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
This commit is contained in:
Kelsi 2026-03-07 13:44:09 -08:00
parent 71e8ed5b7d
commit 0313bd8692
7 changed files with 390 additions and 121 deletions

View file

@ -6,12 +6,15 @@
#include <memory> #include <memory>
#include <string> #include <string>
#include <vector> #include <vector>
#include <deque>
#include <unordered_map> #include <unordered_map>
#include <unordered_set> #include <unordered_set>
#include <array> #include <array>
#include <optional> #include <optional>
#include <future> #include <future>
#include <mutex> #include <mutex>
#include <thread>
#include <atomic>
namespace wowee { namespace wowee {
@ -282,7 +285,7 @@ private:
uint32_t displayId; uint32_t displayId;
float x, y, z, orientation; float x, y, z, orientation;
}; };
std::vector<PendingCreatureSpawn> pendingCreatureSpawns_; std::deque<PendingCreatureSpawn> pendingCreatureSpawns_;
static constexpr int MAX_SPAWNS_PER_FRAME = 3; static constexpr int MAX_SPAWNS_PER_FRAME = 3;
static constexpr int MAX_NEW_CREATURE_MODELS_PER_FRAME = 1; static constexpr int MAX_NEW_CREATURE_MODELS_PER_FRAME = 1;
static constexpr uint16_t MAX_CREATURE_SPAWN_RETRIES = 300; static constexpr uint16_t MAX_CREATURE_SPAWN_RETRIES = 300;
@ -353,6 +356,23 @@ private:
// Quest marker billboard sprites (above NPCs) // Quest marker billboard sprites (above NPCs)
void loadQuestMarkerModels(); // Now loads BLP textures void loadQuestMarkerModels(); // Now loads BLP textures
void updateQuestMarkers(); // Updates billboard positions void updateQuestMarkers(); // Updates billboard positions
// Background world preloader — warms AssetManager file cache for the
// expected world before the user clicks Enter World.
struct WorldPreload {
uint32_t mapId = 0;
std::string mapName;
int centerTileX = 0;
int centerTileY = 0;
std::atomic<bool> cancel{false};
std::vector<std::thread> workers;
};
std::unique_ptr<WorldPreload> worldPreload_;
void startWorldPreload(uint32_t mapId, const std::string& mapName, float serverX, float serverY);
void cancelWorldPreload();
void saveLastWorldInfo(uint32_t mapId, const std::string& mapName, float serverX, float serverY);
struct LastWorldInfo { uint32_t mapId = 0; std::string mapName; float x = 0, y = 0; bool valid = false; };
LastWorldInfo loadLastWorldInfo() const;
}; };
} // namespace core } // namespace core

View file

@ -254,7 +254,14 @@ private:
VkDescriptorPool materialDescPools_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE}; VkDescriptorPool materialDescPools_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
VkDescriptorPool boneDescPool_ = VK_NULL_HANDLE; VkDescriptorPool boneDescPool_ = VK_NULL_HANDLE;
uint32_t lastMaterialPoolResetFrame_ = 0xFFFFFFFFu; uint32_t lastMaterialPoolResetFrame_ = 0xFFFFFFFFu;
std::vector<std::pair<VkBuffer, VmaAllocation>> transientMaterialUbos_[2];
// Material UBO ring buffer — pre-allocated per frame slot, sub-allocated each draw
VkBuffer materialRingBuffer_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
VmaAllocation materialRingAlloc_[2] = {VK_NULL_HANDLE, VK_NULL_HANDLE};
void* materialRingMapped_[2] = {nullptr, nullptr};
uint32_t materialRingOffset_[2] = {0, 0};
uint32_t materialUboAlignment_ = 256; // minUniformBufferOffsetAlignment
static constexpr uint32_t MATERIAL_RING_CAPACITY = 4096;
// Texture cache // Texture cache
struct TextureCacheEntry { struct TextureCacheEntry {

View file

@ -56,6 +56,7 @@
#include <sstream> #include <sstream>
#include <set> #include <set>
#include <filesystem> #include <filesystem>
#include <fstream>
#include <thread> #include <thread>
#ifdef __linux__ #ifdef __linux__
@ -314,6 +315,15 @@ bool Application::initialize() {
gameHandler->getTransportManager()->loadTaxiPathNodeDBC(assetManager.get()); gameHandler->getTransportManager()->loadTaxiPathNodeDBC(assetManager.get());
} }
// Start background preload for last-played character's world.
// Warms the file cache so terrain tile loading is faster at Enter World.
{
auto lastWorld = loadLastWorldInfo();
if (lastWorld.valid) {
startWorldPreload(lastWorld.mapId, lastWorld.mapName, lastWorld.x, lastWorld.y);
}
}
} else { } else {
LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable"); LOG_WARNING("Failed to initialize asset manager - asset loading will be unavailable");
LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory"); LOG_WARNING("Set WOW_DATA_PATH environment variable to your WoW Data directory");
@ -521,6 +531,9 @@ void Application::run() {
void Application::shutdown() { void Application::shutdown() {
LOG_WARNING("Shutting down application..."); LOG_WARNING("Shutting down application...");
// Stop background world preloader before destroying AssetManager
cancelWorldPreload();
// Save floor cache before renderer is destroyed // Save floor cache before renderer is destroyed
if (renderer && renderer->getWMORenderer()) { if (renderer && renderer->getWMORenderer()) {
size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize(); size_t cacheSize = renderer->getWMORenderer()->getFloorCacheSize();
@ -843,6 +856,7 @@ void Application::update(float deltaTime) {
const char* inGameStep = "begin"; const char* inGameStep = "begin";
try { try {
auto runInGameStage = [&](const char* stageName, auto&& fn) { auto runInGameStage = [&](const char* stageName, auto&& fn) {
auto stageStart = std::chrono::steady_clock::now();
try { try {
fn(); fn();
} catch (const std::bad_alloc& e) { } catch (const std::bad_alloc& e) {
@ -852,6 +866,11 @@ void Application::update(float deltaTime) {
LOG_ERROR("Exception during IN_GAME update stage '", stageName, "': ", e.what()); LOG_ERROR("Exception during IN_GAME update stage '", stageName, "': ", e.what());
throw; throw;
} }
auto stageEnd = std::chrono::steady_clock::now();
float stageMs = std::chrono::duration<float, std::milli>(stageEnd - stageStart).count();
if (stageMs > 3.0f) {
LOG_WARNING("SLOW update stage '", stageName, "': ", stageMs, "ms");
}
}; };
inGameStep = "gameHandler update"; inGameStep = "gameHandler update";
updateCheckpoint = "in_game: gameHandler update"; updateCheckpoint = "in_game: gameHandler update";
@ -1289,6 +1308,7 @@ void Application::update(float deltaTime) {
// creature models remain at stale spawn positions. // creature models remain at stale spawn positions.
