fix: 🐛 raytrace deadlock - pre-warm 2N+8 pthread Workers

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Istvan Matejcsok 2026-07-02 12:59:42 +02:00
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# 3D viewer raytracer — the camera-move worker deadlock, and the fix
> **Status:** fixed on the `3d-raytracer` branch (2026-07-01). The 3D viewer's CPU raytracer
> froze the tab (deadlock) on any interaction — move the model, drag the viewer frame, resize it.
> Root cause is an on-demand Web Worker boot deadlock; the fix is a build-flag change
> (`PTHREAD_POOL_SIZE`) plus a wxwidgets wasm-layer defer, with **zero KiCad-submodule changes**.
>
> Related reading: [`shared-pool-vs-raw-threads.md`](shared-pool-vs-raw-threads.md) (upstream's two
> threading patterns, the Worker ledger behind `2N+8`, and the upstream-able structural fix),
> [`../threading/README.md`](../threading/README.md) (the three-layer thread model
> + the deadlock mechanics), [`../async/11-asyncify-nesting-raytracer.md`](../async),
> [`../wasm-exceptions/`](../wasm-exceptions) (native-EH pthreads), and
> [`kicad-3d-viewer-route-c`] (the viewer is a CPU raytracer blitted via a WebGL2 quad).
>
> Artifacts referenced (line numbers against the branch at fix time):
> `kicad/3d-viewer/3d_rendering/raytracing/render_3d_raytrace_base.cpp`,
> `kicad/common/thread_pool.cpp`, `scripts/kicad/build-kicad-target.sh`,
> `wxwidgets/src/wasm/app.cpp`, `wxwidgets/src/wasm/toplevel.cpp`,
> `wasm/shims/nanosleep_yield.c`.
## 1. Symptom
Open pcbnew, load a board, open the 3D viewer (View → 3D Viewer / Alt+3). The viewer opens and
renders the board fine. Then **interact with it** — rotate the model (left-drag on the 3D canvas),
drag the viewer frame, or resize it — and the **whole tab freezes** (the wasm main thread is stuck;
no further UI, no console progress). Occasionally it surfaces as `Aborted(invalid state: N)` instead
of a hard freeze.
A previous fix (`wxwidgets` `93d07af586`, "don't synchronously raytrace on 3D-viewer resize") cured
the *resize* case by not running a synchronous repaint of a GL-hosting window. That was one instance
of a broader bug; **camera moves and other interactions still deadlocked.**
## 2. The threading model (why this is fragile)
See [`../threading/README.md`](../threading/README.md) for the full picture. The essentials:
- The WASM build has **no `-sPROXY_TO_PTHREAD`**`main()`, the wx UI, and the raytracer's
thread **join all run on the browser main thread**.
- `-sPTHREAD_POOL_SIZE` pre-warms a bag of Web Workers at startup; `-sPTHREAD_POOL_SIZE_STRICT=0`
means an empty bag falls back to **on-demand `new Worker()`**.
- KiCad's shared `BS::thread_pool` (`common/thread_pool.cpp`, sized to `hardware_concurrency()`)
creates its long-lived threads at startup and thereby **consumes the entire pre-warmed pool**.
- The raytracer's *preview* and *post-process* passes (`render_3d_raytrace_base.cpp` `renderPreview`,
`postProcessShading`, `postProcessBlurFinish`) spawn their **own** set of raw `std::thread`s and
then **busy-wait-join on the main thread** (`while (threadsFinished < N) std::this_thread::sleep_for(10ms)`).
- The `nanosleep_yield.c` shim turns that main-thread `sleep_for`/`nanosleep` into an
`emscripten_sleep` (an Asyncify unwind) so the event loop *can* be pumped during the join.
## 3. Root cause — the on-demand Worker boot deadlock
Because KiCad's thread pool already drained the pre-warmed pool, when a camera move kicks a raytrace,
the raytracer's raw `std::thread`s have **no ready Workers** and must create them on demand. On-demand
creation is asynchronous: `new Worker()` → the Worker posts a *"loaded"* message → **the main thread's
message handler must run to post `{cmd:'run'}`** before the thread actually starts.
