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

@ -2325,13 +2325,27 @@ VkTexture* WMORenderer::loadTexture(const std::string& path) {
const auto& attemptedCandidates = uniqueCandidates;
// Try loading all candidates until one succeeds
// Check pre-decoded BLP cache first (populated by background worker threads)
pipeline::BLPImage blp;
std::string resolvedKey;
for (const auto& c : attemptedCandidates) {
blp = assetManager->loadTexture(c);
if (blp.isValid()) {
resolvedKey = c;
break;
if (predecodedBLPCache_) {
for (const auto& c : uniqueCandidates) {
auto pit = predecodedBLPCache_->find(c);
if (pit != predecodedBLPCache_->end()) {
blp = std::move(pit->second);
predecodedBLPCache_->erase(pit);
resolvedKey = c;
break;
}
}
}
if (!blp.isValid()) {
for (const auto& c : attemptedCandidates) {
blp = assetManager->loadTexture(c);
if (blp.isValid()) {
resolvedKey = c;
break;
}
}
}
if (!blp.isValid()) {
@ -2369,10 +2383,10 @@ VkTexture* WMORenderer::loadTexture(const std::string& path) {
texture->createSampler(vkCtx_->getDevice(), VK_FILTER_LINEAR, VK_FILTER_LINEAR,
VK_SAMPLER_ADDRESS_MODE_REPEAT);
// Generate normal+height map from diffuse pixels
// Generate normal+height map from diffuse pixels (skip during streaming to avoid CPU stalls)
float nhVariance = 0.0f;
std::unique_ptr<VkTexture> nhMap;
if (normalMappingEnabled_ || pomEnabled_) {
if ((normalMappingEnabled_ || pomEnabled_) && !deferNormalMaps_) {
nhMap = generateNormalHeightMap(blp.data.data(), blp.width, blp.height, nhVariance);
if (nhMap) {
approxBytes *= 2; // account for normal map in budget