inGameStep = "creature render sync"; inGameStep = "creature render sync";
updateCheckpoint = "in_game: creature render sync"; updateCheckpoint = "in_game: creature render sync";
auto creatureSyncStart = std::chrono::steady_clock::now();
if (renderer && gameHandler && renderer->getCharacterRenderer()) { if (renderer && gameHandler && renderer->getCharacterRenderer()) {
auto* charRenderer = renderer->getCharacterRenderer(); auto* charRenderer = renderer->getCharacterRenderer();
static float npcWeaponRetryTimer = 0.0f; static float npcWeaponRetryTimer = 0.0f;
@ -1333,24 +1353,31 @@ void Application::update(float deltaTime) {
} }
glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ()); glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
float canonDistSq = 0.0f;
if (havePlayerPos) { if (havePlayerPos) {
glm::vec3 d = canonical - playerPos; glm::vec3 d = canonical - playerPos;
if (glm::dot(d, d) > syncRadiusSq) continue; canonDistSq = glm::dot(d, d);
if (canonDistSq > syncRadiusSq) continue;
} }
glm::vec3 renderPos = core::coords::canonicalToRender(canonical); glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
// Visual collision guard: keep hostile melee units from rendering inside the // Visual collision guard: keep hostile melee units from rendering inside the
// player's model while attacking. This is client-side only (no server position change). // player's model while attacking. This is client-side only (no server position change).
auto unit = std::static_pointer_cast<game::Unit>(entity); // Only check for creatures within 8 units (melee range) — saves expensive
const uint64_t currentTargetGuid = gameHandler->hasTarget() ? gameHandler->getTargetGuid() : 0; // getRenderBoundsForGuid/getModelData calls for distant creatures.
const uint64_t autoAttackGuid = gameHandler->getAutoAttackTargetGuid(); bool clipGuardEligible = false;
const bool isCombatTarget = (guid == currentTargetGuid || guid == autoAttackGuid); bool isCombatTarget = false;
bool clipGuardEligible = havePlayerPos && if (havePlayerPos && canonDistSq < 64.0f) { // 8² = melee range
unit->getHealth() > 0 && auto unit = std::static_pointer_cast<game::Unit>(entity);
(unit->isHostile() || const uint64_t currentTargetGuid = gameHandler->hasTarget() ? gameHandler->getTargetGuid() : 0;
gameHandler->isAggressiveTowardPlayer(guid) || const uint64_t autoAttackGuid = gameHandler->getAutoAttackTargetGuid();
isCombatTarget); isCombatTarget = (guid == currentTargetGuid || guid == autoAttackGuid);
clipGuardEligible = unit->getHealth() > 0 &&
(unit->isHostile() ||
gameHandler->isAggressiveTowardPlayer(guid) ||
isCombatTarget);
}
if (clipGuardEligible) { if (clipGuardEligible) {
float creatureCollisionRadius = 0.8f; float creatureCollisionRadius = 0.8f;
glm::vec3 cc; glm::vec3 cc;
@ -1410,7 +1437,8 @@ void Application::update(float deltaTime) {
float planarDist = glm::length(delta2); float planarDist = glm::length(delta2);
float dz = std::abs(renderPos.z - prevPos.z); float dz = std::abs(renderPos.z - prevPos.z);
const bool deadOrCorpse = unit->getHealth() == 0; auto unitPtr = std::static_pointer_cast<game::Unit>(entity);
const bool deadOrCorpse = unitPtr->getHealth() == 0;
const bool largeCorrection = (planarDist > 6.0f) || (dz > 3.0f); const bool largeCorrection = (planarDist > 6.0f) || (dz > 3.0f);
if (deadOrCorpse || largeCorrection) { if (deadOrCorpse || largeCorrection) {
charRenderer->setInstancePosition(instanceId, renderPos); charRenderer->setInstancePosition(instanceId, renderPos);
@ -1425,6 +1453,14 @@ void Application::update(float deltaTime) {
charRenderer->setInstanceRotation(instanceId, glm::vec3(0.0f, 0.0f, renderYaw)); charRenderer->setInstanceRotation(instanceId, glm::vec3(0.0f, 0.0f, renderYaw));
} }
} }
{
float csMs = std::chrono::duration<float, std::milli>(
std::chrono::steady_clock::now() - creatureSyncStart).count();
if (csMs > 5.0f) {
LOG_WARNING("SLOW update stage 'creature render sync': ", csMs, "ms (",
creatureInstances_.size(), " creatures)");
}
}
// Movement heartbeat is sent from GameHandler::update() to avoid // Movement heartbeat is sent from GameHandler::update() to avoid
// duplicate packets from multiple update loops. // duplicate packets from multiple update loops.
@ -1447,6 +1483,7 @@ void Application::update(float deltaTime) {
// Update renderer (camera, etc.) only when in-game // Update renderer (camera, etc.) only when in-game
updateCheckpoint = "renderer update"; updateCheckpoint = "renderer update";
if (renderer && state == AppState::IN_GAME) { if (renderer && state == AppState::IN_GAME) {
auto rendererUpdateStart = std::chrono::steady_clock::now();
try { try {
renderer->update(deltaTime); renderer->update(deltaTime);
} catch (const std::bad_alloc& e) { } catch (const std::bad_alloc& e) {
@ -1456,6 +1493,11 @@ void Application::update(float deltaTime) {
LOG_ERROR("Exception during Application::update stage 'renderer->update': ", e.what()); LOG_ERROR("Exception during Application::update stage 'renderer->update': ", e.what());
throw; throw;
} }
float ruMs = std::chrono::duration<float, std::milli>(
std::chrono::steady_clock::now() - rendererUpdateStart).count();
if (ruMs > 5.0f) {
LOG_WARNING("SLOW update stage 'renderer->update': ", ruMs, "ms");
}
} }
// Update UI // Update UI
updateCheckpoint = "ui update"; updateCheckpoint = "ui update";
@ -3537,6 +3579,21 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
} }
LOG_INFO("Loading online world terrain for map '", mapName, "' (ID ", mapId, ")"); LOG_INFO("Loading online world terrain for map '", mapName, "' (ID ", mapId, ")");
// Cancel any stale preload (if it was for a different map, the file cache
// still retains whatever was loaded — it doesn't hurt).
