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Defer normal map generation to reduce GPU model upload stalls by ~50%
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Each loadTexture call was generating a normal/height map inline (3 full-image passes: luminance + blur + Sobel). For models with 15-20 textures this added 30-40ms to the 70ms model upload. Now deferred to a per-frame budget (2/frame in-game, 10/frame during load screen). Models render without POM until their normal maps are ready.
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3 changed files with 62 additions and 9 deletions
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@ -12,6 +12,7 @@
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#include <string>
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#include <utility>
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#include <future>
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#include <deque>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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@ -278,6 +279,7 @@ private:
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uint64_t lastUse = 0;
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bool hasAlpha = false;
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bool colorKeyBlack = false;
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bool normalMapPending = false; // deferred normal map generation
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};
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std::unordered_map<std::string, TextureCacheEntry> textureCache;
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std::unordered_map<VkTexture*, bool> textureHasAlphaByPtr_;
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@ -302,6 +304,17 @@ private:
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std::unique_ptr<VkTexture> generateNormalHeightMap(
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const uint8_t* pixels, uint32_t width, uint32_t height, float& outVariance);
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// Deferred normal map generation — avoids stalling loadModel
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struct PendingNormalMap {
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std::string cacheKey;
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std::vector<uint8_t> pixels; // RGBA pixel data
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uint32_t width, height;
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};
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std::deque<PendingNormalMap> pendingNormalMaps_;
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public:
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void processPendingNormalMaps(int budget = 2);
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private:
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// Normal mapping / POM settings
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bool normalMappingEnabled_ = true;
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float normalMapStrength_ = 0.8f;
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@ -922,14 +922,20 @@ void Application::update(float deltaTime) {
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auto t3 = std::chrono::steady_clock::now();
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processDeferredEquipmentQueue();
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auto t4 = std::chrono::steady_clock::now();
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// Process deferred normal maps (2 per frame to spread CPU cost)
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if (auto* cr = renderer ? renderer->getCharacterRenderer() : nullptr) {
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cr->processPendingNormalMaps(2);
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}
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auto t5 = std::chrono::steady_clock::now();
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float pMs = std::chrono::duration<float, std::milli>(t1 - t0).count();
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float cMs = std::chrono::duration<float, std::milli>(t2 - t1).count();
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float nMs = std::chrono::duration<float, std::milli>(t3 - t2).count();
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float eMs = std::chrono::duration<float, std::milli>(t4 - t3).count();
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float total = pMs + cMs + nMs + eMs;
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float nmMs = std::chrono::duration<float, std::milli>(t5 - t4).count();
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float total = pMs + cMs + nMs + eMs + nmMs;
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if (total > 4.0f) {
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LOG_WARNING("spawn/equip breakdown: player=", pMs, "ms creature=", cMs,
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"ms npcComposite=", nMs, "ms equip=", eMs, "ms");
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"ms npcComposite=", nMs, "ms equip=", eMs, "ms normalMaps=", nmMs, "ms");
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}
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});
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// Self-heal missing creature visuals: if a nearby UNIT exists in
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@ -4250,6 +4256,9 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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processCreatureSpawnQueue();
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processAsyncNpcCompositeResults();
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processDeferredEquipmentQueue();
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if (auto* cr = renderer ? renderer->getCharacterRenderer() : nullptr) {
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cr->processPendingNormalMaps(10); // higher budget during load screen
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}
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// Process ALL pending game object spawns (no 1-per-frame cap during load screen).
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while (!pendingGameObjectSpawns_.empty()) {
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@ -687,13 +687,16 @@ VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
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e.hasAlpha = hasAlpha;
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e.colorKeyBlack = colorKeyBlackHint;
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// Generate normal/height map from diffuse texture
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float nhVariance = 0.0f;
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auto nhMap = generateNormalHeightMap(blpImage.data.data(), blpImage.width, blpImage.height, nhVariance);
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if (nhMap) {
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e.heightMapVariance = nhVariance;
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e.approxBytes += approxTextureBytesWithMips(blpImage.width, blpImage.height);
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e.normalHeightMap = std::move(nhMap);
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// Defer normal/height map generation to avoid stalling loadModel.
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// Normal maps are generated in processPendingNormalMaps() at a per-frame budget.
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if (blpImage.width >= 32 && blpImage.height >= 32) {
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PendingNormalMap pending;
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pending.cacheKey = key;
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pending.pixels.assign(blpImage.data.begin(), blpImage.data.end());
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pending.width = blpImage.width;
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pending.height = blpImage.height;
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pendingNormalMaps_.push_back(std::move(pending));
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e.normalMapPending = true;
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}
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textureCacheBytes_ += e.approxBytes;
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@ -705,6 +708,34 @@ VkTexture* CharacterRenderer::loadTexture(const std::string& path) {
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return texPtr;
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}
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void CharacterRenderer::processPendingNormalMaps(int budget) {
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if (pendingNormalMaps_.empty() || !vkCtx_) return;
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int processed = 0;
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while (!pendingNormalMaps_.empty() && processed < budget) {
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auto pending = std::move(pendingNormalMaps_.front());
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pendingNormalMaps_.pop_front();
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auto it = textureCache.find(pending.cacheKey);
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if (it == textureCache.end()) continue; // texture was evicted
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float nhVariance = 0.0f;
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vkCtx_->beginUploadBatch();
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auto nhMap = generateNormalHeightMap(pending.pixels.data(),
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pending.width, pending.height, nhVariance);
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vkCtx_->endUploadBatch();
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if (nhMap) {
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it->second.heightMapVariance = nhVariance;
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it->second.approxBytes += approxTextureBytesWithMips(pending.width, pending.height);
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textureCacheBytes_ += approxTextureBytesWithMips(pending.width, pending.height);
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it->second.normalHeightMap = std::move(nhMap);
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}
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it->second.normalMapPending = false;
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processed++;
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}
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}
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// Alpha-blend overlay onto composite at (dstX, dstY)
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static void blitOverlay(std::vector<uint8_t>& composite, int compW, int compH,
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const pipeline::BLPImage& overlay, int dstX, int dstY) {
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