Merge per-chunk water surfaces, restore incremental tile finalization, and pin main thread CPU affinity

Water deduplication: merge per-chunk water surfaces into per-tile surfaces
to reduce Vulkan descriptor set usage from ~8900 to ~100-200. Uses hybrid
approach — groups with ≤4 chunks stay per-chunk (preserving shore detail),
larger groups merge into 128×128 tile-wide surfaces.

Re-add incremental tile finalization state machine (reverted in 9b90ab0)
to spread GPU uploads across frames and prevent city stuttering.

Pin main thread to CPU core 0 and exclude worker threads from core 0
to reduce scheduling jitter on the render/game loop.
This commit is contained in:
Kelsi 2026-02-25 03:39:45 -08:00
parent 7ca9caa212
commit 86505ad377
5 changed files with 629 additions and 314 deletions

View file

@ -123,6 +123,41 @@ struct PendingTile {
std::unordered_map<std::string, pipeline::BLPImage> preloadedTextures;
};
/**
* Phases for incremental tile finalization (one bounded unit of work per call)
*/
enum class FinalizationPhase {
TERRAIN, // Upload terrain mesh + textures + water
M2_MODELS, // Upload ONE M2 model per call
M2_INSTANCES, // Create all M2 instances (lightweight struct allocation)
WMO_MODELS, // Upload ONE WMO model per call
WMO_INSTANCES, // Create all WMO instances + load WMO liquids
WMO_DOODADS, // Upload ONE WMO doodad M2 per call
WATER, // Generate water ambient emitters
AMBIENT, // Register ambient emitters + commit tile
DONE // Fully finalized
};
/**
* In-progress tile finalization state tracks progress across frames
*/
struct FinalizingTile {
std::shared_ptr<PendingTile> pending;
FinalizationPhase phase = FinalizationPhase::TERRAIN;
// Progress indices within current phase
size_t m2ModelIndex = 0; // Next M2 model to upload
size_t wmoModelIndex = 0; // Next WMO model to upload
size_t wmoDoodadIndex = 0; // Next WMO doodad to upload
// Accumulated results (built up across phases)
std::vector<uint32_t> m2InstanceIds;
std::vector<uint32_t> wmoInstanceIds;
std::vector<uint32_t> tileUniqueIds;
std::vector<uint32_t> tileWmoUniqueIds;
std::unordered_set<uint32_t> uploadedM2ModelIds;
};
/**
* Terrain manager for multi-tile terrain streaming
*
@ -219,8 +254,8 @@ public:
int getLoadedTileCount() const { return static_cast<int>(loadedTiles.size()); }
int getPendingTileCount() const { return static_cast<int>(pendingTiles.size()); }
int getReadyQueueCount() const { return static_cast<int>(readyQueue.size()); }
/** Total unfinished tiles (worker threads + ready queue) */
int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size()); }
/** Total unfinished tiles (worker threads + ready queue + finalizing) */
int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size() + finalizingTiles_.size()); }
TileCoord getCurrentTile() const { return currentTile; }
/** Process all ready tiles immediately (use during loading screens) */
@ -254,9 +289,10 @@ private:
std::shared_ptr<PendingTile> prepareTile(int x, int y);
/**
* Main thread: upload prepared tile data to GPU
* Advance incremental finalization of a tile (one bounded unit of work).
* Returns true when the tile is fully finalized (phase == DONE).
*/
void finalizeTile(const std::shared_ptr<PendingTile>& pending);
bool advanceFinalization(FinalizingTile& ft);
/**
* Background worker thread loop
@ -341,16 +377,8 @@ private:
// Dedup set for WMO placements across tile boundaries (prevents rendering Stormwind 16x)
std::unordered_set<uint32_t> placedWmoIds;
// Progressive M2 upload queue (spread heavy uploads across frames)
struct PendingM2Upload {
uint32_t modelId;
pipeline::M2Model model;
std::string path;
};
std::queue<PendingM2Upload> m2UploadQueue_;
static constexpr int MAX_M2_UPLOADS_PER_FRAME = 5; // Upload up to 5 models per frame
void processM2UploadQueue();
// Tiles currently being incrementally finalized across frames
std::deque<FinalizingTile> finalizingTiles_;
struct GroundEffectEntry {
std::array<uint32_t, 4> doodadIds{{0, 0, 0, 0}};