if (worldPreload_) {
if (worldPreload_->mapId == mapId) {
LOG_INFO("World preload: cache-warm hit for map '", mapName, "'");
} else {
LOG_INFO("World preload: map mismatch (preloaded ", worldPreload_->mapName,
", entering ", mapName, ")");
}
}
cancelWorldPreload();
// Save this world info for next session's early preload
saveLastWorldInfo(mapId, mapName, x, y);
// Convert server coordinates to canonical WoW coordinates // Convert server coordinates to canonical WoW coordinates
// Server sends: X=West (canonical.Y), Y=North (canonical.X), Z=Up // Server sends: X=West (canonical.Y), Y=North (canonical.X), Z=Up
glm::vec3 spawnCanonical = core::coords::serverToCanonical(glm::vec3(x, y, z)); glm::vec3 spawnCanonical = core::coords::serverToCanonical(glm::vec3(x, y, z));
@ -3967,8 +4024,11 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
// Trigger new streaming — enqueue tiles for background workers // Trigger new streaming — enqueue tiles for background workers
terrainMgr->update(*camera, 0.016f); terrainMgr->update(*camera, 0.016f);
// Process ONE tile per iteration so loading screen updates after each // Process ALL available ready tiles per iteration — batches GPU
terrainMgr->processOneReadyTile(); // uploads into a single command buffer + fence wait instead of
// one fence per tile. Loading screen still updates between
// iterations while workers parse more tiles.
terrainMgr->processAllReadyTiles();
int remaining = terrainMgr->getRemainingTileCount(); int remaining = terrainMgr->getRemainingTileCount();
int loaded = terrainMgr->getLoadedTileCount(); int loaded = terrainMgr->getLoadedTileCount();
@ -4126,9 +4186,64 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
if (world) world->update(1.0f / 60.0f); if (world) world->update(1.0f / 60.0f);
processPlayerSpawnQueue(); processPlayerSpawnQueue();
// During load screen warmup: lift per-frame budgets so GPU uploads
// happen in bulk while the loading screen is still visible.
// Process ALL async creature model uploads (no 3-per-frame cap).
{
for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) {
if (!it->future.valid() ||
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
++it;
continue;
}
auto result = it->future.get();
it = asyncCreatureLoads_.erase(it);
if (result.permanent_failure) {
nonRenderableCreatureDisplayIds_.insert(result.displayId);
creaturePermanentFailureGuids_.insert(result.guid);
pendingCreatureSpawnGuids_.erase(result.guid);
creatureSpawnRetryCounts_.erase(result.guid);
continue;
}
if (!result.valid || !result.model) {
pendingCreatureSpawnGuids_.erase(result.guid);
creatureSpawnRetryCounts_.erase(result.guid);
continue;
}
auto* charRenderer = renderer ? renderer->getCharacterRenderer() : nullptr;
if (!charRenderer) { pendingCreatureSpawnGuids_.erase(result.guid); continue; }
if (!charRenderer->loadModel(*result.model, result.modelId)) {
nonRenderableCreatureDisplayIds_.insert(result.displayId);
creaturePermanentFailureGuids_.insert(result.guid);
pendingCreatureSpawnGuids_.erase(result.guid);
creatureSpawnRetryCounts_.erase(result.guid);
continue;
}
displayIdModelCache_[result.displayId] = result.modelId;
pendingCreatureSpawnGuids_.erase(result.guid);
creatureSpawnRetryCounts_.erase(result.guid);
if (!creatureInstances_.count(result.guid) &&
!creaturePermanentFailureGuids_.count(result.guid)) {
PendingCreatureSpawn s{};
s.guid = result.guid; s.displayId = result.displayId;
s.x = result.x; s.y = result.y; s.z = result.z;
s.orientation = result.orientation;
pendingCreatureSpawns_.push_back(s);
pendingCreatureSpawnGuids_.insert(result.guid);
}
}
}
processCreatureSpawnQueue(); processCreatureSpawnQueue();
processDeferredEquipmentQueue(); processDeferredEquipmentQueue();
processGameObjectSpawnQueue();
// Process ALL pending game object spawns (no 1-per-frame cap during load screen).
while (!pendingGameObjectSpawns_.empty()) {
auto& s = pendingGameObjectSpawns_.front();
spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
}
processPendingTransportDoodads(); processPendingTransportDoodads();
processPendingMount(); processPendingMount();
updateQuestMarkers(); updateQuestMarkers();
@ -6767,12 +6882,25 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
void Application::processAsyncCreatureResults() { void Application::processAsyncCreatureResults() {
// Check completed async model loads and finalize on main thread (GPU upload + instance creation). // Check completed async model loads and finalize on main thread (GPU upload + instance creation).
// Limit GPU model uploads per frame to avoid spikes, but always drain cheap bookkeeping.
static constexpr int kMaxModelUploadsPerFrame = 3;
int modelUploads = 0;
for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) { for (auto it = asyncCreatureLoads_.begin(); it != asyncCreatureLoads_.end(); ) {
if (!it->future.valid() || if (!it->future.valid() ||
it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) { it->future.wait_for(std::chrono::milliseconds(0)) != std::future_status::ready) {
++it; ++it;
continue; continue;
} }
// Peek: if this result needs a NEW model upload (not cached) and we've hit
// the upload budget, defer to next frame without consuming the future.
if (modelUploads >= kMaxModelUploadsPerFrame) {
// Check if this displayId already has a cached model (cheap spawn, no GPU upload).
