feat(terrain): GPU terrain picking without a pipeline stall (#717) - #920
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Answers "where does this ray hit the terrain?" entirely against the GPU heightmap and hands the answer back one or two frames later through a fenced ring, replacing EditorLayer::TerrainRaycast's 1-unit march over the CPU heightmap mirror — the mirror the GPU-quadtree and GPU-painting work exists to stop needing. Three dispatches, all reusing the #714 LOD machinery rather than duplicating it: TerrainRayNodeSelect.comp the ray-guided twin of TerrainNodeSelect.comp, one dispatch per level, reading the SAME min/max height pyramid. A ray/AABB slab test against inflated bounds replaces the frustum test, so the descent visits O(2^level) nodes per level instead of O(4^level). No screen-space error term: picking always descends to the finest level, because a coarse node's box says the ray MIGHT hit somewhere in it, never where. TerrainPickArgs.comp 1 thread; swaps the worklist counters and writes the next DispatchComputeIndirect arguments, so the CPU never learns how many nodes survived a level. TerrainPickResolve.comp one work group per candidate, 64 lanes; clips the ray to the candidate's box, marches at heightmap- texel spacing, bisects, and atomicMins the hit's t. atomicMin on floatBitsToUint(t) is the whole ordering story: for t >= 0 the IEEE bit pattern is monotonic, so the minimum across every lane of every candidate IS the nearest hit — no sort, no nearest-first traversal, and a candidate the inflated bounds included spuriously simply never wins. What makes it non-stalling is the fence POLL, not the buffer type — the same conclusion GPUReadbackStats reached, for the same reason (the RHI's persistent mapping is write-only on GL and unimplemented on Vulkan). There is no ClientWaitFence in TerrainGPUPicker. The GPU publishes only `t`; each ring slot keeps the ray it was dispatched with, so the CPU reconstructs the position against that exact ray and a late answer is still correct rather than merely stale. The descent's overflow bits ride the 16-byte result block, so the CPU learns about a truncated worklist for free instead of through the GetData() TerrainGPUQuadtree has to spend. Deliberately NOT gated on TerrainComponent::m_TessellationEnabled. Picking is an editor interaction that has to answer in every terrain scene; that flag is a rendering choice, and hanging one off the other would recreate the "gating flag no scene sets" trap one subsystem over. EditorLayer keeps the CPU march as the fallback for the frames before the first answer lands, and OLO_TERRAIN_CPU_PICK=1 forces it — the twin of OLO_TERRAIN_CPU_LOD. TerrainPickResolve.comp is converted to the heap-bindless route along with its C++ bind (#691 §5c); its five TerrainVT.* neighbours stay slot-based because they declare storage images, which have no heap form. Tests: TerrainGPUPickerLayoutTest (shaderpipe) derives the std430 layout from the GLSL text and compares it against offsetof on the C++ header — two independent derivations, every parse asserted non-empty and against a known member count first so it cannot pass vacuously. TerrainGPUPickEvidenceTest (L3) runs real frames on a real GPU and cross-checks three ways: the returned point lies ON the heightmap (via GetHeightAt, independent of any raycast), it agrees with the shipped CPU march within one texel, and Latency > 0 proves it came through the ring rather than a synchronous read. Validated by injecting a 5-unit height error into the resolve kernel and confirming both accuracy checks go red. Full suite: 6472 passed, 24 skipped, 0 failed. Live editor over MCP: the scene loads and renders with zero shader errors, but the brush cursor itself could not be driven — olo_input_inject reaches the menu bar and its popups, and the Terrain Editor panel's Edit-Mode radios never took. Logged on #607 along with the missing olo_terrain_pick tool. Closes #717 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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📝 WalkthroughWalkthroughGPU terrain picking now uses asynchronous compute shaders for quadtree traversal and hit resolution. The editor submits GPU rays first and retains CPU ray marching as fallback. Tests validate layouts, accuracy, latency, misses, invalid rays, and tessellation-independent operation. ChangesGPU Picker Pipeline
Terrain and Editor Integration
Sequence Diagram(s)sequenceDiagram
participant EditorLayer
participant TerrainChunkManager
participant TerrainGPUPicker
participant TerrainGPUQuadtree
participant TerrainPickResolve
EditorLayer->>TerrainGPUPicker: Submit local-space ray
TerrainChunkManager->>TerrainGPUPicker: Poll completed results
TerrainChunkManager->>TerrainGPUQuadtree: Provide built quadtree
TerrainChunkManager->>TerrainGPUPicker: Dispatch pending ray
TerrainGPUPicker->>TerrainPickResolve: Resolve candidate terrain crossings
TerrainGPUPicker->>EditorLayer: Return delayed hit result
🚥 Pre-merge checks | ✅ 4✅ Passed checks (4 passed)
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Inline comments:
In `@OloEditor/assets/shaders/compute/TerrainPickResolve.comp`:
- Around line 162-164: Update the lane-marching logic around kMaxLaneSteps so
truncation is explicitly reported when ceil(laneSpan / texel) exceeds the cap.
