Demo scene pixels were generated inside `OnceLock::get_or_init` on the
caller's thread, and the render runs on rayon. A rayon worker that waits
for rows another worker took runs queued jobs on top of itself; when one
of those asked for the same scene, it waited in `get_or_init` on the
generation further down its own stack, and every other request for that
scene waited behind it, forever. The faces scan's pool threads hit it (two
tests_face_recognize tests sat in `Once::wait` for 30 minutes); any rayon
worker loading demo photos could.
Each (scene, size) slot now has one generation at a time: the first caller
renders, with no lock held, and later callers wait on a condvar for that
generation's outcome. The render never needs a thread that waits:
- a rayon worker (the faces scan, merges) renders on its own thread alone,
without rayon (`Scene::render_fit_serial`, the same pixels), so it never
runs other jobs mid-render, and the work stays within its pool and that
pool's limits (scan pace, LIGHTCRAFT_FACE_THREADS);
- other callers (the render workers, plain threads) render in parallel on a
pool of rayon's default size (RAYON_NUM_THREADS, else the available
parallelism), whose threads only render; where it can't start, they
render alone too (no rayon, so no deadlock). Generating a scene never
touches the global rayon pool (asking its size would start it, which
panics where its threads can't start).
The scan's first render of a demo scene now takes 1 to 2.3 s on one
thread instead of 0.5 to 1.3 s on its light pace's two (M3 Max, 2560 px
preview source); interactive loads are unchanged.
A generation number gives each waiter the outcome of the generation it
waited for, even when a retry starts first. A render that panics is an
error for its callers (`scene_pixels` returns a Result) and the next
request tries again. No duplicates, no unbounded threads.
Tests (each waits with a timeout, so a deadlock fails instead of hanging):
rayon workers keep asking a 4-thread pool for a scene while it is generated
(24 replies counted, at least 4 overlapping; times out at 120 s on the
OnceLock code); a scene is rendered once however many ask (the first
version of this fix rendered 5 copies at once); a rayon worker renders
alone on its own thread; callers wait for the generation running; a failed
generation is an error and the next request retries; a retry never changes
the outcome waited for (state-level, and a racing retrier: 60 of 60
waiters got the retry's pixels on the previous version); in a process
whose global pool failed to start, a scene is still generated; the serial
render is the parallel one, pixel for pixel.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>