But the main thread is **blocked in the render's busy-wait join** waiting for those very threads to
finish. Circular wait:
```
main thread: busy-wait join ── waits for ──▶ raytrace worker thread to run
raytrace worker: not booted ── needs ──▶ main thread back in the event loop to finish new Worker() boot
main thread: won't get there ── because ──▶ it's in the busy-wait join
```
**hard freeze** (the join never completes), or — when the nested `emscripten_sleep` can't unwind in
the paint context — `Aborted(invalid state)`.
The `nanosleep_yield` shim is supposed to break this by yielding, and it does in the isolated
`coroutine-pthread-ondemand` harness — but **not** reliably in the real viewer's paint call chain, so
it cannot be relied on here.
## 4. Why the earlier remedies were not enough
- **The resize fix (`wx_window_resize`)** and the analogous **mouse-button `Paint()` defer** (below)
only change *where* the raytrace runs (synchronous DOM callback → the yielding per-frame pump). But
the pump raytrace **still deadlocks** if it needs an on-demand boot: a diagnostic that rotates the
camera then polls liveness with **no further interaction** froze ~24 s later. Deferring is
necessary-adjacent (avoids jank, mirrors the resize fix) but **insufficient alone**.
- The real lever is to make sure the raytracer's threads **never need an on-demand boot**.
## 5. The fix (zero KiCad changes)
Two parts, both outside the `kicad` submodule (KiCad's native multithreading is used as-is):
### 5a. Primary — pre-warm enough Workers (`scripts/kicad/build-kicad-target.sh`)
A 3D-viewer session needs KiCad's pool (`N = hardwareConcurrency`) **plus** the raytracer's own
raw-thread pass (`N`) alive at the same time — i.e. ~`2N` Workers. Pre-warm that many so on-demand
creation never happens:
```sh
# Only 3D-viewer builds pay the extra startup Workers; other apps keep one set.
if [ "${BUILD_3D_VIEWER:-OFF}" = "ON" ]; then
PTHREAD_POOL_EXPR='navigator.hardwareConcurrency*2+8'
else
PTHREAD_POOL_EXPR='navigator.hardwareConcurrency'
fi
# ... -sPTHREAD_POOL_SIZE='${PTHREAD_POOL_EXPR}' ...
```
`PTHREAD_POOL_SIZE` is a JS-side pre-warm count baked into the app's `.js` (`var pthreadPoolSize = …`),
so the change is verifiable by inspecting the generated `pcbnew.js` — no wasm change is involved.
### 5b. Defense + jank — defer the GL-window mouse-button repaint (`wxwidgets/src/wasm/`)
`wxApp::HandleMouseEvent` forces a **synchronous `wxTheApp->Paint()` after every mouse button
down/up** (for immediate modal-dialog feedback). On the 3D viewer that repaints the GL canvas and runs
the raytracer *nested in the DOM mouse callback*. `wxApp::Paint(bool deferGLCanvasWindows)` now skips
the synchronous repaint of any **non-main** `wxGLCanvas`-hosting window on that path (the 3D viewer, or
a dialog with a 3D preview), deferring it to the yielding per-frame pump — exactly like the resize fix.
`ProcessPendingEvents()` still runs synchronously, so click/selection *logic* stays immediate; only the
GL pixel repaint waits one pump frame.
- `include/wx/wasm/app.h``void Paint(bool deferGLCanvasWindows = false)`.
- `src/wasm/app.cpp` — the guard in `Paint()` (`!IsMainFrame() && wxWasmWindowHostsGLCanvas(win)`),
and `HandleMouseEvent` calls `Paint(/*deferGLCanvasWindows=*/true)`.
