this.activeBucketKey.clear();
|
|
1994
|
+
this.lastDrawnFrame.clear();
|
|
1995
|
+
this.residencyRestoreQueue.clear();
|
|
1996
|
+
// Released mode has no restore source at all — drop the cold tier state
|
|
1997
|
+
// (the geometryReleased guards stop any further cold activity).
|
|
1998
|
+
this.coldBuckets.clear();
|
|
1999
|
+
this.dirtyBuckets.clear();
|
|
1317
2000
|
// 3. Clear partial batch cache (would need mesh data to rebuild)
|
|
1318
2001
|
for (const batch of this.partialBatchCache.values())
|
|
1319
2002
|
destroyGpuResources(batch);
|
|
@@ -1354,11 +2037,15 @@ export class Scene {
|
|
|
1354
2037
|
const meshDataList = this.meshDataMap.get(expressId);
|
|
1355
2038
|
if (!meshDataList)
|
|
1356
2039
|
continue;
|
|
1357
|
-
const newBaseKey = this.colorKey(newColor);
|
|
1358
2040
|
for (const meshData of meshDataList) {
|
|
2041
|
+
// Per-mesh, not per-entity: with spatial chunking the base key
|
|
2042
|
+
// carries the mesh's grid cell, which differs between an entity's
|
|
2043
|
+
// pieces. A recolour changes the colour part only — the mesh stays
|
|
2044
|
+
// in its cell.
|
|
2045
|
+
const newBaseKey = this.bucketBaseKey(meshData, newColor);
|
|
1359
2046
|
// Use reverse-map for O(1) old bucket lookup
|
|
1360
2047
|
const oldBucket = this.meshDataBucket.get(meshData);
|
|
1361
|
-
const oldBucketKey = oldBucket?.key ?? this.
|
|
2048
|
+
const oldBucketKey = oldBucket?.key ?? this.bucketBaseKey(meshData);
|
|
1362
2049
|
// Derive old color from bucket key, NOT meshData.color.
|
|
1363
2050
|
// meshData.color may have been mutated in-place by external code
|
|
1364
2051
|
// (applyColorUpdatesToMeshes), making it unreliable for change detection.
|
|
@@ -1368,6 +2055,10 @@ export class Scene {
|
|
|
1368
2055
|
const newBucketKey = this.resolveActiveBucket(newBaseKey, meshData);
|
|
1369
2056
|
affectedOldKeys.add(oldBucketKey);
|
|
1370
2057
|
affectedNewKeys.add(newBucketKey);
|
|
2058
|
+
// Both buckets now diverge from the cache entry: never cold-evict
|
|
2059
|
+
// them (a disk restore would resurrect the pre-recolour geometry).
|
|
2060
|
+
this.markBucketDirty(oldBucketKey);
|
|
2061
|
+
this.markBucketDirty(newBucketKey);
|
|
1371
2062
|
// Remove from old bucket data using indexOf (O(N) within one color bucket, typically <100 items)
|
|
1372
2063
|
if (oldBucket) {
|
|
1373
2064
|
const idx = oldBucket.meshData.indexOf(meshData);
|
|
@@ -1379,9 +2070,12 @@ export class Scene {
|
|
|
1379
2070
|
}
|
|
1380
2071
|
oldBucket.meshData.pop();
|
|
1381
2072
|
}
|
|
1382
|
-
|
|
1383
|
-
|
|
1384
|
-
|
|
2073
|
+
// Do NOT delete an emptied bucket here: it is queued in
|
|
2074
|
+
// affectedOldKeys, and rebuildPendingBatches both destroys its
|
|
2075
|
+
// batchedMesh GPU buffers and removes the shell. Deleting the
|
|
2076
|
+
// map entry early orphaned those buffers (rebuild skips keys it
|
|
2077
|
+
// can't resolve) — a GPU memory leak on every recolour that
|
|
2078
|
+
// emptied a colour group.
