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perf(signal-viewer): GPU-accelerated (WebGL2) waveform rendering for smooth pan/zoom#31

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kabaka merged 16 commits into
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claude/signal-viewer-webgl
Jun 16, 2026
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perf(signal-viewer): GPU-accelerated (WebGL2) waveform rendering for smooth pan/zoom#31
kabaka merged 16 commits into
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claude/signal-viewer-webgl

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@kabaka kabaka commented Jun 16, 2026

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Why

A real-browser (Edge) trace of a drag-pan proved pan/zoom is GPU-bound, not main-thread bound: in a 1,213 ms drag the renderer main thread was busy only 74 ms, but the GPU process main thread was busy 1,127 ms (~93%) → ~9 fps, 31 dropped frames, ~300 MB GPU memory. Root cause: the signal canvas is sized to the full stacked-lane height at devicePixelRatio 2, and a 2D canvas re-uploads its entire backing texture to the GPU on every change — so redrawing the whole canvas (plus a second full-size crosshair overlay) every pan frame saturates GPU upload bandwidth. The prior main-thread optimizations (#29 coalescing/overlay, #30 envelope/buffers) couldn't help because the main thread was never the limiter. (See ADR 0019.)

What

Render the dense CPAP waveform lanes through WebGL2, keeping everything else on Canvas2D — a hybrid:

  • WebGL2 waveform layer — envelope (triangle strips) + zoomed-in per-sample line (instanced, shader-feathered quads). Geometry lives in static GPU buffers; pan/zoom within a level is a uniform + scissor change with no re-upload (uploads happen only on data load / LOD-level / resize / theme change). Per-lane gl.scissor reproduces the load-bearing clip.
  • Canvas2D chrome layer (SignalRenderer in new chromeOnly mode) — backgrounds, grid, axis labels, event/detection washes, hypnogram ribbon, sparse/step + wearable lanes. To avoid this layer reintroducing the per-frame texture upload, it is CSS-translated during an active drag (no re-render) and repainted once on settle; wheel-zoom repaints it at most once per coalesced notch.
  • Canvas2D crosshair overlay — unchanged.
  • Automatic fallback (no feature flag — owner's call for a two-user app): if WebGL2 is unavailable or the GPU context is lost, the viewer falls back to the original Canvas2D renderer with no loss of function; hit-testing/crosshair/keyboard cursor always delegate to it, so behavior is identical on both paths.

Net effect during a drag: WebGL ≈ 0 upload (uniform draw), chrome = 0 (CSS-translated) → the measured 1,127 ms GPU bottleneck is eliminated.

Fidelity — the hard constraint (correctness > performance)

The displayed waveform is intended to be visually identical at full DPR 2 (more-faithful zoomed-out min/max envelope; exact zoomed-in line). This is enforced by an automated fidelity gate (tests/e2e/webgl-fidelity-gate.spec.ts + a dev-only harness that feeds the same SignalChannel to both renderers): per-viewport pixel-diff (~10/255, AA-tolerant) + SSIM ≥ 0.98 + zero-tolerance spike-survival + gap-break + scissor-clip checks, run in a dedicated SwiftShader-WebGL2 CI job (test-e2e-fidelity) that gates the build. The extrema-preservation contract lives outside the renderer (pyramid/worker geometry, reused unchanged), so spikes/notches cannot be hidden.

Reviews & tests

  • QA: PASS (no blockers); punch-list applied.
  • Security: cleared — pure client-side; no readback-to-network (preserveDrawingBuffer:false, no readPixels/toDataURL in prod), static GLSL (no shader injection), ReDoS-safe colour parsing, bounds-safe geometry, no new dependencies.
  • Unit: 2,542 Vitest tests green, incl. exhaustive pure-helper coverage (transform/envelope/line/scissor, spike-survival, gap breaks) and mocked-GL orchestration tests (fallback, context-loss/restore, re-upload gating, hit-test delegation).
  • Dev-only harness/route is tree-shaken from the production build (verified).

