Batch GPU uploads to eliminate per-upload fence waits (stutter fix)

Every uploadBuffer/VkTexture::upload called immediateSubmit which did a
separate vkQueueSubmit + vkWaitForFences. Loading a single creature model
with textures caused 4-8+ fence waits; terrain chunks caused 80+ per batch.

Added beginUploadBatch/endUploadBatch to VkContext: records all upload
commands into a single command buffer, submits once with one fence wait.
Staging buffers are deferred for cleanup after the batch completes.

Wrapped in batch mode:
- CharacterRenderer::loadModel (creature VB/IB + textures)
- M2Renderer::loadModel (doodad VB/IB + textures)
- TerrainRenderer::loadTerrain/loadTerrainIncremental (chunk geometry + textures)
- TerrainRenderer::uploadPreloadedTextures
- WMORenderer::loadModel (group geometry + textures)
This commit is contained in:
Kelsi 2026-03-07 12:19:59 -08:00
parent 884b72bc1c
commit 16b4336700
8 changed files with 97 additions and 4 deletions

View file

@ -1247,6 +1247,10 @@ bool CharacterRenderer::loadModel(const pipeline::M2Model& model, uint32_t id) {
M2ModelGPU gpuModel;
gpuModel.data = model;
// Batch all GPU uploads (VB, IB, textures) into a single command buffer
// submission with one fence wait, instead of one fence wait per upload.
vkCtx_->beginUploadBatch();
// Setup GPU buffers
setupModelBuffers(gpuModel);
@ -1259,6 +1263,8 @@ bool CharacterRenderer::loadModel(const pipeline::M2Model& model, uint32_t id) {
gpuModel.textureIds.push_back(texPtr);
}
vkCtx_->endUploadBatch();
models[id] = std::move(gpuModel);
core::Logger::getInstance().debug("Loaded M2 model ", id, " (", model.vertices.size(),