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split/threedim#2079

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jcelerier wants to merge 79 commits into
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split/threedim
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split/threedim#2079
jcelerier wants to merge 79 commits into
masterfrom
split/threedim

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  • isf: TEX_DIMENSIONS_3D / IMG_SIZE_3D aliases for 3D samplers
  • isf: point3d_input AS_COLOR flag for color-swatch display
  • isf: parse-time warning on unknown csf_image_input FORMAT
  • isf: parser rework — top-level descriptors, uniform inputs, geometry AUXILIARY, vertex inputs
  • 3rdparty: add OffsetAllocator submodule
  • gfx: add AssetTable + TextureLoader for shared decoded-asset cache
  • gfx: add GpuResourceRegistry — slab-allocated GPU arenas backed by OffsetAllocator
  • gfx: add CameraMath / GpuTiming / VertexFallback helpers
  • gfx: add IsfBindingsBuilder + PipelineStateHelpers
  • gfx: add SceneGPUState — FlatScene + scene packer
  • gfx: add OffscreenDevice + RhiPreviewWidget + Metal buffer-copy backend
  • gfx: extend ISF / SimpleRenderedISF nodes for new ISF features
  • csf: rework for scene-aware compute pipeline
  • gfx: rework raw raster pipeline (MRT, AUXILIARY, EXECUTION_MODEL) and VSA
  • gfx: refresh shared graph plumbing for incremental scene pipeline
  • gfx: add ScenePreprocessorNode — scene_spec to flat draws + arena uploads
  • gfx: add SceneFilterNode + FlattenedSceneFilterNode + MergeGeometriesNode
  • avnd: split CpuFilter / CpuAnalysis lifecycle into init / initState / release
  • avnd: add scene_port concept
  • avnd: split GpuNode lifecycle and add scene_port storage helpers
  • gfx: extend ShaderProgram for new ISF features
  • gfx: refresh Filter / GeometryFilter / TexturePort for new pipeline
  • gfx: refresh WindowDevice / Spout / Syphon / WindowCapture
  • gfx: refresh GfxContext + window / screen / multiwindow nodes for incremental scene rebuild
  • js: gpu node lifecycle rework with deterministic teardown
  • wip: many bugfixes across the board
  • build: more build fixes
  • ci: fixes for older qt versions
  • rhi: populate caps
  • ci: try windows fixes
  • gfx: restore PhongNode, still used by score-vfx-template
  • gfx: keep TextureRenderTarget compatible with addons' aggregate init
  • gfx: do not include mmsystem.h in CommonUBOs.hpp
  • gfx: fix build with Qt < 6.9
  • gfx: fix designator order after TextureRenderTarget reorder
  • gfx: fix build with Qt 6.4
  • gfx: more Qt 6.4 compatibility guards
  • 3rdparty: add ufbx submodule
  • 3rdparty: add fastgltf submodule
  • threedim: refresh primitives, buffer/geometry helpers; rename ObjLoader to GeometryLoader; add ImageLoader / BufferInfo / TextureInfo / TangentUtils
  • threedim: add unified AssetLoader on top of FbxParser / GltfParser
  • threedim: add Camera, CameraArray, CameraSwitch, Light, Transform3D
  • threedim: add ScenePreprocessor (replaces SceneFlattener)
  • threedim: add SceneFilter + FlattenedSceneFilter + MergeGeometries
  • threedim: add SceneGraphFilter + SceneSwitch + SceneSelector + SceneGroup
  • threedim: add SceneDuplicator + SceneFromMeshes + SceneInspector + CreateCollection + SceneResourceRoute
  • threedim: add InjectBuffer + InjectTexture for live scene-resource injection
  • threedim: add PBRMesh + MaterialOverride + ConfigurePrimitive + Instancer + ShadowCascadeSetup
  • threedim: add EnvironmentLoader + improve CubemapLoader / CubemapComposer
  • threedim: add AnimationPlayer + Humanoid retargeting + InverseKinematics
  • threedim: add TextToMesh + TextToTexture
  • threedim: add ExtractBuffer2 + ExtractSceneBuffer + ExtractTexture
  • threedim: refresh ModelDisplay + RenderPipeline + Splat for scene pipeline
  • wip: many bugfixes across the board
  • build: more build fixes
  • deps: add zstd dep everywhere
  • deps: redirect find_package(zstd) to the vendored targets
  • deps: provide simdjson on nix & flatpak

@jcelerier jcelerier force-pushed the split/threedim branch 5 times, most recently from 11090c0 to a0bcfef Compare June 26, 2026 15:43
jcelerier added 25 commits July 6, 2026 21:02
…AUXILIARY, vertex inputs

Top-level descriptors (PIPELINE_STATE, MULTIVIEW, EXECUTION_MODEL, EXTENSIONS,
CLIP_DISTANCES / CULL_DISTANCES, DEPTH_LAYOUT). New input kinds: uniform_input
(UBO INPUTS), per-input sampler_config (WRAP / FILTER / COMPARE / MIPS),
audio_sampler_config. Storage / image / cubemap input extensions: PERSISTENT,
IS_ARRAY, GENERATE_MIPS, cube/3D textures. Geometry input AUXILIARY: storage +
sampled, persistent, is_uniform, depth companion, INDIRECT block. Per-pass:
LAYER, Z, FORMAT, PIPELINE_STATE override. OUTPUTS: LAYERS, DEPTH, FORMAT,
SAMPLES, CUBEMAP, GENERATE_MIPS, WIDTH/HEIGHT expressions. Vertex inputs:
REQUIRED, DEFAULT, SEMANTIC, INTERPOLATION (with auto-flat for int/bool
varyings).