- `src/wasm/toplevel.cpp``wxWasmWindowHostsGLCanvas()` made non-static (moved out of the
`extern "C"` block so it keeps **C++ linkage**) and shared with `app.cpp`.
> This part alone does **not** fix the deadlock (see §4). It is kept because it removes a
> multi-hundred-ms synchronous raytrace from the mouse callback (jank) and is a defense-in-depth match
> to the merged resize fix. It also covers dialog-hosted 3D previews (footprint 3D-models tab).
## 6. The regression test
`tests/kicad/3d-viewer-deadlock.spec.ts` — an **isolated** spec (own file → own Playwright worker →
own browser process). It:
1. Boots pcbnew, loads `pic_programmer`, opens the 3D viewer.
2. Does **two camera-rotate drags** on the GL canvas (mirroring "move the model … move it again"),
each followed by a **settle** (polls the canvas pixel signature until it stops changing) so
successive renders don't overlap.
3. After each step asserts **(a) the wasm main thread stays responsive** — a `page.waitForFunction`
liveness probe that times out when the main thread is frozen — and **(b) nothing aborted**
(`Aborted(` / `invalid state` / Asyncify-unwind signatures in the console).
4. Validity guard: the render must actually change after a move (proves the synthetic mouse reached
the canvas), and the board must still render many colours at the end.
Detection detail: the glcanvas client area is `pointer-events:none`, so a `page.mouse` drag over it
**falls through to the main `#canvas`**, whose Emscripten mousedown/up callback dispatches into
`wxApp::HandleMouseEvent` — the deadlock path. WebGL pixels are read via `drawImage → 2D → getImageData`
(needs `preserveDrawingBuffer=true`), since a CDP screenshot of a WebGL canvas is blank on swiftshader.
### Why isolated in its own file
The pre-warmed pool is ~`2N` Workers **per pcbnew load**. Running several heavy 3D-viewer loads in one
browser process (a serial `describe`) accumulates enough Workers that a *later* load's pool is short
and the raytracer deadlocks anyway — so this test flakes as the last of many loads and, because a
serial-group retry re-runs the whole group, retries don't rescue it. A dedicated file → dedicated
worker → a **single** heavy load → reliably first-try green. The four sibling tests
(`tests/kicad/3d-viewer.spec.ts`: open/render, z-index, frame drag/close, edge-resize) stay in their
own file; shared helpers live in `tests/kicad/utils/threed-viewer.ts`. Both specs are routed to
`chromium-ci` via `PCBNEW_FAMILY_SPECS` in `tests/playwright-kicad.config.ts` (pcbnew's ~190 MB wasm
OOMs Firefox's x86 CI engine).
## 7. Reproduce / verify
Build a 3D-viewer-enabled pcbnew (`BUILD_3D_VIEWER=ON` is the default in `docker/build.sh`):
```sh
BINARYEN_OPT_LEVEL=-O1 ./docker/build.sh pcbnew # first build in a fresh worktree: add --build-deps
```
Run just the deadlock test (from `tests/`, own worker → reliable):
```sh
npm run setup:kicad
npx playwright test --config=playwright-kicad.config.ts --project=firefox kicad/3d-viewer-deadlock.spec.ts
```
- **Pre-fix** (revert §5a): the test freezes/aborts — "camera-rotate drag froze the wasm main thread".
- **Post-fix**: green (both camera moves stay live, board keeps rendering).
Manual test in the real editor: `cd web && pnpm dev` (or `pnpm --filter @pcbjam/standalone dev`) →
open http://localhost:3048 → "open a local folder" → `kicad/demos/pic_programmer/` → open the
`.kicad_pcb` → View → 3D Viewer → rotate / drag / resize. The editor symlinks `/wasm`
`tests/apps/kicad`, so it serves the locally built (fixed) artifacts.
## 8. Notes / follow-ups
- The `2N+8` pool costs extra startup Workers **only for 3D-viewer builds**; real users open the
viewer in a single page load, so there is no accumulation for them (the accumulation only bit the
5-loads-in-one-process test suite, addressed by isolating the test — §6).
