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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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@ -198,8 +198,12 @@ AllocatedBuffer uploadBuffer(VkContext& ctx, const void* data, VkDeviceSize size
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vkCmdCopyBuffer(cmd, staging.buffer, gpuBuffer.buffer, 1, ©Region);
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});
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// Destroy staging buffer
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destroyBuffer(ctx.getAllocator(), staging);
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// Destroy staging buffer (deferred if in batch mode)
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if (ctx.isInUploadBatch()) {
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ctx.deferStagingCleanup(staging);
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} else {
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destroyBuffer(ctx.getAllocator(), staging);
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}
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return gpuBuffer;
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}
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