|
|
1385
2079
|
}
|
|
1386
2080
|
// Decrease old bucket size tracking
|
|
1387
2081
|
const meshBytes = (meshData.positions.length / 3) * BATCH_CONSTANTS.BYTES_PER_VERTEX;
|
|
@@ -1436,13 +2130,36 @@ export class Scene {
|
|
|
1436
2130
|
// Create vertex buffer (interleaved positions + normals)
|
|
1437
2131
|
// Use mappedAtCreation to avoid a separate writeBuffer IPC round-trip
|
|
1438
2132
|
// (significant win on Chrome/Dawn where each writeBuffer is a Mojo IPC call)
|
|
1439
|
-
|
|
1440
|
-
|
|
1441
|
-
|
|
1442
|
-
|
|
1443
|
-
|
|
1444
|
-
|
|
1445
|
-
vertexBuffer
|
|
2133
|
+
// Quantized path (issue #1682 phase 6): 12-byte lattice records instead
|
|
2134
|
+
// of the 28-byte f32 layout. Falls back to f32 when the batch exceeds
|
|
2135
|
+
// the u16 lattice range. Order note: the LOD build further down reads
|
|
2136
|
+
// merged.vertexData (the CPU f32 copy) and produces INDICES only, which
|
|
2137
|
+
// are valid for either vertex format.
|
|
2138
|
+
let quantized;
|
|
2139
|
+
let vertexBuffer;
|
|
2140
|
+
const quantizedData = this.quantizedBatchesEnabled
|
|
2141
|
+
? quantizeInterleaved(merged.vertexData, BATCH_CONSTANTS.BYTES_PER_VERTEX / 4)
|
|
2142
|
+
: null;
|
|
2143
|
+
if (quantizedData) {
|
|
2144
|
+
vertexBuffer = device.createBuffer({
|
|
2145
|
+
size: Math.max(4, quantizedData.vertexData.byteLength),
|
|
2146
|
+
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
|
|
2147
|
+
mappedAtCreation: true,
|
|
2148
|
+
});
|
|
2149
|
+
new Uint8Array(vertexBuffer.getMappedRange())
|
|
2150
|
+
.set(new Uint8Array(quantizedData.vertexData));
|
|
2151
|
+
vertexBuffer.unmap();
|
|
2152
|
+
quantized = { min: quantizedData.quantMin, step: quantizedData.step };
|
|
2153
|
+
}
|
|
2154
|
+
else {
|
|
2155
|
+
vertexBuffer = device.createBuffer({
|
|
2156
|
+
size: merged.vertexData.byteLength,
|
|
2157
|
+
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
|
|
2158
|
+
mappedAtCreation: true,
|
|
2159
|
+
});
|
|
2160
|
+
new Float32Array(vertexBuffer.getMappedRange()).set(merged.vertexData);
|
|
2161
|
+
vertexBuffer.unmap();
|
|
2162
|
+
}
|
|
1446
2163
|
// Create index buffer
|
|
1447
2164
|
const indexBuffer = device.createBuffer({
|
|
1448
2165
|
size: merged.indices.byteLength,
|
|
@@ -1466,6 +2183,31 @@ export class Scene {
|
|
|
1466
2183
|
},
|
|
1467
2184
|
],
|
|
1468
2185
|
});
|
|
2186
|
+
// LOD1 (issue #1682 phase 5): simplified second index range over the SAME
|
|
2187
|
+
// vertex buffer. Bucket-owned batches only (`bucketKey` present) — the
|
|
2188
|
+
// transient streaming fragments and partial/overlay sub-batches never pay
|
|
2189
|
+
// the build. Positions in `merged.vertexData` are relative to the batch
|
|
2190
|
+
// origin, which is fine: clustering is translation-invariant as long as
|
|
2191
|
+
// the cell size comes from the same-space bounds extent.
