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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)
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8 changed files with 97 additions and 4 deletions
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@ -1247,6 +1247,10 @@ bool CharacterRenderer::loadModel(const pipeline::M2Model& model, uint32_t id) {
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M2ModelGPU gpuModel;
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gpuModel.data = model;
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// Batch all GPU uploads (VB, IB, textures) into a single command buffer
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// submission with one fence wait, instead of one fence wait per upload.
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vkCtx_->beginUploadBatch();
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// Setup GPU buffers
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setupModelBuffers(gpuModel);
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@ -1259,6 +1263,8 @@ bool CharacterRenderer::loadModel(const pipeline::M2Model& model, uint32_t id) {
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gpuModel.textureIds.push_back(texPtr);
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}
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vkCtx_->endUploadBatch();
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models[id] = std::move(gpuModel);
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core::Logger::getInstance().debug("Loaded M2 model ", id, " (", model.vertices.size(),
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