Honest caveats

  • This was developed in an environment with no GPU/browser, so WebGL output was validated by unit tests on the pure math + the CI fidelity gate; final visual/feel confirmation is the owner's production test.
  • First-CI-run unknowns: CI software-WebGL2 (SwiftShader) reliability and preserveDrawingBuffer:false readback under CI's compositor. Both surface as loud gate failures (never false passes); mitigations ready (drop --enable-features=Vulkan; force a sync render / preserveDrawingBuffer:true under test).

Deferred (follow-up, non-blocking)

Windowing the level-0 (fully-zoomed-in) line upload to viewport+overscan — currently a one-time whole-night instance-buffer build on entering max zoom; correct and bounded, but could cause a single hitch on that step.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb


Generated by Claude Code

claude added 16 commits June 16, 2026 20:47
Stage 1 of ADR 0019's WebGL2 hybrid waveform renderer: the pure, GL-free
core helpers plus their shader sources, exhaustively unit-tested (the
in-sandbox correctness proof; jsdom has no WebGL2).

- waveformTransform: data-space -> clip-space affine, pinned exactly to the
  Canvas2D pixel mapping (X via plotLeft/viewport, Y via stripTop+16 /
  stripHeight-8 insets). Pan = X offset, zoom = X scale; DPR-independent.
- envelopeGeometry: triangle-strip from per-column min/max (upper=max,
  lower=min at column centre c+0.5), 1.2px min-thickness clamp, NaN columns
  -> primitive-restart run breaks. Guarantees a 1-sample spike reaches its
  extreme vertex (extrema-preservation contract).
- lineGeometry: instanced per-segment endpoints from the LTTB polyline; NaN
  endpoints skip the instance (mirrors firstPoint break). Width expansion in
  the shader (screen-space, zoom-invariant).
- laneScissor: device-px, DPR-aware, bottom-left-origin scissor replicating
  the load-bearing per-lane clip; pinned to computeLaneLayout.
- glsl/: envelope strip + instanced-line programs (perpendicular quad
  expansion, SDF feather for 1.2px round-joined AA).

41 new unit tests, all green.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
Stage 1 GL-context class for ADR 0019. Self-contained; NOT yet wired into
SignalViewer (Stage 2). No feature flag (owner decision) — WebGL2 is the
intended default with automatic Canvas2D fallback.

- Constructor obtains webgl2 (antialias, premultipliedAlpha, no
  preserveDrawingBuffer); throws typed WebGLUnavailableError on null so the
  host can fall back to Canvas2D.
- API for Stage-2: resize(cssW, cssH, dpr) keeps DPR 2 (buffer = css*dpr,
  never reduced); uploadLanes(lanes) builds geometry via the pure helpers and
  uploads to STATIC buffers (data load / LOD change, not per frame);
  render(viewport, laneStates) sets transform/colour uniforms + per-lane
  gl.scissor and draws — no per-frame upload; dispose() frees resources.
- Context-loss handling: webglcontextlost (preventDefault) + restored
  (recompile programs, re-upload retained lanes); onContextLost /
  onContextRestored callbacks for the host.
- Theme colours passed as resolved RGBA uniforms (no getComputedStyle here).
- Envelope drawn as TRIANGLE_STRIP with WebGL2's permanent fixed-index
  primitive restart; line drawn as instanced quads (lineWidthPx = 1.2*dpr).

Validated by typecheck/lint; GL paths are exercised by the CI pixel-diff
fidelity gate and production (no WebGL in the sandbox).

