Background BLP texture pre-decoding + deferred WMO normal maps (12x streaming perf)

Move CPU-heavy BLP texture decoding from main thread to background worker
threads for all hot paths: terrain M2 models, WMO doodad M2s, WMO textures,
creature models, and gameobject WMOs. Each renderer (M2, WMO, Character) now
accepts a pre-decoded BLP cache that loadTexture() checks before falling back
to synchronous decode.

Defer WMO normal/height map generation (3 per-pixel passes: luminance, box
blur, Sobel) during terrain streaming finalization — this was the dominant
remaining bottleneck after BLP pre-decoding.

Terrain streaming stalls: 1576ms → 124ms worst case.
This commit is contained in:
Kelsi 2026-03-07 15:46:56 -08:00
parent 0313bd8692
commit 7ac990cff4
13 changed files with 573 additions and 109 deletions

View file

@ -121,6 +121,12 @@ struct PendingTile {
// Pre-loaded terrain texture BLP data (loaded on background thread to avoid
// blocking file I/O on the main thread during finalizeTile)
std::unordered_map<std::string, pipeline::BLPImage> preloadedTextures;
// Pre-decoded M2 model textures (decoded on background thread)
std::unordered_map<std::string, pipeline::BLPImage> preloadedM2Textures;
// Pre-decoded WMO textures (decoded on background thread)
std::unordered_map<std::string, pipeline::BLPImage> preloadedWMOTextures;
};
/**