View file

@ -160,7 +160,7 @@ private:
VkDescriptorSetLayout sceneSetLayout = VK_NULL_HANDLE;
VkDescriptorPool sceneDescPool = VK_NULL_HANDLE;
VkDescriptorSet sceneSet = VK_NULL_HANDLE;
static constexpr uint32_t MAX_WATER_SETS = 2048;
static constexpr uint32_t MAX_WATER_SETS = 16384;
VkSampler sceneColorSampler = VK_NULL_HANDLE;
VkSampler sceneDepthSampler = VK_NULL_HANDLE;

View file

@ -55,6 +55,12 @@
#include <set>
#include <filesystem>
#include <thread>
#ifdef __linux__
#include <sched.h>
#include <pthread.h>
#endif
namespace wowee {
namespace core {
@ -230,6 +236,26 @@ bool Application::initialize() {
void Application::run() {
LOG_INFO("Starting main loop");
// Pin main thread to a dedicated CPU core to reduce scheduling jitter
#ifdef __linux__
{
int numCores = static_cast<int>(std::thread::hardware_concurrency());
if (numCores >= 2) {
// Use core 0 for the main thread (typically the highest-clocked core)
cpu_set_t cpuset;
CPU_ZERO(&cpuset);
CPU_SET(0, &cpuset);
int rc = pthread_setaffinity_np(pthread_self(), sizeof(cpu_set_t), &cpuset);
if (rc == 0) {
LOG_INFO("Main thread pinned to CPU core 0 (", numCores, " cores available)");
} else {
LOG_WARNING("Failed to pin main thread to CPU core 0 (error ", rc, ")");
}
}
}
#endif
const bool frameProfileEnabled = envFlagEnabled("WOWEE_FRAME_PROFILE", false);
if (frameProfileEnabled) {
LOG_INFO("Frame timing profile enabled (WOWEE_FRAME_PROFILE=1)");