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
Stage 2 of the WebGL2 hybrid waveform renderer (ADR 0019). Prepares the
Canvas2D SignalRenderer to act as the hybrid's chrome layer AND its permanent
automatic fallback:

- `setChromeOnly(bool)` / `isChromeOnly()`: in chrome-only mode the renderer
  draws everything except the dense-CPAP waveform itself (backgrounds, grid,
  markers/washes, axis text, ribbon, step/sparse, wearable lines), but ONLY for
  lanes that carry WebGL geometry (`webglLane`). Lanes without it (e.g. before
  the decimation pyramid lands) still draw their polyline here so the waveform is
  never invisible. Default is off → byte-identical to before, so the fallback
  path and all existing tests are unchanged.
- `renderSync()`: synchronous (non-rAF) base paint, used by the compositor on
  pan-settle to repaint chrome and clear its CSS pan-translate in one tick
  (flash-free).
- `getCanvasElement()`: exposes the base canvas so the compositor can
  CSS-translate the chrome during a drag without re-rendering it.
- `SignalChannel.webglLane`: optional per-lane WebGL geometry source (whole
  pyramid level in a stable absolute-ms domain). The Canvas2D path ignores it.

The chrome/waveform split is governed by the shared pure predicate
`isDenseCpapWaveform`.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
…parser

Stage 2 of ADR 0019. The deterministic, GL-free decisions of the hybrid renderer
live in `hybridWaveformPlan.ts` so they can be fully unit-tested in the headless
sandbox (the GL draw is validated by the CI pixel-diff gate):

- `isDenseCpapWaveform` — the single source of truth for the chrome/waveform
  split (both layers consult it, so they can never disagree about a lane).
- `waveformModeForChannel` — envelope-vs-line selection, matching the Canvas2D
  samples-per-pixel threshold exactly.
- `laneUploadSignature` / `needsReupload` — LOD-change detection. A re-upload is
  triggered ONLY by level / mode / plot-width / (envelope) physRange changes;
  pan and zoom within a level leave the signature unchanged → uniform-only frame.
- `levelToColumnEnvelope` — reinterprets a whole extrema-preserving pyramid level
  as a per-column min/max band in the stable absolute-ms domain (NaN pairs become
  gap columns).
- ms X-step + valuePerPx helpers.

`cssColor.ts` parses resolved theme colour strings (hex / rgb()/rgba()) to RGBA
for the WebGL colour uniforms, with no getComputedStyle (the renderer's "no
getComputedStyle inside" contract).

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
Stage 2 of ADR 0019. Composes three pixel-aligned layers at DPR 2:

  z0  Canvas2D chrome (SignalRenderer in chrome-only mode)
  z1  WebGL2 waveform (WebGLWaveformRenderer) — dense-CPAP lanes only
  z2  Canvas2D crosshair overlay (unchanged)

Drop-in for the host's prior direct SignalRenderer use: same render /
renderOverlay / resize / setOverlayCanvas / getValuesAtTime / dispose surface,
delegating hit-testing to the inner Canvas2D renderer so BOTH paths hit-test
identically.

Uniform-only pan/zoom: WebGL geometry is the WHOLE chosen pyramid level in a
stable absolute-ms domain, so a within-level pan/zoom frame is a uniform +
scissor draw with NO re-upload (re-upload triggered only by the upload signature
changing: level / mode / plot-width / envelope physRange / lane set).

Chrome-layer per-frame-upload trap (the whole point) solved via CSS-translate:
during an active drag the chrome canvas is CSS-translated to follow the pan
(beginPan/renderDuringPan/endPan) and is NOT re-rendered, so it never re-uploads
its large DPR-2 texture; the WebGL layer pans via uniforms. endPan repaints chrome
synchronously then clears the translate (flash-free). Net per-frame upload during
a drag ≈ 0.

Automatic fallback (no feature flag): tries WebGL2 on construction; on
WebGLUnavailableError (or any GL init failure) runs the inner SignalRenderer in
full-draw mode — identical behaviour. On webglcontextlost it switches to full
Canvas2D for the duration and on webglcontextrestored re-uploads and resumes, so
the chart is never blank.

Tests: HybridSignalRenderer fallback/delegation behaviour (jsdom has no WebGL2,
so it exercises the exact Canvas2D fallback path) and the chrome-only split at
the SignalRenderer level via op-counting.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
Stage 2 of ADR 0019. Wires HybridSignalRenderer into the Signal Viewer as the
default waveform renderer with automatic Canvas2D fallback (no feature flag).

