Commit Graph
12 Commits
Author SHA1 Message Date
Christopher Overbeck e52e565b1f fix(renderer): keep draw-order offsets within clipping planes 2026-09-15 12:36:05 -05:00
Hakan Seven ac8a545669 Fix layout cache correctness and GPU resource recovery 2026-09-05 19:56:49 +03:00
PanosandClaude Opus 5 6747d7125e fix: no GPU allocation path maps, however small the buffer
The previous commit converted the allocations that scale with the
drawing and deliberately left the small fixed-size ones -- uniforms, the
viewcube's static geometry, per-image and per-wipeout quads -- reasoning
that an allocation failure was not a realistic outcome for a few dozen
bytes.

That reasoning was wrong, and the log says so precisely. On the
reproducer the vertex buffers degraded exactly as intended:

  [gpu] uncaptured ... Out of Memory
  [gpu] uncaptured ... In Queue::write_buffer
          Buffer with 'block_wire.vertices' label is invalid
  ... errors #4 #8 #16 #32 #64 #128, session kept alive

and then the process died here:

  thread 'main' panicked at wgpu_core.rs:2253:
  Error in Buffer::get_mapped_range: Validation Error
  Caused by: Buffer with 'block_wire.const' label is invalid

'block_wire.const' is a single uniform struct. Once the device is out of
memory every allocation fails, including a 32-byte one, and
create_buffer_init maps it and panics. Size was never the relevant
property -- whether the path maps is.

So every remaining allocation goes through gpu_upload too: block-wire
const, the viewcube's seven buffers, the blit and clip-boundary buffers,
image instances/params/vertices, mesh material params and surface and the
empty index stub, the texture-hatch uniform, and all five wipeout
buffers. `grep -r create_buffer_init src` now finds only a comment, and
no mapped_at_creation:true remains outside gpu_upload's own docs.

`queue` is threaded through the last holdouts: upload_wipeouts,
upload_clip_boundary, MeshBatchStubs::new and
create_material_bind_group_from_resources.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-09-04 16:21:08 +03:00
PanosandClaude Opus 5 d0ef752532 fix: an out-of-memory GPU no longer aborts the process
The crash in #358 was not the out-of-memory itself. wgpu reports OOM as
recoverable and the app already installs a handler that logs and keeps
the session alive. What killed the process was what happened next:

  create_buffer_init maps the new buffer unconditionally, and mapping the
  invalid buffer an OOM device returns panics. That panic unwinds through
  iced's main-thread redraw, trips the wgpu-hal swapchain assertion in a
  destructor, and becomes a non-unwinding abort -- no chance to autosave.

Every allocation whose size scales with the drawing now goes through
src/scene/pipeline/gpu_upload.rs, which creates the buffer unmapped and
fills it with Queue::write_buffer. A failed allocation then surfaces as a
validation error on the write, which reaches install_gpu_error_handler
and degrades the frame -- exactly what that handler's comment promised:
"A bad frame must degrade, not end the session."

Converted: block-wire vertices and instances, the wire const storage
buffer, all three wire-arena allocators, face3d vertices and instances,
block-text instances and text vertices, both hatch backends, and the
silhouette buffers. mesh_gpu already allocated this way, which is why the
mesh path never produced this panic; the rest now match it.

No mapped_at_creation:true remains in the renderer. The create_buffer_init
calls left are fixed-size or bounded-small -- uniforms, the viewcube's
static geometry, per-image and per-wipeout quads -- where an allocation
failure is not a realistic outcome.

Two trade-offs worth stating:

  * write_buffer stages through a copy, which mapping at creation avoided.
    Chunking bounds that transient cost, and the measured block-wire
    upload got faster with chunking, not slower.
  * `queue` had to be threaded through the wire, face3d, text and hatch
    builders and their callers. Mechanical, but it widens the diff.

This touches every upload path, so it needs a visual check against a real
drawing before it goes upstream.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-09-04 16:21:08 +03:00
PanosandClaude Opus 5 771a5b2c5c 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 <[email protected]>
2026-09-04 16:20:38 +03:00
Hakan Seven fd801fac1b fix(hatch): render weighted pattern strokes
Show styled boundaries only while selected.\n\nRefs #821
2026-08-25 22:44:51 +03:00
Hakan Seven 2a852f4479 feat(gradient): align editing and rendering 2026-08-20 21:17:10 +03:00
ramox81 aee3397f5d fix(gradient): align properties and editing 2026-08-20 15:33:09 +03:00
Hakan Seven 5b9fffdfba fix(hatch): clip fill with kernel mesh
Resolve boundary topology before rendering so corner-aligned pattern rows cannot flip shader parity. Chunk indexed geometry to device buffer limits and retain the texture compatibility transport.

Refs #489
2026-08-13 00:29:03 +03:00
Hakan Seven 4fd9b98da4 perf(render): instance block geometry
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
2026-08-12 02:33:10 +03:00
Hakan Seven 3ab8dc3ca5 fix(ui): make modal layouts intrinsic
Pin Iced 0.15 so dialogs can measure content before distributing the resolved frame across child panels. Keep the web plugin notice compact and non-resizable.\n\nCloses #582
2026-07-30 14:47:28 +03:00
Hakan Seven d80637cda7 refactor(hatch): unify capability backends
Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
2026-07-29 13:40:46 +03:00