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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@@ -1,5 +1,6 @@
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mod device_capabilities;
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pub mod face3d_gpu;
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pub mod gpu_budget;
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pub mod hatch_gpu;
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pub mod wipeout_gpu;
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pub mod image_gpu;
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@@ -2728,11 +2729,7 @@ impl Pipeline {
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.normalize_or(glam::DVec3::NEG_Z);
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use crate::scene::pipeline::mesh_gpu::{SilhouetteInstance, SilhouetteVertex};
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use wgpu::util::DeviceExt;
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const SILHOUETTE_CHUNK_BYTES: u64 = 64 * 1024 * 1024;
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let chunk_bytes = device
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.limits()
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.max_buffer_size
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.min(SILHOUETTE_CHUNK_BYTES) as usize;
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let chunk_bytes = gpu_budget::buffer_budget(device);
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let max_vertices = chunk_bytes / std::mem::size_of::<SilhouetteVertex>() / 2 * 2;
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if max_vertices < 2 {
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self.silhouette_chunks.clear();
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