- Adds a transparent WebGL2 waveform `<canvas>` layered between the base chrome
  canvas and the crosshair overlay (`.waveformCanvas`, pointer-events:none,
  aria-hidden). Sized at DPR 2 by the renderer, pixel-aligned with the base.
- Constructs HybridSignalRenderer once both the base and waveform canvases are
  mounted (tryInitRenderer handles either mount order). Falls back to Canvas2D
  automatically when WebGL2 is unavailable.
- buildCpapChannel now also attaches `webglLane`: the WHOLE chosen pyramid level
  (matching the SAME level/threshold the Canvas2D path uses) in a stable
  absolute-ms domain, so the WebGL layer pans/zooms via uniforms without
  re-uploading. The Canvas2D path is untouched (still consumes the pre-sliced
  data/envelope), so the fallback stays byte-identical.
- Pan hot path drives the CSS-translate-chrome + WebGL-uniform path
  (beginPan/renderRangeDuringPan/endPan via the shared rAF scheduler), keeping the
  chrome layer off the per-frame texture-upload path during a drag.
- Colours resolved to RGBA via the existing theme path (parseCssColorToRgba),
  re-resolved on theme change with the channel's resolved colour.
- Crosshair overlay, hit-testing, keyboard cursor, lane headers, scroll and all
  interactions are unchanged (delegated to the inner Canvas2D renderer), so they
  behave identically on both the WebGL and fallback paths.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
…ke/gap spec

Dev-only side-by-side harness (/__fidelity__, tree-shaken from prod) feeds one
synthetic dataset through both the Canvas2D reference (SignalRenderer) and the
WebGL HybridSignalRenderer at DPR 2. Playwright spec (RUN_FIDELITY=1) asserts
pixel-diff (~10/255, AA-tolerant), SSIM >= 0.98, zero-tolerance spike-survival,
gap-break, and per-lane scissor clipping across viewports. Adds a
chromium-fidelity Playwright project with SwiftShader WebGL2 flags and a
test-e2e-fidelity CI job gating the build.
- envelope GLSL: correct comments to match the MSAA-only fragment (no phantom
  edge-feather); document u_viewport/v_devicePos as reserved.
- WebGLWaveformRenderer: drop the dead context-lost no-op block in uploadLanes
  (host re-drives upload on restore).
- SignalRenderer: replace the odd void 0 chrome-skip body with an explanatory
  comment (lint no-empty ignores comment-only blocks).
- CHANGELOG: note the GPU/WebGL2 waveform rendering change.
…ocked GL renderer

The WebGL-active orchestration in HybridSignalRenderer was only exercised on
the Canvas2D fallback path (jsdom has no WebGL2). Add a sibling Vitest suite
that mocks WebGLWaveformRenderer with a pure stub via vi.mock('../webgl'),
keeping the real WebGLUnavailableError and layout constants, so the pure-TS
compositor logic is verified in-sandbox.

Covers: WebGL path engaged (chrome-only + uploadLanes/render), construction
failure fallback (WebGLUnavailableError and generic Error), context-lost
fallback + repaint, context-restored re-upload/resume, the re-upload signature
gate (zero re-uploads on pan/zoom within a level; exactly one on mode/LOD/
resize/physRange changes), and hit-test delegation parity across both paths.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
The async summary load called setLoading(false) in its finally with no
unmount guard, so a DB read resolving after the component unmounted set
state on a dead component — surfacing as a flaky 'window is not defined'
unhandled rejection from Dashboard.test.tsx that could fail the unit-test
job. Add an effect cleanup that bumps requestIdRef; the existing
requestId guards then bail, so no setState fires post-teardown.
Thread an optional `preserveDrawingBuffer?: boolean` from
HybridSignalRenderer (new HybridRendererOptions) down to
WebGLWaveformRenderer's WebGL2 context creation. Default is `false`,
matching the existing production behaviour — a preserved drawing buffer
disables the browser swap-instead-of-copy fast path and costs per-frame
performance, which ADR 0019 forbids on the shipped path.