// We can't peek the displayId without getting the future, so just break.
break;
}
auto result = it->future.get(); auto result = it->future.get();
it = asyncCreatureLoads_.erase(it); it = asyncCreatureLoads_.erase(it);
@ -6805,6 +6933,7 @@ void Application::processAsyncCreatureResults() {
continue; continue;
} }
displayIdModelCache_[result.displayId] = result.modelId; displayIdModelCache_[result.displayId] = result.modelId;
modelUploads++;
pendingCreatureSpawnGuids_.erase(result.guid); pendingCreatureSpawnGuids_.erase(result.guid);
creatureSpawnRetryCounts_.erase(result.guid); creatureSpawnRetryCounts_.erase(result.guid);
@ -6854,7 +6983,7 @@ void Application::processCreatureSpawnQueue() {
} }
PendingCreatureSpawn s = pendingCreatureSpawns_.front(); PendingCreatureSpawn s = pendingCreatureSpawns_.front();
pendingCreatureSpawns_.erase(pendingCreatureSpawns_.begin()); pendingCreatureSpawns_.pop_front();
if (nonRenderableCreatureDisplayIds_.count(s.displayId)) { if (nonRenderableCreatureDisplayIds_.count(s.displayId)) {
pendingCreatureSpawnGuids_.erase(s.guid); pendingCreatureSpawnGuids_.erase(s.guid);
@ -7035,13 +7164,11 @@ void Application::processDeferredEquipmentQueue() {
void Application::processGameObjectSpawnQueue() { void Application::processGameObjectSpawnQueue() {
if (pendingGameObjectSpawns_.empty()) return; if (pendingGameObjectSpawns_.empty()) return;
int spawned = 0; // Only spawn 1 game object per frame — each can involve heavy synchronous
while (!pendingGameObjectSpawns_.empty() && spawned < MAX_SPAWNS_PER_FRAME) { // WMO loading (root + groups from disk + GPU upload), easily 100ms+.
auto& s = pendingGameObjectSpawns_.front(); auto& s = pendingGameObjectSpawns_.front();
spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation); spawnOnlineGameObject(s.guid, s.entry, s.displayId, s.x, s.y, s.z, s.orientation);
pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin()); pendingGameObjectSpawns_.erase(pendingGameObjectSpawns_.begin());
spawned++;
}
} }
void Application::processPendingTransportDoodads() { void Application::processPendingTransportDoodads() {
@ -7052,9 +7179,16 @@ void Application::processPendingTransportDoodads() {
auto* m2Renderer = renderer->getM2Renderer(); auto* m2Renderer = renderer->getM2Renderer();
if (!wmoRenderer || !m2Renderer) return; if (!wmoRenderer || !m2Renderer) return;
auto startTime = std::chrono::steady_clock::now();
static constexpr float kDoodadBudgetMs = 4.0f;
size_t budgetLeft = MAX_TRANSPORT_DOODADS_PER_FRAME; size_t budgetLeft = MAX_TRANSPORT_DOODADS_PER_FRAME;
for (auto it = pendingTransportDoodadBatches_.begin(); for (auto it = pendingTransportDoodadBatches_.begin();
it != pendingTransportDoodadBatches_.end() && budgetLeft > 0;) { it != pendingTransportDoodadBatches_.end() && budgetLeft > 0;) {
// Time budget check
float elapsedMs = std::chrono::duration<float, std::milli>(
std::chrono::steady_clock::now() - startTime).count();
if (elapsedMs >= kDoodadBudgetMs) break;
auto goIt = gameObjectInstances_.find(it->guid); auto goIt = gameObjectInstances_.find(it->guid);
if (goIt == gameObjectInstances_.end() || !goIt->second.isWmo || if (goIt == gameObjectInstances_.end() || !goIt->second.isWmo ||
goIt->second.instanceId != it->instanceId || goIt->second.modelId != it->modelId) { goIt->second.instanceId != it->instanceId || goIt->second.modelId != it->modelId) {
@ -7070,6 +7204,11 @@ void Application::processPendingTransportDoodads() {
const size_t maxIndex = std::min(it->doodadBudget, doodadTemplates->size()); const size_t maxIndex = std::min(it->doodadBudget, doodadTemplates->size());
while (it->nextIndex < maxIndex && budgetLeft > 0) { while (it->nextIndex < maxIndex && budgetLeft > 0) {
// Per-doodad time budget (each does synchronous file I/O + parse + GPU upload)
float innerMs = std::chrono::duration<float, std::milli>(
std::chrono::steady_clock::now() - startTime).count();
if (innerMs >= kDoodadBudgetMs) { budgetLeft = 0; break; }
const auto& doodadTemplate = (*doodadTemplates)[it->nextIndex]; const auto& doodadTemplate = (*doodadTemplates)[it->nextIndex];
it->nextIndex++; it->nextIndex++;
budgetLeft--; budgetLeft--;
@ -7729,5 +7868,121 @@ void Application::setupTestTransport() {
LOG_INFO("========================================"); LOG_INFO("========================================");
} }
// ─── World Preloader ─────────────────────────────────────────────────────────
// Pre-warms AssetManager file cache with ADT files (and their _obj0 variants)
// for tiles around the expected spawn position. Runs in background so that
// when loadOnlineWorldTerrain eventually asks TerrainManager workers to parse
// the same files, every readFile() is an instant cache hit instead of disk I/O.