Bug fixes: mat3/mat4 attribute slot count, TYPES struct emission in BOTH
stages, drop incorrect std430 padding heuristic that was breaking RawLight
stride.
- RenderList::onEdgeRemoved: rebind surviving sink samplers to the empty
  texture before releasing their input render target; the incremental
  path dropped master's implicit rebind-everything guarantee (UAF on
  live cable disconnect).
- MultiWindowNode::setRenderSize: recreate the offscreen target before
  the render-list rebuild again (the synchronous rebuild path compiled
  pipelines against pointers freed right after); marshal the OSC
  rendersize callback to the Qt thread like the other callbacks.
- Crousti GpuNode/GpuComputeNode: recreate the SRB after the
  srb_touched destroy path; it was only created on first init, so any
  later resource reallocation bound a null native descriptor set.
- GaussianSplat: null the batch after the preprocess and depth-key
  beginComputePass — SH-preprocess frames double-submitted it.
- RawRaster: build the MRT pipeline against the per-iteration render
  pass in execution-model modes (PerMip/PerCubeFace/PerLayer color) —
  the N-attachment multisampled MRT descriptor is incompatible with the
  1-color 1-sample iteration RTs; fix depth sample-count mismatch in
  the no-declared-depth MRT branch.
- ISF: key persistent-SSBO ping-pong and MRT render-once guards on the
  RenderList frame counter — update() runs once per sink, so the bool
  guards double-swapped/double-rendered with more than one output edge;
  SimpleRenderedISF now also re-applies swapped bindings to every SRB.
- Soft-fail instead of throwing on the render thread: batch-pool
  exhaustion in RenderList::render, empty m_passes after a failed
  pipeline build in RenderedISFNode::update.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01A8dWKnm8kgkuDaMMjapgFT
jcelerier and others added 27 commits July 7, 2026 12:00
- ShaderProgram: removeIncludesInComments hung on backslash-escaped
  quotes (loop never advanced).
- Window::exposeEvent: restore the null-swapchain self-heal; teardown
  runs on the render thread with plain writes, so the GUI thread can
  observe the inconsistent (flag, pointer) pair mid-teardown.
- ModelCameraUBO: pack modelNormal as three vec4-aligned columns as
  std140 mat3 requires; 9 contiguous floats garbled columns 1-2.
- GenericNodeRenderer: key the pipeline cache on the renderpass
  serializedFormat() (QRhi's documented compatibility key) instead of
  the rp-desc pointer, which could alias a freed descriptor.
- ISF: seed the MULTIVIEW viewProjection UBO with identities; it was
  never written, so multiview shaders collapsed all vertices to zero.
- WindowCapture (pipewire): fix ARGB8888/XBGR8888 fourccs (were the
  invalid 'RA24'/'BX24'); double-buffer the CPU frame so grab()'s
  pointer survives the capture thread's next resize; publish a dup of
  the DMA-BUF fd so imports don't race the requeued buffer's teardown.
- Graph::reconcileAllRenderLists: don't dereference a null batch when
  the update-batch pool is exhausted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01A8dWKnm8kgkuDaMMjapgFT
- ScenePreprocessorNode: cascade_split_distances slot k must hold the
  FAR plane of cascade k (boundary k+1); copying boundary k shifted
  every split by one slice and dropped the real far distance at 8
  cascades.
- CustomMesh: skip sub-meshes whose bindings/attributes differ from
  meshes[0] — the only layout the pipeline is built for — instead of
  fetching them through the wrong strides.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01A8dWKnm8kgkuDaMMjapgFT
…er to GeometryLoader; add ImageLoader / BufferInfo / TextureInfo / TangentUtils
Avoids spz fetching a duplicate zstd (macOS) or finding broken SDK
configs (MSVC).
fastgltf downloads it at configure time otherwise, impossible in
sandboxed builds.
Run fastgltf::validate() after parsing so accessor/mesh/skin indices
from the file can't index out of bounds, and reject index values past
the vertex streams before mikktspace tangent generation writes through
them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01A8dWKnm8kgkuDaMMjapgFT
- CameraArray: allocate one RawCamera/RawTransform slot per face — the
  fixed-stride arenas reject 6-wide blocks, so every allocation failed
  and the camera array produced no GPU data at all; reset the published
  scene_state in release() like Light/Transform3D do.
- ShadowCascadeSetup: probe split depths through the projection alone
  (the probe point is view-space, not world-space); pad the light
  frustum toward the light instead of past the slice; bake the
  reverse-Z flip into the light projection to match the depth-pass
  convention (Greater, clear 0).
- ModelDisplay: rebuild passes when an edge connected after init has no
  pass yet; keep the filter-UBO binding counter in lockstep with the
  shader generator when a filter's renderer isn't resolved; pack the
  normal matrix as vec4-aligned std140 columns.
- TextToMesh: derive mesh stable_id from a monotonic counter — the
  recycled heap address could alias a previous mesh and serve stale
  slabs.
- Transform wrapper: pass through shadow_cascades / inject_buffers /
  inject_textures / time_seconds / variants; they were silently zeroed
  downstream of any Transform3D.
- CubemapLoader: clamp the source image to the device texture-size
  limit, fail gracefully when the equirect texture can't be created,
  reject face grids smaller than one pixel.
- Parsers: contain glTF external URIs inside the asset directory, cap
  scene-node recursion depth, bound ufbx allocations, free the ufbx
  scene on every path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01A8dWKnm8kgkuDaMMjapgFT
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2 participants