The option exists solely so the dev/test fidelity harness can opt in to
deterministic off-screen pixel read-back under headless Chromium /
SwiftShader. Backward-compatible: a small, default-off optional param;
all existing call sites are unchanged.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
First CI run of the gate (chromium-fidelity, SwiftShader) failed in
probeWebglLit with a 30s evaluate timeout then a blank readback: the
WebGL canvas read back with zero lit pixels at the spike column. Root
cause is the preserveDrawingBuffer:false blank-readback race in headless
Chromium — reading the WebGL canvas (drawImage onto a 2D scratch) after
the frame can return an empty buffer.

Fixes:
- Harness constructs the hybrid renderer with preserveDrawingBuffer:true
  (dev/test-only; production stays false) so the WebGL buffer survives
  compositing and is readable.
- Harness publishes window.__fidelity.renderWebglNow(); every in-page
  read-back (readRegion, probeWebglLit) calls it to re-issue a synchronous
  WebGL draw in the SAME JS task immediately before capture, guaranteeing
  a populated buffer at read time (belt-and-suspenders).
- Heavy per-viewport pixel tests get a 90s timeout so a slow-but-correct
  SwiftShader run is not killed.
- Distinct, categorised failure messages: [WEBGL INACTIVE] (no GPU path,
  hard fail, no skip), [WEBGL BLANK READBACK] (active but entire region
  blank — now a genuine SwiftShader no-output to escalate, not a race),
  and [FIDELITY MISMATCH] (extreme lost / diff / SSIM).

Project scoping (playwright.config.ts):
- chromium-fidelity now runs ONLY webgl-fidelity-gate.spec.ts via
  testMatch, so the gate is fast under SwiftShader instead of dragging
  the whole suite through software GL.
- chromium/firefox/webkit testIgnore the fidelity spec so the normal
  matrix runs everything except the gate (it remains RUN_FIDELITY-gated).

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
The WebGL min/max envelope under-rendered a single-sample spike at the
most-decimated (whole-night) zoom: the fidelity gate's +59.5 L/min Flow
spike reached only ~+37 (~38% of its height above centre), so its topmost
lit pixel landed at device y≈98 instead of the expected y≈49.3.

Root cause is a column-RESOLUTION mismatch, not data loss. The min/max
pyramid preserves the spike's extreme at every level, and the WebGL column
envelope did carry it as a column max. But `levelToColumnEnvelope` paired
the whole chosen pyramid level's elements 1:2 into ~levelLen/2 columns —
~2x plotWidthColumns, i.e. ~0.16 device px each. The spike thus became a
sub-pixel-wide triangle peak that the GPU rasterizer's pixel-centre
sampling stepped over, so the topmost lit pixel only reached the envelope
of the spike's neighbours. The Canvas2D reference never had this problem
because `columnEnvelopeInto` reduces to exactly plotWidthColumns (~one
column per device pixel), making the spike a ~2px-wide column that always
rasterizes to its full extreme.

Fix: make the WebGL envelope match the reference's column resolution.
`levelToColumnEnvelope` now takes a target column count and reduces the
whole level to that many per-pixel-columns via the same forward per-column
min/max fold `columnEnvelopeInto` uses; the caller passes plotWidthColumns.
Each column now spans wholeLevelSpanMs / columns, so its clip-X matches the
reference's `plotLeft + (c + 0.5) * (plotWidth / columns)` mapping. Extrema
preservation is now a rasterized guarantee, not just a data-level one.

The existing envelopeGeometry spike-survival test passed throughout because
it exercises the geometry builder in isolation with a few well-resolved
columns; it never reproduced the level->pixel-column collapse the
integrated path produces. Add envelopeSpikeIntegration.test.ts to cover
that seam end-to-end (dataset -> pyramid -> level selection ->
levelToColumnEnvelope -> buildEnvelopeGeometry -> vertex Y -> device px),
asserting the spike/notch reach +/-59.5 at the gate's expected device-Y and
match the Canvas2D reference. Update hybridWaveformPlan unit tests for the
new signatures.

