forked from 1b-agent/opencadstudio-upstream
fix: one VRAM-aware buffer budget for every GPU upload path
max_buffer_size is an API validation limit, not physical VRAM. NVIDIA reports several GB of it on a 2 GB card, so sizing a chunk from it produces buffers larger than the whole device. That is the same bug as #203 (mesh_gpu), #358 (face3d_gpu) and the block-wire vertex buffer: rediscovered three times because each upload path spelled the budget out for itself. mesh_gpu.rs was the only site that clamped the result. Move that clamp into src/scene/pipeline/gpu_budget.rs and route every allocating path through it, so a new upload path cannot reintroduce the mistake by copying one of the unclamped expressions. Five sites had no clamp at all: text_gpu (block-text instances), wire_gpu (block-wire instances), and face3d_gpu (vertices, instances, and upload_chunks). Three behaviour changes worth noting: * Silhouette chunks were capped at a private 64 MiB constant and now use the shared 32 MiB budget. * The storage-hatch chunk limit was the minimum of two device limits, both of them validation figures; it is now also capped by the budget. The `*_fits` predicates next to it are genuine "would wgpu reject this" checks and are left alone. * mesh_gpu's instanced path used the unclamped ceiling to decide whether a mesh fits in a single buffer, which would still admit a multi-GB allocation. It now uses the clamped budget, so a few more meshes take the chunked path. OCS_GPU_CHUNK_MIB overrides the cap. Raising it above the real VRAM is the cheapest way to force an allocation failure and check that the renderer degrades instead of aborting. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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//! One VRAM-aware budget for every GPU buffer this renderer allocates.
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//!
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//! `wgpu::Limits::max_buffer_size` is an **API validation limit**, not a
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//! statement about physical memory: NVIDIA reports several GB of it on a 2 GB
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//! card. Sizing a chunk from that limit therefore produces buffers larger than
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//! the whole device, the allocation fails, and the frame dies — issue #203
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//! (`mesh_gpu`), #358 (`face3d_gpu`) and the block-wire path were all the same
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//! bug rediscovered.
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//!
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//! `mesh_gpu.rs` was the only site that clamped the result. This module makes
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//! that clamp the single shared rule so a new upload path cannot reintroduce
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//! the mistake by copying one of the unclamped expressions.
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use iced::wgpu;
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/// Upper bound on any single buffer, regardless of what the device claims it
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/// would validate. Chosen to match the clamp `mesh_gpu` has used since #203:
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/// large enough that chunk overhead stays negligible, small enough that a
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/// failed allocation is recoverable on a low-VRAM card.
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const HARD_CAP_BYTES: usize = 32 * 1024 * 1024;
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/// 10% headroom below the device's validation limit, matching the `/ 10 * 9`
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/// the individual sites used before they shared this helper.
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fn device_ceiling(device: &wgpu::Device) -> usize {
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(device.limits().max_buffer_size as usize / 10) * 9
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}
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/// Test/debug override, in MiB. Raising it above the real VRAM is the
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/// cheapest way to force an out-of-memory path and check that the renderer
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/// degrades the frame instead of aborting.
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fn cap_bytes() -> usize {
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static CAP: std::sync::OnceLock<usize> = std::sync::OnceLock::new();
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*CAP.get_or_init(|| {
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std::env::var("OCS_GPU_CHUNK_MIB")
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.ok()
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.and_then(|value| value.trim().parse::<usize>().ok())
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.filter(|mib| *mib > 0)
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.map(|mib| mib * 1024 * 1024)
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.unwrap_or(HARD_CAP_BYTES)
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})
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}
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/// Largest byte size a single buffer built by this renderer may take.
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pub fn buffer_budget(device: &wgpu::Device) -> usize {
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device_ceiling(device).min(cap_bytes())
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}
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/// How many `T` fit in one buffer. Never returns 0, so callers can pass the
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/// result straight to `slice::chunks`, which panics on a zero chunk size.
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pub fn max_elements<T>(device: &wgpu::Device) -> usize {
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(buffer_budget(device) / std::mem::size_of::<T>().max(1)).max(1)
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}
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/// `max_elements` rounded down to a whole number of `group` elements, for
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/// vertex data whose primitives must not straddle a chunk boundary: 3 for a
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/// triangle list, 6 for the quad expansion the wire shaders use.
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///
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/// Always returns at least one whole group.
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pub fn max_elements_grouped<T>(device: &wgpu::Device, group: usize) -> usize {
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let group = group.max(1);
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(max_elements::<T>(device) / group).max(1) * group
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}
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