void Application::startWorldPreload(uint32_t mapId, const std::string& mapName,
float serverX, float serverY) {
cancelWorldPreload();
if (!assetManager || !assetManager->isInitialized() || mapName.empty()) return;
glm::vec3 canonical = core::coords::serverToCanonical(glm::vec3(serverX, serverY, 0.0f));
auto [tileX, tileY] = core::coords::canonicalToTile(canonical.x, canonical.y);
worldPreload_ = std::make_unique<WorldPreload>();
worldPreload_->mapId = mapId;
worldPreload_->mapName = mapName;
worldPreload_->centerTileX = tileX;
worldPreload_->centerTileY = tileY;
LOG_INFO("World preload: starting for map '", mapName, "' tile [", tileX, ",", tileY, "]");
// Build list of tiles to preload (radius 1 = 3x3 = 9 tiles, matching load screen)
struct TileJob { int x, y; };
auto jobs = std::make_shared<std::vector<TileJob>>();
// Center tile first (most important)
jobs->push_back({tileX, tileY});
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
if (dx == 0 && dy == 0) continue;
int tx = tileX + dx, ty = tileY + dy;
if (tx < 0 || tx > 63 || ty < 0 || ty > 63) continue;
jobs->push_back({tx, ty});
}
}
// Spawn worker threads (one per tile for maximum parallelism)
auto cancelFlag = &worldPreload_->cancel;
auto* am = assetManager.get();
std::string mn = mapName;
int numWorkers = std::min(static_cast<int>(jobs->size()), 4);
auto nextJob = std::make_shared<std::atomic<int>>(0);
for (int w = 0; w < numWorkers; w++) {
worldPreload_->workers.emplace_back([am, mn, jobs, nextJob, cancelFlag]() {
while (!cancelFlag->load(std::memory_order_relaxed)) {
int idx = nextJob->fetch_add(1, std::memory_order_relaxed);
if (idx >= static_cast<int>(jobs->size())) break;
int tx = (*jobs)[idx].x;
int ty = (*jobs)[idx].y;
// Read ADT file (warms file cache)
std::string adtPath = "World\\Maps\\" + mn + "\\" + mn + "_" +
std::to_string(tx) + "_" + std::to_string(ty) + ".adt";
am->readFile(adtPath);
if (cancelFlag->load(std::memory_order_relaxed)) break;
// Read obj0 variant
std::string objPath = "World\\Maps\\" + mn + "\\" + mn + "_" +
std::to_string(tx) + "_" + std::to_string(ty) + "_obj0.adt";
am->readFile(objPath);
}
LOG_DEBUG("World preload worker finished");
});
}
}
void Application::cancelWorldPreload() {
if (!worldPreload_) return;
worldPreload_->cancel.store(true, std::memory_order_relaxed);
for (auto& t : worldPreload_->workers) {
if (t.joinable()) t.join();
}
LOG_INFO("World preload: cancelled (map=", worldPreload_->mapName,
" tile=[", worldPreload_->centerTileX, ",", worldPreload_->centerTileY, "])");
worldPreload_.reset();
}
void Application::saveLastWorldInfo(uint32_t mapId, const std::string& mapName,
float serverX, float serverY) {
#ifdef _WIN32
const char* base = std::getenv("APPDATA");
std::string dir = base ? std::string(base) + "\\wowee" : ".";
#else
const char* home = std::getenv("HOME");
std::string dir = home ? std::string(home) + "/.wowee" : ".";
#endif
std::filesystem::create_directories(dir);
std::ofstream f(dir + "/last_world.cfg");
if (f) {
f << mapId << "\n" << mapName << "\n" << serverX << "\n" << serverY << "\n";
}
}
Application::LastWorldInfo Application::loadLastWorldInfo() const {
#ifdef _WIN32
const char* base = std::getenv("APPDATA");
std::string dir = base ? std::string(base) + "\\wowee" : ".";
#else
const char* home = std::getenv("HOME");
std::string dir = home ? std::string(home) + "/.wowee" : ".";
#endif
LastWorldInfo info;
std::ifstream f(dir + "/last_world.cfg");
if (!f) return info;
std::string line;
if (std::getline(f, line)) info.mapId = static_cast<uint32_t>(std::stoul(line));
if (std::getline(f, line)) info.mapName = line;
if (std::getline(f, line)) info.x = std::stof(line);
if (std::getline(f, line)) info.y = std::stof(line);
info.valid = !info.mapName.empty();
return info;
}
} // namespace core } // namespace core
} // namespace wowee } // namespace wowee

View file

@ -541,7 +541,13 @@ void GameHandler::update(float deltaTime) {
// Update socket (processes incoming data and triggers callbacks) // Update socket (processes incoming data and triggers callbacks)
if (socket) { if (socket) {
auto socketStart = std::chrono::steady_clock::now();
socket->update(); socket->update();
float socketMs = std::chrono::duration<float, std::milli>(
std::chrono::steady_clock::now() - socketStart).count();
if (socketMs > 3.0f) {
LOG_WARNING("SLOW socket->update: ", socketMs, "ms");
}
} }
// Detect server-side disconnect (socket closed during update) // Detect server-side disconnect (socket closed during update)

View file

@ -197,6 +197,29 @@ bool CharacterRenderer::initialize(VkContext* ctx, VkDescriptorSetLayout perFram
vkCreateDescriptorPool(device, &ci, nullptr, &boneDescPool_); vkCreateDescriptorPool(device, &ci, nullptr, &boneDescPool_);
} }
// --- Material UBO ring buffers (one per frame slot) ---
{
VkPhysicalDeviceProperties props;
vkGetPhysicalDeviceProperties(ctx->getPhysicalDevice(), &props);
materialUboAlignment_ = static_cast<uint32_t>(props.limits.minUniformBufferOffsetAlignment);
if (materialUboAlignment_ < 1) materialUboAlignment_ = 1;
// Round up UBO size to alignment
uint32_t alignedUboSize = (sizeof(CharMaterialUBO) + materialUboAlignment_ - 1) & ~(materialUboAlignment_ - 1);
uint32_t ringSize = alignedUboSize * MATERIAL_RING_CAPACITY;
for (int i = 0; i < 2; i++) {
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bci.size = ringSize;
bci.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
VmaAllocationCreateInfo aci{};
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
aci.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo allocInfo{};
vmaCreateBuffer(ctx->getAllocator(), &bci, &aci,
&materialRingBuffer_[i], &materialRingAlloc_[i], &allocInfo);