|
|
2192
|
+
let lod1IndexBuffer;
|
|
2193
|
+
let lod1IndexCount;
|
|
2194
|
+
if (this.lodBuildsEnabled &&
|
|
2195
|
+
bucketKey !== undefined &&
|
|
2196
|
+
merged.bounds &&
|
|
2197
|
+
merged.indices.length >= LOD_MIN_TRIANGLES * 3) {
|
|
2198
|
+
const cellSize = lodCellSizeForBounds(merged.bounds.min, merged.bounds.max);
|
|
2199
|
+
const lodIndices = simplifyIndicesByClustering(merged.vertexData, BATCH_CONSTANTS.BYTES_PER_VERTEX / 4, merged.indices, cellSize);
|
|
2200
|
+
if (lodIndices) {
|
|
2201
|
+
lod1IndexBuffer = device.createBuffer({
|
|
2202
|
+
size: lodIndices.byteLength,
|
|
2203
|
+
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
|
|
2204
|
+
mappedAtCreation: true,
|
|
2205
|
+
});
|
|
2206
|
+
new Uint32Array(lod1IndexBuffer.getMappedRange()).set(lodIndices);
|
|
2207
|
+
lod1IndexBuffer.unmap();
|
|
2208
|
+
lod1IndexCount = lodIndices.length;
|
|
2209
|
+
}
|
|
2210
|
+
}
|
|
1469
2211
|
return {
|
|
1470
2212
|
id: this.nextBatchId++,
|
|
1471
2213
|
colorKey: bucketKey ?? this.colorKey(color),
|
|
@@ -1480,6 +2222,8 @@ export class Scene {
|
|
|
1480
2222
|
// Per-batch local frame: positions are stored relative to this; the draw
|
|
1481
2223
|
// loop applies model = translate(origin) so they land in world space.
|
|
1482
2224
|
origin: merged.origin,
|
|
2225
|
+
...(lod1IndexBuffer ? { lod1IndexBuffer, lod1IndexCount } : {}),
|
|
2226
|
+
...(quantized ? { quantized } : {}),
|
|
1483
2227
|
};
|
|
1484
2228
|
}
|
|
1485
2229
|
/**
|
|
@@ -1514,6 +2258,21 @@ export class Scene {
|
|
|
1514
2258
|
const bucket = this.buckets.get(bucketKey);
|
|
1515
2259
|
const currentBytes = bucket?.vertexBytes ?? 0;
|
|
1516
2260
|
const meshBytes = (meshData.positions.length / 3) * BATCH_CONSTANTS.BYTES_PER_VERTEX;
|
|
2261
|
+
// A COLD bucket is sealed (its content lives on disk and its shell's
|
|
2262
|
+
// expressIds are the restore contract) — route new arrivals (e.g. a
|
|
2263
|
+
// federated add landing in the same cell+colour) to an overflow
|
|
2264
|
+
// sub-bucket instead of corrupting the sealed one.
|
|
2265
|
+
if (bucket && this.coldBuckets.has(bucketKey)) {
|
|
2266
|
+
bucketKey = `${baseColorKey}#${this.nextSplitId++}`;
|
|
2267
|
+
this.activeBucketKey.set(baseColorKey, bucketKey);
|
|
2268
|
+
let target = this.buckets.get(bucketKey);
|
|
2269
|
+
if (!target) {
|
|
2270
|
+
target = { key: bucketKey, meshData: [], batchedMesh: null, vertexBytes: 0 };
|
|
2271
|
+
this.buckets.set(bucketKey, target);
|
|
2272
|
+
}
|
|
2273
|
+
target.vertexBytes += meshBytes;
|
|
2274
|
+
return bucketKey;
|
|
2275
|
+
}
|
|
1517
2276
|
if (currentBytes > 0 && currentBytes + meshBytes > this.cachedMaxBufferSize) {
|
|
1518
2277
|
// Overflow — create a new sub-bucket
|
|
1519
2278
|
bucketKey = `${baseColorKey}#${this.nextSplitId++}`;
|
|
@@ -1580,8 +2339,11 @@ export class Scene {
|
|
|
1580
2339
|
}
|
|
1581
2340
|
}
|
|
1582
2341
|
// Collect MeshData for visible elements
|
|
1583
|
-
// Use base
|
|
1584
|
-
// meshData stores the original color, not the bucket key.
