Render continuously and optimize the glTF viewer

Remove vsync and dirty-flag frame gating, optimize PBR sampling and lighting, add a direct-to-canvas loadout, and preserve camera state on viewer resize.

Add regression coverage and update rendering documentation.

Amp-Thread-ID: https://ampcode.com/threads/T-01a0b382-1e79-712b-abd1-d29201c9bb5e
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-09-18 08:58:27 +00:00
co-authored by heaust
parent bc957cf40d
commit 4784ad7e87
16 changed files with 573 additions and 178 deletions
+3 -3
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@@ -60,16 +60,16 @@ On row growth, consume the returned descriptor before the next access and commit
| `GRAPH_BLEND`, `GRAPH_WRITE_MASK` | Invalid fragment blend or write-mask bits. |
| `GRAPH_SAMPLER` | Invalid sampler enum/compare value. |
| `GRAPH_LOAD_OP`, `GRAPH_STORE_OP` | Attachment operation is not allowed. |
| `SURFACE` | Surface acquisition/recovery failed; core marks the SAB dirty to retry later. |
| `SURFACE` | Surface acquisition/recovery failed; the continuous render loop retries later. |
Shader compilation, bind-layout mismatch, device limits, invalid upload extents/mips, and WebGPU validation are not all normalized to these codes. Validate graph inputs before switching and retain the previous graph source for recovery.
## Safe state transitions
1. Initialize once and cache descriptors.
2. Create rows, allocate IDs, and initialize complete rows before publishing `sabDirty`.
2. Create rows, allocate IDs, and initialize complete rows. Pause first if an update must not overlap rendering.
3. Compile graphs before switching. Compilation stores a graph but does not validate every GPU-dependent property; activation can still fail.
4. For bundle-invalidating mutation, set `bundleDirty` first. Leave it set after compile/switch failure, because that intentionally suppresses stale rendering. Repair and switch successfully; never clear it merely to hide an error.
5. Upload textures with transfer ownership. Delete cached sources when no future loadout needs them.
6. Pause when editor state should stop timing/render-loop progress. `pause` does not cancel requests or clear dirty lanes.
6. Pause when editor state should stop timing/render-loop progress. `pause` does not cancel requests or clear control lanes.
7. On worker failure, reject all pending requests and rebuild the entire worker/canvas/core state. Requests are not generally safe to replay because create, allocate, delete, switch, and texture operations may already have committed.
+8 -6
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@@ -7,18 +7,18 @@ All fields below are top-level beside `type` and `request`. Except for `init` an
| `init` | `canvas: OffscreenCanvas`, `arenaBytes: number` | `[canvas]` | `{ buffer: SharedArrayBuffer, rows: Descriptor[], features: string[] }` | Once only; initializes WASM/WebGPU. `features` lists optional device features that were available (`timestamp-query`, `indirect-first-instance`). |
| `create-rows` | `name`, `rows`, `stride`, `format` | — | `{ rows: descriptor, commit: boolean }` | Nonempty name; rows > 0; stride ≥16 and multiple of 16; format f32/u32/i32. Existing name may only retain format/stride and grow. `commit: true` means the rows moved: copy the old bytes into the descriptor and send `commit-rows`. |
| `create-rows-batch` | `rows: Array<{name,rows,stride,format}>` | — | `{ rows: descriptor[] (input order), commit: string[] }` | Nonempty. Sequential; in-place creations/growths survive a later failure, staged relocations are discarded. `commit` lists the arrays that moved. Active GPU resources refresh once for in-place growth. |
| `commit-rows` | `names: string[]` | — | `undefined` | Publishes staged relocations after the caller copied them. Must name every staged array. Frees the old rows, refreshes bound GPU buffers once, sets `sabDirty`. While a relocation is staged the worker queues every other request until this arrives. |
| `commit-rows` | `names: string[]` | — | `undefined` | Publishes staged relocations after the caller copied them. Must name every staged array. Frees the old rows and refreshes bound GPU buffers once. While a relocation is staged the worker queues every other request until this arrives. |
| `delete-rows` | `name` | — | `undefined` | Not `signals`, not active slots, not referenced by active graph. |
| `allocate-object` | `name`, `count: u32 = 1` | — | `{ id, rows: descriptor, commit: boolean }` | Not `signals`; `count` > 0; reserves `count` contiguous rows starting at `id`; may grow. `commit` as in `create-rows`. |
| `delete-object` | `name`, `id: u32` | — | `undefined` | ID must be the first row of an active span; the whole span is zeroed. |
| `sync-rows` | `name`, `first: u32 = 0`, `count: u32` | — | `undefined` | Uploads rows `first .. first + count` of the array into every active GPU buffer bound to it (any `sync`) and sets `sabDirty`. `ROW_RANGE` when the span exceeds the array. No-op without an active loadout. |
| `sync-rows` | `name`, `first: u32 = 0`, `count: u32` | — | `undefined` | Uploads rows `first .. first + count` of the array into every active GPU buffer bound to it (any `sync`). `ROW_RANGE` when the span exceeds the array. No-op without an active loadout. |
| `compile-graph` | `serialized: string` | — | graph ID string | Parses and stores; same ID replaces previously stored graph. Does not activate it. |
| `switch-loadout` | `id` | — | `undefined` | Builds GPU resources and activates stored graph. Clears `bundleDirty`, sets `sabDirty`. |
| `upload-texture` | `name`, `mipLevel: u32`, `image: ImageBitmap` | `[image]` | `undefined` | Uploads immediately if active graph has the texture and caches source for future switches. Source extent must fit destination/mip. Sets dirty. |
| `delete-texture` | `name` | — | `undefined` | Deletes/closes cached mip sources; does not remove graph texture or mark dirty. |
| `switch-loadout` | `id` | — | `undefined` | Builds GPU resources and activates stored graph. Clears `bundleDirty`. |
| `upload-texture` | `name`, `mipLevel: u32`, `image: ImageBitmap` | `[image]` | `undefined` | Uploads immediately if active graph has the texture and caches source for future switches. Source extent must fit destination/mip. |
| `delete-texture` | `name` | — | `undefined` | Deletes/closes cached mip sources; does not remove graph texture. |
| `play` | — | — | `undefined` | Enables render-loop ticks; resets last-time baseline. |
| `pause` | — | — | `undefined` | Stops loop updates/renders. |
| `set-fps` | `fps: u32` | — | `undefined` | 0 uncapped; maximum 1000. Does not itself dirty a frame. |
| `set-fps` | `fps: u32` | — | `undefined` | 0 uncapped; maximum 1000. |
| `set-profiler` | `enabled` (boolean-coerced) | — | boolean | Result says timestamp queries are supported. Enables only when requested and supported. |
Rust/WASM numeric conversion applies to `u32` fields; callers should send finite nonnegative integers in range rather than rely on coercion.
@@ -41,6 +41,8 @@ When enabled and supported, the worker polls every 250 ms and may send an unsoli
}
```
`milliseconds` is the sum of GPU timestamp durations across passes, not CPU frame time or the interval between frames. It excludes scheduling waits and readback latency; `readbackMilliseconds` reports the time from starting that frame to receiving its timestamp results.
One pass timing corresponds to a compiled execution; compatible adjacent render passes are merged into one execution labelled `first … last (N draws)`. Samples are throttled and asynchronous, so they are diagnostics, not one event per frame. Disabling clears pending published statistics and the worker polling interval.
## Texture lifecycle