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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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@ -326,6 +326,8 @@ bool TerrainRenderer::loadTerrain(const pipeline::TerrainMesh& mesh,
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}
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LOG_DEBUG("Loading terrain mesh: ", mesh.validChunkCount, " chunks");
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vkCtx->beginUploadBatch();
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for (int y = 0; y < 16; y++) {
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for (int x = 0; x < 16; x++) {
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const auto& chunk = mesh.getChunk(x, y);
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@ -405,6 +407,8 @@ bool TerrainRenderer::loadTerrain(const pipeline::TerrainMesh& mesh,
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}
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}
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vkCtx->endUploadBatch();
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LOG_DEBUG("Loaded ", chunks.size(), " terrain chunks to GPU");
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return !chunks.empty();
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}
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@ -413,6 +417,10 @@ bool TerrainRenderer::loadTerrainIncremental(const pipeline::TerrainMesh& mesh,
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const std::vector<std::string>& texturePaths,
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int tileX, int tileY,
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int& chunkIndex, int maxChunksPerCall) {
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// Batch all GPU uploads (VBs, IBs, textures) into a single command buffer
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// submission with one fence wait, instead of one per buffer/texture.
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vkCtx->beginUploadBatch();
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int uploaded = 0;
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while (chunkIndex < 256 && uploaded < maxChunksPerCall) {
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int cy = chunkIndex / 16;
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@ -490,6 +498,8 @@ bool TerrainRenderer::loadTerrainIncremental(const pipeline::TerrainMesh& mesh,
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uploaded++;
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}
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vkCtx->endUploadBatch();
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return chunkIndex >= 256;
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}
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@ -580,6 +590,9 @@ void TerrainRenderer::uploadPreloadedTextures(
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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return key;
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};
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// Batch all texture uploads into a single command buffer submission
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vkCtx->beginUploadBatch();
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for (const auto& [path, blp] : textures) {
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std::string key = normalizeKey(path);
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if (textureCache.find(key) != textureCache.end()) continue;
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@ -599,6 +612,8 @@ void TerrainRenderer::uploadPreloadedTextures(
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textureCacheBytes_ += e.approxBytes;
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textureCache[key] = std::move(e);
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}
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vkCtx->endUploadBatch();
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}
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VkTexture* TerrainRenderer::createAlphaTexture(const std::vector<uint8_t>& alphaData) {
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