|
|
2342
|
+
// Use the base key (strip "#N" bucket suffix) for piece filtering, since
|
|
2343
|
+
// meshData stores the original color, not the bucket key. Pieces are
|
|
2344
|
+
// matched through bucketBaseKey so the comparison stays correct with
|
|
2345
|
+
// spatial chunking on (base key = "cell~colour" then, and a piece only
|
|
2346
|
+
// belongs to this batch when BOTH its cell and colour match).
|
|
1585
2347
|
const baseKey = this.baseColorKey(colorKey);
|
|
1586
2348
|
const visibleMeshData = [];
|
|
1587
2349
|
for (const expressId of visibleIds) {
|
|
@@ -1589,8 +2351,8 @@ export class Scene {
|
|
|
1589
2351
|
if (pieces) {
|
|
1590
2352
|
// Add all pieces for this element
|
|
1591
2353
|
for (const piece of pieces) {
|
|
1592
|
-
// Only include pieces that match this batch's color
|
|
1593
|
-
if (this.
|
|
2354
|
+
// Only include pieces that match this batch's cell + color
|
|
2355
|
+
if (this.bucketBaseKey(piece) === baseKey) {
|
|
1594
2356
|
visibleMeshData.push(piece);
|
|
1595
2357
|
}
|
|
1596
2358
|
}
|
|
@@ -1717,6 +2479,27 @@ export class Scene {
|
|
|
1717
2479
|
getTexturedMeshes() {
|
|
1718
2480
|
return this.texturedMeshes;
|
|
1719
2481
|
}
|
|
2482
|
+
/**
|
|
2483
|
+
* GPU bytes currently held by the scene's mesh collections (issue #1682
|
|
2484
|
+
* observability). Sums actual `GPUBuffer.size` values across colour batches
|
|
2485
|
+
* (streaming fragments are members of `batchedMeshes`, so they are counted
|
|
2486
|
+
* exactly once), cached partial sub-batches, hydrated individual meshes,
|
|
2487
|
+
* textured meshes (plus a 4 B/texel texture estimate) and instanced
|
|
2488
|
+
* templates. Instanced templates are counted even while hidden in the Types
|
|
2489
|
+
* view: hiding does not free their buffers. O(collections) walk with no GPU
|
|
2490
|
+
* calls, intended for on-demand telemetry, not per-frame use.
|
|
2491
|
+
*/
|
|
2492
|
+
getResidentGpuBytes() {
|
|
2493
|
+
return sumResidentGpuBytes({
|
|
2494
|
+
// Evicted batches are metadata shells — their destroyed buffers still
|
|
2495
|
+
// report .size, so they must be excluded from the resident sum.
|
|
2496
|
+
batches: this.batchedMeshes.filter((b) => b.gpuResident !== false),
|
|
2497
|
+
partialBatches: this.partialBatchCache.values(),
|
|
2498
|
+
meshes: this.meshes,
|
|
2499
|
+
textured: this.texturedMeshes,
|
|
2500
|
+
instanced: this.instancedTemplates,
|
|
2501
|
+
});
|
|
2502
|
+
}
|
|
1720
2503
|
/**
|
|
1721
2504
|
* Toggle the instanced draw pass. Instanced geometry is class-0 occurrences
|
|
1722
2505
|
* (the Model view); hide it in the Types view mode, where the flat path shows
|
|
@@ -2292,6 +3075,10 @@ export class Scene {
|
|
|
2292
3075
|
this.meshDataMap.clear();
|
|
2293
3076
|
this.boundingBoxes.clear();
|
|
2294
3077
|
this.activeBucketKey.clear();
|
|
3078
|
+
this.lastDrawnFrame.clear();
|
|
3079
|
+
this.residencyRestoreQueue.clear();
|
|
3080
|
+
this.coldBuckets.clear();
|
|
3081
|
+
this.dirtyBuckets.clear();
|
|
2295
3082
|
this.cachedMaxBufferSize = 0;
|
|
2296
3083
|
this.pendingBatchKeys.clear();
|
|
2297
3084
|
this.partialBatchCache.clear();
|