- A cleaner long-term fix would make the raytracer's preview/post-process passes reuse KiCad's shared
thread pool instead of spawning their own raw `std::thread`s (no second thread set → the `1x` pool
suffices), but that is an upstream-KiCad change and was deliberately avoided here to keep the fork
close to upstream. **See [`shared-pool-vs-raw-threads.md`](shared-pool-vs-raw-threads.md)** for the
full story: upstream's two threading patterns (the main `renderTracing` pass *already* uses the
shared pool — only the preview/post-process/scene-build passes are raw), the `2N+8` Worker ledger,
why the June-30 threading revert didn't cover this, and the sketch of the upstream port that would
make the deadlock class impossible by construction.

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# Shared pool vs raw `std::thread` — why the raytracer deadlocks and where `2N+8` comes from
> Companion to [`README.md`](README.md) (the camera-move deadlock fix). That doc describes *what*
> was fixed; this one explains the underlying architecture: upstream KiCad's **two** threading
> patterns, why only one of them is WASM-hostile, the Worker ledger behind the
> `PTHREAD_POOL_SIZE = hardwareConcurrency*2+8` constant, why the June-30 threading revert did
> **not** already cover this, and the upstream-able follow-up that would make the whole deadlock
> class impossible by construction.
>
> Line numbers are against the branch at fix time (KiCad 10.0.4; the cited KiCad files are
> byte-identical to upstream).
## 1. Web Workers are the scarce resource — and a missing one can't be waited for
Every pthread in the browser runs inside a Web Worker. Emscripten obtains one of two ways:
- **Pre-warmed** (`-sPTHREAD_POOL_SIZE`): Workers created and fully loaded at startup, parked
idle. `pthread_create` against one is a single `postMessage` that the Worker's **own** event
loop receives — the main thread does not participate.
- **On-demand** (the fallback, since `-sPTHREAD_POOL_SIZE_STRICT=0`): `new Worker()` at
`pthread_create` time. The Worker must fetch + instantiate the (~190 MB) module, then post
*"loaded"* back to the **main thread**, whose handler posts *"run"*. The thread only starts
once the main thread returns to its event loop.
That asymmetry is the whole story. A Worker shortfall is not a slowdown: if the spawner then
blocks the main thread waiting for the spawned threads (the raytracer's busy-wait join), the
on-demand boot handshake can never complete — circular wait, tab frozen. See
[`README.md` §3](README.md) for the deadlock diagram.
## 2. Upstream KiCad has two threading patterns, side by side
**Pattern 1 — the shared pool.** `KICAD_SINGLETON::Init()` (`common/singleton.cpp:60-62`)
creates one `BS::priority_thread_pool` (`include/thread_pool.h:31`) with
`hardware_concurrency()` threads (`bs_thread_pool.hpp:1949-1954`) **once, at startup**. The
threads park on a condition variable; subsystems *submit tasks*:
zone fill (`pcbnew/zone_filler.cpp:736,825`), DRC
(`drc/drc_test_provider_copper_clearance.cpp:697`), connectivity (`pcbnew/board.cpp:1159`),
footprint loading (`pcbnew/footprint_info_impl.cpp:218`) — and, notably, **the raytracer's own
main tracing pass**, `renderTracing`
(`3d-viewer/3d_rendering/raytracing/render_3d_raytrace_base.cpp:250-288`):
```cpp
thread_pool& tp = GetKiCadThreadPool();
// ...
for( size_t i = 0; i < tp.get_thread_count(); ++i )
futures.push_back( tp.submit_task( processBlocks ) );
futures.wait();
```
Running a task = queue-push + condvar-notify to threads whose Workers **already exist**. No
`pthread_create` ever happens after startup.