Add a dedicated overflow flag in TerrainPickCommon.glsl and its matching
constant beside kOverflowNodes and kOverflowCandidates in TerrainGPUPicker.h,
then set that flag in the TerrainPickResolve shader before clamping steps so the
CPU can distinguish coarsely sampled marches from genuine misses.
In `@OloEditor/src/EditorLayer.cpp`:
- Around line 4553-4557: Define an OLO_LEVER_EXACT entry for TerrainCpuPick next
to TerrainCpuLod in DebugLevers.inl, include DebugLevers.h in EditorLayer.cpp,
and update the function-local static initializer to use
!Levers::TerrainCpuPick() instead of reading std::getenv directly.
- Around line 4608-4623: Update the GPU pick request in the terrain raycast flow
to preserve the pre-normalization length of localDir and set request.MaxDistance
to 2000 world units converted into local-ray units using that length. Keep
TerrainRaycastCPU’s 2000-unit reach and the existing TerrainGPUPicker::SubmitRay
behavior unchanged.
In `@OloEngine/src/OloEngine/Terrain/TerrainGPUPicker.cpp`:
- Around line 240-249: Validate m_Latest.Distance with std::isfinite after
decoding HitTBits and before calculating PositionLocal in the m_Latest.Hit
branch. Only construct the position when the decoded distance is finite;
otherwise treat the result as invalid and prevent the non-finite value from
reaching cursor or gizmo math.
In `@OloEngine/src/OloEngine/Terrain/TerrainGPUPicker.h`:
- Around line 125-126: Make TerrainGPUPicker non-copyable and non-movable by
explicitly deleting its copy constructor, copy assignment operator, move
constructor, and move assignment operator alongside the existing constructor and
destructor declarations.
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📒 Files selected for processing (18)
CLAUDE.mdOloEditor/assets/shaders/compute/TerrainPickArgs.compOloEditor/assets/shaders/compute/TerrainPickResolve.compOloEditor/assets/shaders/compute/TerrainRayNodeSelect.compOloEditor/src/EditorLayer.cppOloEditor/src/EditorLayer.hOloEngine/src/CMakeLists.txtOloEngine/src/OloEngine/Scene/Scene.cppOloEngine/src/OloEngine/Terrain/TerrainChunkManager.cppOloEngine/src/OloEngine/Terrain/TerrainChunkManager.hOloEngine/src/OloEngine/Terrain/TerrainGPUPicker.cppOloEngine/src/OloEngine/Terrain/TerrainGPUPicker.hOloEngine/src/OloEngine/Terrain/TerrainGPUQuadtree.cppOloEngine/src/OloEngine/Terrain/TerrainGPUQuadtree.hOloEngine/tests/CMakeLists.txtOloEngine/tests/Rendering/PropertyTests/TerrainGPUPickEvidenceTest.cppOloEngine/tests/Rendering/TerrainGPUPickerLayoutTest.cppdocs/agent-rules/terrain-gpu-lod-quadtree.md
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One content conflict, in CLAUDE.md's companion-guide index: #918 appended pixel-error-mesh-lod.md while this branch extended the terrain-gpu-lod-quadtree line with the §12 pointer. Both belong; kept both lines. Scene.cpp and OloEngine/tests/CMakeLists.txt auto-merged — checked rather than assumed, since a resolution that drops one side there looks clean and is not: the picking hook and #918's changes are both present, and the test list carries both new files. Full suite after the merge: 6513 passed, 24 skipped, 0 failed.