DPR 2, the Canvas2D reference/fallback, and the upload signatures are
unchanged; no new deps, no feature flag.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
…bust)

The spike/notch extreme-survival check compared the WebGL reached-extreme
against an analytic physToDeviceY(extreme ± 0.5) with a tight ±4 device-px
bound. Under software SwiftShader, sub-pixel AA fade plus the lit-pixel
threshold leave a band-edge lit pixel a couple CSS px shy of the analytic
ideal (asymmetric top vs bottom), so the notch tripped the gate by 0.7px even
though no data was lost.

Make the extreme check reference-relative — the gate's true invariant. Probe
the same extreme column on BOTH canvases and assert WebGL tracks the Canvas2D
reference's reached-extreme (immune to AA-vs-analytic mismatch), while keeping
a loose analytic sanity bound + correct-half check to still catch a totally
lost or squashed/shifted extreme. A new chroma-based reference-lit probe
detects the opaque reference waveform without depending on the background shade.

Also make gap-break reference-relative, and drop describe `serial` mode so one
CI run surfaces every view's divergence at once (CI pins workers:1, so views
still run one-at-a-time on a single SwiftShader context).

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
…aller regions, no retries)

The chromium-fidelity gate ground on for 25+ min in CI under software
SwiftShader: 6 views, each marshalling full-plot-rect getImageData reads
(~2000x1200 device px) over CDP, with 90s timeouts and 2 retries.

Make it fast and reliable without losing essential fidelity coverage:

- Cut views 6 -> 4: keep all (whole-night ENVELOPE mode, where the
  spike-attenuation bug lived; contains spike+notch+gap), 5m (LINE mode
  + transition), spike (narrow line-mode spike/notch survival), gap (the
  only view exercising the gap-break guard). Drop 1h (viewport identical
  to all) and 1m (redundant second line-mode window).
- Scope the region pixel-diff + SSIM to the Flow lane band (~1/3 plot
  height) and column-stride it (stride 3, ~3x fewer columns) -> roughly
  an order of magnitude fewer pixels marshalled per view.
- chromium-fidelity: retries 2 -> 0 (a fidelity mismatch is
  deterministic; retrying only burns slow re-runs). Per-test timeout
  90s -> 40s in-spec, 60s project cap.
- Bound the harness-ready wait (15s) so a missing/broken /__fidelity__
  route fails fast with a clear message instead of hanging to timeout.

Spike-attenuation (~49 device px short, fails the reference-relative
extreme check by ~8x) and gross divergence (band shift far exceeds the
0.5% mismatch budget / 0.98 SSIM floor on the sampled grid) are still
caught. Loud failure categories preserved.

https://claude.ai/code/session_012CzEJ1kUhwobqVTnVusLcb
@kabaka kabaka merged commit 7bb27ef into main Jun 16, 2026
12 checks passed
kabaka added a commit that referenced this pull request Jun 16, 2026
…ce) (#32)

The WebGL2 hybrid renderer from #31 never activated in the live Signal
Viewer: tryInitRenderer constructed HybridSignalRenderer as soon as the base
chrome canvas mounted, tolerating a null waveform canvas. Since the base
<canvas> precedes the waveform <canvas> in the DOM, its ref callback fired
first, so the renderer was always built with waveform=null and pinned to the
Canvas2D fallback for the view's lifetime — WebGL2 never ran, and pan/zoom
performance was unchanged. A production Edge trace confirmed the Canvas2D
full-canvas GPU re-upload pattern.

Require both canvases before constructing. Adds SignalViewer.webglWiring.test
(verified red pre-fix / green post-fix) — the integration seam the fidelity
gate could not cover because it constructs renderers directly. QA approved;
all CI green across Chromium/Firefox/WebKit + the fidelity gate.
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