**Pattern 2 — raw `std::thread`.** Older 3D-viewer code predating KiCad's pool adoption creates
`std::max( hardware_concurrency(), 2 )` fresh threads **per pass**, detaches them, and busy-waits
(`while( threadsFinished < N ) sleep_for( 10ms )`) on the calling (= browser main) thread:
| Site | Spawn / join | Runs when |
|---|---|---|
| `renderPreview` | `render_3d_raytrace_base.cpp:818` / `:1401` | **every camera move** (the interaction pass) |
| `postProcessShading` | `render_3d_raytrace_base.cpp:707` / `:727` | end of a full trace |
| `postProcessBlurFinish` | `render_3d_raytrace_base.cpp:756` / `:789` | end of a full trace |
| `BOARD_ADAPTER::createLayers` helpers | `create_layer_items.cpp:1241,1742` | scene build (viewer open / board change) |
| `IMAGE::EfxFilter` | `image.cpp:488` | not on the raytrace hot path |
The WASM-critical difference between the patterns is **when `pthread_create` runs**: Pattern 1
calls it at startup, when the main thread is idle and the pre-warmed bag is full. Pattern 2 calls
it at **render time** — mid-interaction, with the main thread about to block in the join. Only
Pattern 2 can ever need an on-demand Worker boot, and it needs it at the worst possible moment.
It is a wry detail that upstream already ported the *slow* pass (`renderTracing`, the full-quality
progressive trace) to the pool, while the pass that runs on **every camera move**
(`renderPreview`) is still raw — which is exactly why the deadlock bites on interaction.
## 3. The Worker ledger — deriving `2N+8`
The invariant the build must satisfy: **pre-warmed Workers ≥ peak simultaneous live pthreads.**
Any shortfall silently switches the excess threads to on-demand boot (`STRICT=0`), i.e. to the
deadlock path. On an 8-core machine (`N = 8`):
| Consumer | Workers | Held |
|---|---|---|
| KiCad shared pool (Pattern 1, `singleton.cpp:60`) | `N` = 8 | forever (threads never exit) |
| One raw-thread pass in flight (Pattern 2) | `N` = 8 | for the pass duration |
| Margin (`+8`) | 8 | see below |
| **Pre-warmed total** | **`2N+8` = 24** | |
The `2N` is *derived*: two independent populations, both sized off `hardware_concurrency` by
upstream, provably alive at the same time (the pool threads never exit; a raw pass spawns its full
set before joining). With the old `PTHREAD_POOL_SIZE = N`, the free warm count at render time was
**exactly zero** — every `renderPreview` thread went on-demand, which is why the freeze was 100%
reproducible, not flaky.
The `+8` is *margin*, not derived. It absorbs:
- **Recycle lag** — an exited pthread's Worker returns to the warm bag only after the **main
thread** processes its exit message. Back-to-back passes (preview → trace slices → post-process)
can spawn while a few Workers from the previous pass are still in limbo.
- **Stray long-lived threads** outside the pool that each permanently hold a Worker (e.g. the
font-list poller, `common/widgets/font_choice.cpp:100`, if active in a given app).
- Small-core machines, where `2N` alone is a small absolute number.
Honest assessment: this is a **capacity answer to a structural problem**. The constant chases the
runtime behavior of upstream code we deliberately don't patch — if a future KiCad adds another
raw-thread site or resizes its pool, `2N+8` silently goes stale. The guard is the regression test
(`tests/kicad/3d-viewer-deadlock.spec.ts`), not construction. §5 is the structural fix.
## 4. "Didn't the June-30 threading revert already fix this?"
No — it's what *exposed* this, and the distinction matters:
1. **Route C** (kicad `4ccabfd5c3`, 2026-06-18): multi-threaded wasm didn't survive Asyncify, so
the raytracer passes were forced single-threaded behind `#ifdef __EMSCRIPTEN__` and the shared
pool got an inline-`detach_task` shim. No parallelism → no Worker demand → no deadlock.
2. **Native EH** (root `c1ef489`/`ee01642`, 2026-06-29) removed the Asyncify-rewind crash that
motivated those hacks.