Five findings, all acted on. **The lane step cap could silently make the march coarser than a texel.** `TerrainPickResolve.comp` derives its per-lane sample count from demand (`laneSpan / texel`) and clamps it, and no constant can make that clamp unreachable. The reviewer's example (`maxDepth = 1`) is not reachable — TerrainChunkManager clamps the GPU depth to `[2, 12]`, and the depth tracks the heightmap resolution through the chunk grid, so a candidate's XZ extent is ~64 texels whatever the resolution. But the segment also spans the node's HEIGHT band and `heightScale` is a free authored float, so a small world size against a tall height scale does reach it, with a near-vertical ray through that column as the case that hits it. So: cap raised 32 -> 64 (free — the count is demand-driven, so a short segment still takes two samples whatever the cap is), and the shortfall is now REPORTED as OLO_TERRAIN_PICK_OVERFLOW_MARCH rather than surfacing as a no-hit indistinguishable from the ray genuinely missing. That flag is `atomicOr`'d into `ResultFlags`, not `OverflowFlags`, and that is ordering rather than preference: `TerrainPickArgs.comp` copies OverflowFlags into ResultFlags and its last run happens BEFORE the resolve dispatch, so a bit written to OverflowFlags there would never reach the 16 bytes the ring copies. Noted in the shader, in the header, and in the agent-rules doc, because reordering the dispatches would break it silently. **Validated by forcing the condition true**: the value arrives on the CPU as 4, the warning fires, and the evidence test's overflow assertion goes red. Lowering `kMaxLaneSteps` alone does NOT reproduce it — on a realistic terrain the demand is one step per lane — which is worth knowing, since it means the cap is far from binding in practice. **`OLO_TERRAIN_CPU_PICK` was a raw `std::getenv`.** The engine has exactly one getenv (Core/Environment.cpp) and everything above it is enumerable through Core/DebugLevers.inl. The sibling site records what happens otherwise: SonarCloud failed the quality gate on a raw getenv in `TerrainChunkManager::IsGpuDrivenLODEnabled`. Now an `OLO_LEVER_EXACT` entry beside `TerrainCpuLod`, read as `!Levers::TerrainCpuPick()`, so it also shows up in the startup log and `olo_debug_levers`. **MaxDistance was passed in world units into a local-space request.** SubmitRay normalizes the direction, so `t` is measured in terrain-LOCAL units; under any non-unit terrain scale the GPU and CPU paths therefore had different world-space reaches. Converted with `glm::length(localDir)`, which is exactly the local displacement one world unit along the ray produces. A disagreement about what counts as out of range rather than about where the ground is — the harder kind to notice. **The decoded hit distance was used without validation.** Every bit pattern except `kNoHitBits` read as a hit and `memcpy` reinterpreted it with no range check, so a NaN or negative pattern would have gone straight into the editor's cursor and gizmo math. Today's resolve kernel can only publish a finite `t` inside the clipped segment, so this is hardening rather than a live defect — but the repo's rule is to validate every float crossing a boundary, and a GPU buffer is one. **TerrainGPUPicker was implicitly copyable.** It owns raw GPU handles per ring slot and releases them in its destructor; declaring that destructor suppresses the implicit move but NOT the implicit copy, so a copy would have handed two objects the same handles and both would have destroyed them. Copy and move are now deleted. The layout test gains the new flag's value check plus an assertion that the three overflow flags are distinct single bits — they share one word through the ring, and two flags colliding would report each other's cause. Full suite: 6513 passed, 24 skipped, 0 failed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Closes #717.
Terrain picking now resolves against the GPU heightmap and comes back through a fenced readback ring one or two frames later. It replaces
EditorLayer::TerrainRaycast's 1-unit march over the CPU heightmap mirror — the mirror the GPU-quadtree and GPU-painting work exists to stop needing — and it never issues a synchronous readback on the interaction path.How it works
Three dispatches, all reusing the #714 LOD machinery rather than duplicating it. They read the same
TerrainNodeBoundsmin/max pyramid the LOD descent reads, so "picking reuses the culling machinery" is literal.TerrainRayNodeSelect.compTerrainNodeSelect.comp, one dispatch per level. A ray/AABB slab test against inflated bounds replaces the frustum test, so the descent visits O(2^level) nodes per level instead of O(4^level) — a line through the tree instead of a sweep of it. Same all-four-children-or-none reservation and the sameOLO_TERRAIN_NODE_SKIPsentinel.TerrainPickArgs.compDispatchComputeIndirectarguments, so the CPU never learns how many nodes survived a level.TerrainPickResolve.compatomicMins the hit'st.Two decisions worth reading the code for:
No screen-space error term in the descent. Picking always descends to the finest level. A coarse node's min/max-Y box says the ray might hit somewhere in it, never where — stopping early would only hand the resolve kernel a bigger box to march. The pyramid is the accelerator, not the answer.