materialRingMapped_[i] = allocInfo.pMappedData;
}
}
// --- Pipeline layout --- // --- Pipeline layout ---
// set 0 = perFrame, set 1 = material, set 2 = bones // set 0 = perFrame, set 1 = material, set 2 = bones
// Push constant: mat4 model = 64 bytes // Push constant: mat4 model = 64 bytes
@ -352,14 +375,15 @@ void CharacterRenderer::shutdown() {
if (pipelineLayout_) { vkDestroyPipelineLayout(device, pipelineLayout_, nullptr); pipelineLayout_ = VK_NULL_HANDLE; } if (pipelineLayout_) { vkDestroyPipelineLayout(device, pipelineLayout_, nullptr); pipelineLayout_ = VK_NULL_HANDLE; }
// Release any deferred transient material UBOs. // Destroy material ring buffers
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {
for (const auto& b : transientMaterialUbos_[i]) { if (materialRingBuffer_[i]) {
if (b.first) { vmaDestroyBuffer(alloc, materialRingBuffer_[i], materialRingAlloc_[i]);
vmaDestroyBuffer(alloc, b.first, b.second); materialRingBuffer_[i] = VK_NULL_HANDLE;
} materialRingAlloc_[i] = VK_NULL_HANDLE;
materialRingMapped_[i] = nullptr;
} }
transientMaterialUbos_[i].clear(); materialRingOffset_[i] = 0;
} }
// Destroy descriptor pools and layouts // Destroy descriptor pools and layouts
@ -391,7 +415,6 @@ void CharacterRenderer::clear() {
vkDeviceWaitIdle(vkCtx_->getDevice()); vkDeviceWaitIdle(vkCtx_->getDevice());
VkDevice device = vkCtx_->getDevice(); VkDevice device = vkCtx_->getDevice();
VmaAllocator alloc = vkCtx_->getAllocator();
// Destroy GPU resources for all models // Destroy GPU resources for all models
for (auto& pair : models) { for (auto& pair : models) {
@ -441,14 +464,9 @@ void CharacterRenderer::clear() {
models.clear(); models.clear();
instances.clear(); instances.clear();
// Release deferred transient material UBOs // Reset material ring buffer offsets (buffers persist, just reset write position)
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {
for (const auto& b : transientMaterialUbos_[i]) { materialRingOffset_[i] = 0;
if (b.first) {
vmaDestroyBuffer(alloc, b.first, b.second);
}
}
transientMaterialUbos_[i].clear();
} }
// Reset descriptor pools (don't destroy — reuse for new allocations) // Reset descriptor pools (don't destroy — reuse for new allocations)
@ -1454,8 +1472,14 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
const float animUpdateRadius = static_cast<float>(envSizeOrDefault("WOWEE_CHAR_ANIM_RADIUS", 120)); const float animUpdateRadius = static_cast<float>(envSizeOrDefault("WOWEE_CHAR_ANIM_RADIUS", 120));
const float animUpdateRadiusSq = animUpdateRadius * animUpdateRadius; const float animUpdateRadiusSq = animUpdateRadius * animUpdateRadius;
// Update fade-in opacity // Single pass: fade-in, movement, and animation bone collection
for (auto& [id, inst] : instances) { std::vector<std::reference_wrapper<CharacterInstance>> toUpdate;
toUpdate.reserve(instances.size());
for (auto& pair : instances) {
auto& inst = pair.second;
// Update fade-in opacity
if (inst.fadeInDuration > 0.0f && inst.opacity < 1.0f) { if (inst.fadeInDuration > 0.0f && inst.opacity < 1.0f) {
inst.fadeInTime += deltaTime; inst.fadeInTime += deltaTime;
inst.opacity = std::min(1.0f, inst.fadeInTime / inst.fadeInDuration); inst.opacity = std::min(1.0f, inst.fadeInTime / inst.fadeInDuration);
@ -1463,10 +1487,8 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
inst.fadeInDuration = 0.0f; inst.fadeInDuration = 0.0f;
} }
} }
}
// Interpolate creature movement // Interpolate creature movement
for (auto& [id, inst] : instances) {
if (inst.isMoving) { if (inst.isMoving) {
inst.moveElapsed += deltaTime; inst.moveElapsed += deltaTime;
float t = inst.moveElapsed / inst.moveDuration; float t = inst.moveElapsed / inst.moveDuration;
@ -1475,23 +1497,14 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
inst.isMoving = false; inst.isMoving = false;
// Return to idle when movement completes // Return to idle when movement completes
if (inst.currentAnimationId == 4 || inst.currentAnimationId == 5) { if (inst.currentAnimationId == 4 || inst.currentAnimationId == 5) {
playAnimation(id, 0, true); playAnimation(pair.first, 0, true);
} }
} else { } else {
inst.position = glm::mix(inst.moveStart, inst.moveEnd, t); inst.position = glm::mix(inst.moveStart, inst.moveEnd, t);
} }
} }
}
// Only update animations for nearby characters (performance optimization) // Skip weapon instances for animation — their transforms are set by parent bones
// Collect instances that need bone recomputation, with distance-based throttling
std::vector<std::reference_wrapper<CharacterInstance>> toUpdate;
toUpdate.reserve(instances.size());
for (auto& pair : instances) {
auto& inst = pair.second;
// Skip weapon instances — their transforms are set by parent bones
if (inst.hasOverrideModelMatrix) continue; if (inst.hasOverrideModelMatrix) continue;
float distSq = glm::distance2(inst.position, cameraPos); float distSq = glm::distance2(inst.position, cameraPos);
@ -1533,7 +1546,7 @@ void CharacterRenderer::update(float deltaTime, const glm::vec3& cameraPos) {
// Thread bone matrix computation in chunks // Thread bone matrix computation in chunks
if (updatedCount >= 8 && numAnimThreads_ > 1) { if (updatedCount >= 8 && numAnimThreads_ > 1) {
static const size_t minAnimWorkPerThread = std::max<size_t>( static const size_t minAnimWorkPerThread = std::max<size_t>(
16, envSizeOrDefault("WOWEE_CHAR_ANIM_WORK_PER_THREAD", 64)); 8, envSizeOrDefault("WOWEE_CHAR_ANIM_WORK_PER_THREAD", 16));
const size_t maxUsefulThreads = std::max<size_t>( const size_t maxUsefulThreads = std::max<size_t>(
1, (updatedCount + minAnimWorkPerThread - 1) / minAnimWorkPerThread); 1, (updatedCount + minAnimWorkPerThread - 1) / minAnimWorkPerThread);