3. **The threading revert** (kicad `4f42d0b328` + root `71807db`, 2026-06-30) restored the four
files **byte-identical to upstream** and linked `wasm/shims/nanosleep_yield.c` as the guard:
the busy-wait join yields via Asyncify so on-demand Workers *can* boot.
The revert restored upstream's **mixed** state — Pattern 1 for `renderTracing`, Pattern 2 for
everything in the §2 table. It did not (and could not) route the raw passes through the pool,
because **upstream itself never has**. "Original upstream threading" *is* the raw-thread preview
pass. And the revert's guard, the nanosleep yield, turned out to hold only in some call chains:
it boots Workers fine at viewer-open (scene build + first render, reached via the yielding pump),
but not reliably in interaction paint chains — hard freeze, or `Aborted(invalid state)` when the
unwind is illegal ([`README.md` §34](README.md)). The June-30 e2e suite was green (63/63) because
no test then dragged **on the GL canvas** — the only drag test moved the DOM titlebar; the
camera-move path had no coverage until `3d-viewer-deadlock.spec.ts`.
So the layering on this branch is: the revert made upstream threading *run*; the `2N+8` pre-warm
makes the fragile on-demand path *unnecessary*; the shim and the mouse-button `Paint()` defer
remain as fallback layers beneath it.
## 5. Follow-up — finish the port upstream already started
The structural fix is to convert the §2 table's raw-thread sites to the pattern `renderTracing`
already demonstrates ~400 lines above them in the same file: submit the same block-consuming
lambdas to `GetKiCadThreadPool()` instead of spawning threads.
```cpp
// today (renderPreview and friends): spawn + detach + busy-wait
for( size_t ii = 0; ii < parallelThreadCount; ++ii )
std::thread( [&]() { /* consume blocks via nextBlock.fetch_add */ } ).detach();
while( threadsFinished < parallelThreadCount )
std::this_thread::sleep_for( std::chrono::milliseconds( 10 ) );
// ported: the renderTracing pattern (render_3d_raytrace_base.cpp:284-288)
thread_pool& tp = GetKiCadThreadPool();
BS::multi_future<void> futures;
for( size_t i = 0; i < tp.get_thread_count(); ++i )
futures.push_back( tp.submit_task( /* same lambda */ ) );
futures.wait();
```
Consequences:
- **The deadlock class disappears by construction** — no `pthread_create` after startup, so no
on-demand Worker boot can ever be needed, regardless of pool sizing, call chain, or Asyncify
state. Not "unlikely"; impossible.
- `PTHREAD_POOL_SIZE` drops back to plain `navigator.hardwareConcurrency` — no multiplier, no
margin, no staleness risk. The nanosleep shim and the `Paint()` defer become pure
belt-and-braces.
- Native desktop benefits too: no create/destroy churn of ~N OS threads per pass per progressive
frame, and the raytracer becomes consistent with every other KiCad subsystem.
Wrinkles, all manageable: the main-thread wait can stay `futures.wait()` (proven viable in this
very build — `renderTracing` does it today) or keep the counter + `sleep_for` loop (which the
shim turns into a UI-pumping yield); every §2 call site runs on the main thread, so there is no
nested-submission (pool-task-waiting-on-pool-task) hazard; it's a priority pool if preview passes
ever need to jump the queue.
**Why it's deferred, not done here:** those exact files were made byte-identical to upstream the
day before this fix (kicad `4f42d0b328`) — re-diverging them reverses that cleanup and walks the
fork away from upstream again (the standing fork policy; `scripts/kicad-diff-stats.sh` polices
it). The right vehicle is an **upstream KiCad merge request** — "port the 3D raytracer's remaining
raw-`std::thread` passes to the shared thread pool, like `renderTracing`" is an upstream-quality
cleanup with native benefits. If it lands, the fork inherits it on the next rebase and the pool
expression collapses back to `N`.