atomicMinonfloatBitsToUint(t)is the whole ordering story. Fort >= 0the IEEE bit pattern is monotonic, so the minimum across every lane of every candidate is the nearest hit — in any completion order, with no sort, no nearest-first traversal and no second pass. A candidate the inflated bounds included spuriously (they do that on purpose) simply never wins.What makes it non-stalling
The fence poll, not the buffer type — the same conclusion
GPUReadbackStatsreached, for the same reason: the RHI's persistent mapping is write-only on GL and unimplemented on Vulkan, so a readback goes through aDeviceToHostbuffer and a plain read, issued only for a slot whoseIsFenceSignaled()already reports complete. There is noClientWaitFenceanywhere inTerrainGPUPicker.Two supporting choices:
t; each ring slot keeps the ray it was dispatched with. The CPU reconstructsorigin + direction * tagainst that exact ray, so no position is ever encoded or rounded through the GPU, and a late answer is still correct rather than merely stale.TerrainGPUQuadtreehas to spend aGetData()to read its own overflow bit — the exact stall the GPU path exists to remove — which is why it only asks every 240 frames. The picker has a ring going that way anyway, so the CPU learns about a truncated worklist for free, every query.The gate
Deliberately not hung off
TerrainComponent::m_TessellationEnabled. That flag gates the LOD descent, and no shipped scene set it for months, which is how the GPU quadtree ended up with zero runtime coverage (terrain-gpu-lod-quadtree.md§1). Picking is an editor interaction that has to answer in every terrain scene; the LOD gate is a rendering choice. Hanging one off the other would recreate that trap one subsystem over, so the evidence test builds its terrain with the flag false and one case asserts the requirement outright.EditorLayerkeeps the CPU march as the fallback for the frames before the first answer lands, andOLO_TERRAIN_CPU_PICK=1forces it — the twin ofOLO_TERRAIN_CPU_LOD.Acceptance criteria
EditorLayer::TerrainRaycast, which now prefersTerrainRaycastGPU.TerrainGPUPickEvidenceTestassertsLatency > 0on every answer — a synchronous read would publish at latency 0, so this is the criterion expressed as something observable rather than claimed.Tests
TerrainGPUPickerLayoutTest(shaderpipe) — derives the std430 layout from the GLSL text and compares it againstoffsetofon the C++ header. Two independent derivations, not one mirrored struct: three consumers depend on those offsets (DispatchComputeIndirect×2 and the ring'sCopyBufferSubData) and none of them fail loudly when an offset moves. Every parse is asserted non-empty and against an independently known member count before anything is compared, so it cannot go the wayCrossShaderUBOMemberOffsetsAgreedid in #847.TerrainGPUPickEvidenceTest(L3) — real frames on a real GPU, every assertion cross-checked against something derived independently of the pass:TerrainData::GetHeightAt; does not care whether the CPU raycast is rightLatency > 0m_TessellationEnabled = falseValidated by reintroducing the bug: injecting a 5-unit height error into
TerrainPickResolve.compturns both accuracy checks red on all four rays, and they go green again when it is reverted. A guard nobody has seen fail is a guard you are guessing about.Full suite: 6472 passed, 24 skipped, 0 failed.
Also in here
TerrainPickResolve.compis converted to the heap-bindless route along with its C++ bind (#691 §5c — the declaration and the bind have to move together, or the seam stages an offset and binds nothing). Its fiveTerrainVT.*neighbours stay slot-based because they declare storage images, which have no heap form; this one only ever reads a plainsampler2D.BindlessShaderPipeline.EveryShaderIsOnTheRouteOrExplicitlyExcludedcaught it as an unmade decision, which is what that test is for.One trap is documented in
terrain-gpu-lod-quadtree.md§12 and worth repeating: the resolve kernel samples the heightmap the wayGetHeightAtdoes (texelFetchover the texel-index range[0, N-1]), not the way the terrain shader does (bilineartexture(), texel-centre convention). Those differ by half a texel, which is the whole error budget here — tidying it into atexture()call would leave the tests green (tolerance one texel, error half of one) and the brush cursor consistently half a texel off.What is not verified live
The pass itself runs on the real NVIDIA driver in
TerrainGPUPickEvidenceTest— which matters, because §6a of the terrain doc records thatglslcaccepting a.compproves nothing about whether the driver will.What could not be driven over MCP is the brush cursor itself:
olo_input_injectreaches the menu bar and its popups, but repeated clicks on the Terrain Editor panel's Edit-Mode radios (and its dock tab) never took, soIsActive()stayed false and the editor never called into the picker. The editor does load the terrain scene, render it, and report zero shader errors. Both halves of that — the missingolo_terrain_picktool and the docked-widget injection problem — are logged on #607.🤖 Generated with Claude Code
Summary by CodeRabbit
New Features
Bug Fixes
Tests