const size_t numThreads = std::min(static_cast<size_t>(numAnimThreads_), maxUsefulThreads); const size_t numThreads = std::min(static_cast<size_t>(numAnimThreads_), maxUsefulThreads);
@ -1728,8 +1741,6 @@ void CharacterRenderer::calculateBoneMatrices(CharacterInstance& instance) {
size_t numBones = model.bones.size(); size_t numBones = model.bones.size();
instance.boneMatrices.resize(numBones); instance.boneMatrices.resize(numBones);
static bool dumpedOnce = false;
for (size_t i = 0; i < numBones; i++) { for (size_t i = 0; i < numBones; i++) {
const auto& bone = model.bones[i]; const auto& bone = model.bones[i];
@ -1737,19 +1748,6 @@ void CharacterRenderer::calculateBoneMatrices(CharacterInstance& instance) {
// At rest this is identity, so no separate bind pose is needed // At rest this is identity, so no separate bind pose is needed
glm::mat4 localTransform = getBoneTransform(bone, instance.animationTime, instance.currentSequenceIndex); glm::mat4 localTransform = getBoneTransform(bone, instance.animationTime, instance.currentSequenceIndex);
// Debug: dump first frame bone data
if (!dumpedOnce && i < 5) {
glm::vec3 t = interpolateVec3(bone.translation, instance.currentSequenceIndex, instance.animationTime, glm::vec3(0.0f));
glm::quat r = interpolateQuat(bone.rotation, instance.currentSequenceIndex, instance.animationTime);
glm::vec3 s = interpolateVec3(bone.scale, instance.currentSequenceIndex, instance.animationTime, glm::vec3(1.0f));
core::Logger::getInstance().info("Bone ", i, " parent=", bone.parentBone,
" pivot=(", bone.pivot.x, ",", bone.pivot.y, ",", bone.pivot.z, ")",
" t=(", t.x, ",", t.y, ",", t.z, ")",
" r=(", r.w, ",", r.x, ",", r.y, ",", r.z, ")",
" s=(", s.x, ",", s.y, ",", s.z, ")",
" seqIdx=", instance.currentSequenceIndex);
}
// Compose with parent // Compose with parent
if (bone.parentBone >= 0 && static_cast<size_t>(bone.parentBone) < numBones) { if (bone.parentBone >= 0 && static_cast<size_t>(bone.parentBone) < numBones) {
instance.boneMatrices[i] = instance.boneMatrices[bone.parentBone] * localTransform; instance.boneMatrices[i] = instance.boneMatrices[bone.parentBone] * localTransform;
@ -1757,12 +1755,6 @@ void CharacterRenderer::calculateBoneMatrices(CharacterInstance& instance) {
instance.boneMatrices[i] = localTransform; instance.boneMatrices[i] = localTransform;
} }
} }
if (!dumpedOnce) {
dumpedOnce = true;
// Dump final matrix for bone 0
auto& m = instance.boneMatrices[0];
core::Logger::getInstance().info("Bone 0 final matrix row0=(", m[0][0], ",", m[1][0], ",", m[2][0], ",", m[3][0], ")");
}
} }
glm::mat4 CharacterRenderer::getBoneTransform(const pipeline::M2Bone& bone, float time, int sequenceIndex) { glm::mat4 CharacterRenderer::getBoneTransform(const pipeline::M2Bone& bone, float time, int sequenceIndex) {
@ -1797,22 +1789,19 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
uint32_t frameIndex = vkCtx_->getCurrentFrame(); uint32_t frameIndex = vkCtx_->getCurrentFrame();
uint32_t frameSlot = frameIndex % 2u; uint32_t frameSlot = frameIndex % 2u;
// Reset transient material allocations once per frame slot. // Reset material ring buffer and descriptor pool once per frame slot.
// beginFrame() waits on this slot's fence before recording.
if (lastMaterialPoolResetFrame_ != frameIndex) { if (lastMaterialPoolResetFrame_ != frameIndex) {
VmaAllocator alloc = vkCtx_->getAllocator(); materialRingOffset_[frameSlot] = 0;
for (const auto& b : transientMaterialUbos_[frameSlot]) {
if (b.first) {
vmaDestroyBuffer(alloc, b.first, b.second);
}
}
transientMaterialUbos_[frameSlot].clear();
if (materialDescPools_[frameSlot]) { if (materialDescPools_[frameSlot]) {
vkResetDescriptorPool(vkCtx_->getDevice(), materialDescPools_[frameSlot], 0); vkResetDescriptorPool(vkCtx_->getDevice(), materialDescPools_[frameSlot], 0);
} }
lastMaterialPoolResetFrame_ = frameIndex; lastMaterialPoolResetFrame_ = frameIndex;
} }
// Pre-compute aligned UBO stride for ring buffer sub-allocation
const uint32_t uboStride = (sizeof(CharMaterialUBO) + materialUboAlignment_ - 1) & ~(materialUboAlignment_ - 1);
const uint32_t ringCapacityBytes = uboStride * MATERIAL_RING_CAPACITY;
// Bind per-frame descriptor set (set 0) -- shared across all draws // Bind per-frame descriptor set (set 0) -- shared across all draws
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
pipelineLayout_, 0, 1, &perFrameSet, 0, nullptr); pipelineLayout_, 0, 1, &perFrameSet, 0, nullptr);
@ -2182,27 +2171,18 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
matData.heightMapVariance = batchHeightVariance; matData.heightMapVariance = batchHeightVariance;
matData.normalMapStrength = normalMapStrength_; matData.normalMapStrength = normalMapStrength_;
// Create a small UBO for this batch's material // Sub-allocate material UBO from ring buffer
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO}; uint32_t matOffset = materialRingOffset_[frameSlot];
bci.size = sizeof(CharMaterialUBO); if (matOffset + uboStride > ringCapacityBytes) continue; // ring exhausted
bci.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT; memcpy(static_cast<char*>(materialRingMapped_[frameSlot]) + matOffset, &matData, sizeof(CharMaterialUBO));
VmaAllocationCreateInfo aci{}; materialRingOffset_[frameSlot] = matOffset + uboStride;
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU;
aci.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo allocInfo{};
::VkBuffer matUBO = VK_NULL_HANDLE;
VmaAllocation matUBOAlloc = VK_NULL_HANDLE;
vmaCreateBuffer(vkCtx_->getAllocator(), &bci, &aci, &matUBO, &matUBOAlloc, &allocInfo);
if (allocInfo.pMappedData) {
memcpy(allocInfo.pMappedData, &matData, sizeof(CharMaterialUBO));
}
