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Performance: ring buffer UBOs, batched load screen uploads, background world preloader
- Replace per-frame VMA alloc/free of material UBOs with a ring buffer in CharacterRenderer (~500 allocations/frame eliminated) - Batch all ready terrain tiles into a single GPU upload during load screen (processAllReadyTiles instead of one-at-a-time with individual fence waits) - Lift per-frame creature/GO spawn budgets during load screen warmup phase - Add background world preloader: saves last world position to disk, pre-warms AssetManager file cache with ADT files starting at app init (login screen) so terrain workers get instant cache hits when Enter World is clicked - Distance-filter expensive collision guard to 8-unit melee range - Merge 3 CharacterRenderer update loops into single pass - Time-budget instrumentation for slow update stages (>3ms threshold) - Count-based async creature model upload budget (max 3/frame in-game) - 1-per-frame game object spawn + per-doodad time budget for transport loading - Use deque for creature spawn queue to avoid O(n) front-erase
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7 changed files with 390 additions and 121 deletions
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@ -254,7 +254,14 @@ private:
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VkDescriptorPool materialDescPools_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
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VkDescriptorPool boneDescPool_ = VK_NULL_HANDLE;
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uint32_t lastMaterialPoolResetFrame_ = 0xFFFFFFFFu;
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std::vector<std::pair<VkBuffer, VmaAllocation>> transientMaterialUbos_[2];
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// Material UBO ring buffer — pre-allocated per frame slot, sub-allocated each draw
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VkBuffer materialRingBuffer_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
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VmaAllocation materialRingAlloc_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
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void* materialRingMapped_[2] = {nullptr, nullptr};
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uint32_t materialRingOffset_[2] = {0, 0};
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uint32_t materialUboAlignment_ = 256; // minUniformBufferOffsetAlignment
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static constexpr uint32_t MATERIAL_RING_CAPACITY = 4096;
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// Texture cache
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struct TextureCacheEntry {
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