# 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` §3–4](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 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`.