docs: document temporary wire segment caps in rendering optimization notes

Explains the stop-gap MAX_SEGS_PER_WIRE / MAX_TOTAL_SEGS limits added in
321433e, why they must be reverted, and the condition under which they
should be removed (Phase 1.3 CPU cull landed and verified).

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
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HakanandClaude Sonnet 4.6 committed 2026-05-07 17:26:15 +03:00
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@@ -12,6 +12,50 @@ Current pipeline order:
---
## Temporary Workarounds (to be reverted)
> **These are stop-gap measures to prevent crashes on large files. They must be removed
> once the proper Phase 1–3 optimizations are in place, because they silently drop geometry
> rather than culling it intelligently.**
### Wire Segment Hard Caps (commit 321433e)
**Problem:** Some entities — particularly dense `PolyfaceMesh` / `PolygonMesh` edge meshes,
high-resolution splines, or very large polylines — tessellate into hundreds of thousands of
line segments. Each segment expands to 6 GPU vertices × 96 bytes = 576 bytes. A single
pathological entity could allocate hundreds of megabytes; a large file with many such entities
exhausts all available GPU memory and crashes the renderer.
**Temporary fix applied in `src/scene/pipeline/wire_gpu.rs` and `src/scene/pipeline/mod.rs`:**
1. **Per-entity cap — `MAX_SEGS_PER_WIRE = 100_000`**
Defined as a `pub const` in `wire_gpu.rs`. Applied in both `WireGpu::build()` (used by
`WireGpu::new`) and `WireGpu::from_batch()`. If a single `WireModel` contains more than
100 K segments, the excess tail is silently truncated and a warning is printed to stderr:
```
[H7CAD] wire '<handle>': <N> segments exceeds limit (100000), truncating
```
2. **Scene-level budget — `MAX_TOTAL_SEGS = 3_000_000`**
Enforced in `Pipeline::upload_wires()`. Wires are processed in the order they arrive; once
the running segment total would exceed 3 M, all remaining wires are skipped for that frame:
```
[H7CAD] upload_wires: skipped <N> wire(s) — total segment budget (3000000) exceeded
```
At 576 bytes/segment the budget caps GPU wire memory at roughly **1.6 GB**.
**Why this must be reverted:**
- Truncation cuts an entity mid-geometry; the rendered result is visually wrong.
- Skipping by arrival order is arbitrary — important visible entities may be dropped while
invisible off-screen entities are retained (no spatial awareness).
- The correct solution is Phase 1 (AABB cull before upload) + Phase 3.2 (adaptive arc segments),
which eliminate the excess geometry without ever creating it in the first place.
**Revert when:** Phase 1.3 (CPU cull before upload) is landed and verified to keep peak GPU
wire memory below ~512 MB for the pathological files that triggered these caps.
---
## Phase 1 — Viewport Bounding-Box Culling
**Goal:** Skip CPU upload and draw calls for entities outside the camera view.