// Write descriptor set: binding 0 = texture, binding 1 = material UBO, binding 2 = normal/height map // Write descriptor set: binding 0 = texture, binding 1 = material UBO, binding 2 = normal/height map
VkTexture* bindTex = (texPtr && texPtr->isValid()) ? texPtr : whiteTexture_.get(); VkTexture* bindTex = (texPtr && texPtr->isValid()) ? texPtr : whiteTexture_.get();
VkDescriptorImageInfo imgInfo = bindTex->descriptorInfo(); VkDescriptorImageInfo imgInfo = bindTex->descriptorInfo();
VkDescriptorBufferInfo bufInfo{}; VkDescriptorBufferInfo bufInfo{};
bufInfo.buffer = matUBO; bufInfo.buffer = materialRingBuffer_[frameSlot];
bufInfo.offset = 0; bufInfo.offset = matOffset;
bufInfo.range = sizeof(CharMaterialUBO); bufInfo.range = sizeof(CharMaterialUBO);
VkDescriptorImageInfo nhImgInfo = normalMap->descriptorInfo(); VkDescriptorImageInfo nhImgInfo = normalMap->descriptorInfo();
@ -2235,8 +2215,6 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
pipelineLayout_, 1, 1, &materialSet, 0, nullptr); pipelineLayout_, 1, 1, &materialSet, 0, nullptr);
vkCmdDrawIndexed(cmd, batch.indexCount, 1, batch.indexStart, 0, 0); vkCmdDrawIndexed(cmd, batch.indexCount, 1, batch.indexStart, 0, 0);
transientMaterialUbos_[frameSlot].emplace_back(matUBO, matUBOAlloc);
} }
} else { } else {
// Draw entire model with first texture // Draw entire model with first texture
@ -2277,24 +2255,16 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
matData.heightMapVariance = 0.0f; matData.heightMapVariance = 0.0f;
matData.normalMapStrength = normalMapStrength_; matData.normalMapStrength = normalMapStrength_;
VkBufferCreateInfo bci{VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO}; // Sub-allocate material UBO from ring buffer
bci.size = sizeof(CharMaterialUBO); uint32_t matOffset2 = materialRingOffset_[frameSlot];
bci.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT; if (matOffset2 + uboStride > ringCapacityBytes) continue; // ring exhausted
VmaAllocationCreateInfo aci{}; memcpy(static_cast<char*>(materialRingMapped_[frameSlot]) + matOffset2, &matData, sizeof(CharMaterialUBO));
aci.usage = VMA_MEMORY_USAGE_CPU_TO_GPU; materialRingOffset_[frameSlot] = matOffset2 + uboStride;
aci.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
VmaAllocationInfo allocInfo{};
::VkBuffer matUBO = VK_NULL_HANDLE;
VmaAllocation matUBOAlloc = VK_NULL_HANDLE;
vmaCreateBuffer(vkCtx_->getAllocator(), &bci, &aci, &matUBO, &matUBOAlloc, &allocInfo);
if (allocInfo.pMappedData) {
memcpy(allocInfo.pMappedData, &matData, sizeof(CharMaterialUBO));
}
VkDescriptorImageInfo imgInfo = texPtr->descriptorInfo(); VkDescriptorImageInfo imgInfo = texPtr->descriptorInfo();
VkDescriptorBufferInfo bufInfo{}; VkDescriptorBufferInfo bufInfo{};
bufInfo.buffer = matUBO; bufInfo.buffer = materialRingBuffer_[frameSlot];
bufInfo.offset = 0; bufInfo.offset = matOffset2;
bufInfo.range = sizeof(CharMaterialUBO); bufInfo.range = sizeof(CharMaterialUBO);
VkDescriptorImageInfo nhImgInfo2 = flatNormalTexture_->descriptorInfo(); VkDescriptorImageInfo nhImgInfo2 = flatNormalTexture_->descriptorInfo();
@ -2326,8 +2296,6 @@ void CharacterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
pipelineLayout_, 1, 1, &materialSet, 0, nullptr); pipelineLayout_, 1, 1, &materialSet, 0, nullptr);
vkCmdDrawIndexed(cmd, gpuModel.indexCount, 1, 0, 0, 0); vkCmdDrawIndexed(cmd, gpuModel.indexCount, 1, 0, 0, 0);
transientMaterialUbos_[frameSlot].emplace_back(matUBO, matUBOAlloc);
} }
} }
} }

View file

@ -2527,7 +2527,13 @@ void Renderer::update(float deltaTime) {
// Update terrain streaming // Update terrain streaming
if (terrainManager && camera) { if (terrainManager && camera) {
auto terrStart = std::chrono::steady_clock::now();
terrainManager->update(*camera, deltaTime); terrainManager->update(*camera, deltaTime);
float terrMs = std::chrono::duration<float, std::milli>(
std::chrono::steady_clock::now() - terrStart).count();
if (terrMs > 5.0f) {
LOG_WARNING("SLOW terrainManager->update: ", terrMs, "ms");
}
} }
// Update sky system (skybox time, star twinkle, clouds, celestial moon phases) // Update sky system (skybox time, star twinkle, clouds, celestial moon phases)
@ -2579,7 +2585,14 @@ void Renderer::update(float deltaTime) {
// Update character animations // Update character animations
if (characterRenderer && camera) { if (characterRenderer && camera) {
auto charAnimStart = std::chrono::steady_clock::now();
characterRenderer->update(deltaTime, camera->getPosition()); characterRenderer->update(deltaTime, camera->getPosition());
float charAnimMs = std::chrono::duration<float, std::milli>(
std::chrono::steady_clock::now() - charAnimStart).count();
if (charAnimMs > 5.0f) {
LOG_WARNING("SLOW characterRenderer->update: ", charAnimMs, "ms (",
characterRenderer->getInstanceCount(), " instances)");
}
} }
// Update AudioEngine (cleanup finished sounds, etc.) // Update AudioEngine (cleanup finished sounds, etc.)

View file

@ -1082,7 +1082,7 @@ void TerrainManager::workerLoop() {
void TerrainManager::processReadyTiles() { void TerrainManager::processReadyTiles() {
// Process tiles with time budget to avoid frame spikes // Process tiles with time budget to avoid frame spikes
// Taxi mode gets a slightly larger budget to avoid visible late-pop terrain/models. // Taxi mode gets a slightly larger budget to avoid visible late-pop terrain/models.
const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 5.0f; const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 3.0f;
auto startTime = std::chrono::high_resolution_clock::now(); auto startTime = std::chrono::high_resolution_clock::now();
// Move newly ready tiles into the finalizing deque. // Move newly ready tiles into the finalizing deque.