View file

@ -22,6 +22,11 @@
#include <functional>
#include <unordered_set>
#ifdef __linux__
#include <sched.h>
#include <pthread.h>
#endif
namespace wowee {
namespace rendering {
@ -226,7 +231,9 @@ bool TerrainManager::loadTile(int x, int y) {
return false;
}
finalizeTile(pending);
FinalizingTile ft;
ft.pending = std::move(pending);
while (!advanceFinalization(ft)) {}
return true;
}
@ -648,176 +655,157 @@ void TerrainManager::logMissingAdtOnce(const std::string& adtPath) {
}
}
void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
auto& pending = ft.pending;
int x = pending->coord.x;
int y = pending->coord.y;
TileCoord coord = pending->coord;
LOG_DEBUG("Finalizing tile [", x, ",", y, "] (GPU upload)");
switch (ft.phase) {
// Check if tile was already loaded (race condition guard) or failed
if (loadedTiles.find(coord) != loadedTiles.end()) {
return;
}
if (failedTiles.find(coord) != failedTiles.end()) {
return;
}
// Upload pre-loaded textures to the GL cache so loadTerrain avoids file I/O
if (!pending->preloadedTextures.empty()) {
terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
}
// Upload terrain to GPU
if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
failedTiles[coord] = true;
return;
}
// Load water
if (waterRenderer) {
waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
}
// Register water surface ambient sound emitters
if (ambientSoundManager) {
// Scan ADT water data for water surfaces
int waterEmitterCount = 0;
for (size_t chunkIdx = 0; chunkIdx < pending->terrain.waterData.size(); chunkIdx++) {
const auto& chunkWater = pending->terrain.waterData[chunkIdx];
if (!chunkWater.hasWater()) continue;
// Calculate chunk position in world coordinates
int chunkX = chunkIdx % 16;
int chunkY = chunkIdx / 16;
// WoW coordinates: Each ADT tile is 533.33 units, each chunk is 533.33/16 = 33.333 units
// Tile origin in GL space
float tileOriginX = (32.0f - x) * 533.33333f;
float tileOriginY = (32.0f - y) * 533.33333f;
// Chunk center position
float chunkCenterX = tileOriginX + (chunkX + 0.5f) * 33.333333f;
float chunkCenterY = tileOriginY + (chunkY + 0.5f) * 33.333333f;
// Use first layer for height and type detection
if (!chunkWater.layers.empty()) {
const auto& layer = chunkWater.layers[0];
float waterHeight = layer.minHeight;
// Determine water type and register appropriate emitter
// liquidType: 0=water/lake, 1=ocean, 2=magma, 3=slime
if (layer.liquidType == 0) {
// Lake/river water - add water surface emitter every 32 chunks to avoid spam
if (chunkIdx % 32 == 0) {
PendingTile::AmbientEmitter emitter;
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
emitter.type = 4; // WATER_SURFACE
pending->ambientEmitters.push_back(emitter);
waterEmitterCount++;
}
} else if (layer.liquidType == 1) {
// Ocean - add ocean emitter every 64 chunks (oceans are very large)
if (chunkIdx % 64 == 0) {
PendingTile::AmbientEmitter emitter;
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
emitter.type = 4; // WATER_SURFACE (could add separate OCEAN type later)
pending->ambientEmitters.push_back(emitter);
waterEmitterCount++;
}
}
// Skip magma and slime for now (no ambient sounds for those)
case FinalizationPhase::TERRAIN: {
// Check if tile was already loaded or failed
if (loadedTiles.find(coord) != loadedTiles.end() || failedTiles.find(coord) != failedTiles.end()) {
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
}
ft.phase = FinalizationPhase::DONE;
return true;
}
if (waterEmitterCount > 0) {
LOG_DEBUG("Finalizing tile [", x, ",", y, "] (incremental)");
// Upload pre-loaded textures
if (!pending->preloadedTextures.empty()) {
terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
}
// Upload terrain mesh to GPU
if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
failedTiles[coord] = true;
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
}
ft.phase = FinalizationPhase::DONE;
return true;
}
// Load water immediately after terrain (same frame) — water is now
// deduplicated to ~1-2 merged surfaces per tile, so this is fast.
if (waterRenderer) {
waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
}
// Ensure M2 renderer has asset manager
if (m2Renderer && assetManager) {
m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
}
ft.phase = FinalizationPhase::M2_MODELS;
return false;
}
std::vector<uint32_t> m2InstanceIds;
std::vector<uint32_t> wmoInstanceIds;
std::vector<uint32_t> tileUniqueIds;
std::vector<uint32_t> tileWmoUniqueIds;
// Upload M2 models to GPU and create instances
if (m2Renderer && assetManager) {
// Always pass the latest asset manager. initialize() is idempotent and updates
// the pointer even when the renderer was initialized earlier without assets.
m2Renderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
// Upload M2 models immediately (batching was causing hangs)
// The 5ms time budget in processReadyTiles() limits the spike
std::unordered_set<uint32_t> uploadedModelIds;
for (auto& m2Ready : pending->m2Models) {
case FinalizationPhase::M2_MODELS: {
// Upload ONE M2 model per call
if (m2Renderer && ft.m2ModelIndex < pending->m2Models.size()) {
auto& m2Ready = pending->m2Models[ft.m2ModelIndex];
if (m2Renderer->loadModel(m2Ready.model, m2Ready.modelId)) {
uploadedModelIds.insert(m2Ready.modelId);
ft.uploadedM2ModelIds.insert(m2Ready.modelId);
}
ft.m2ModelIndex++;
// Stay in this phase until all models uploaded
if (ft.m2ModelIndex < pending->m2Models.size()) {
return false;
}
}
if (!uploadedModelIds.empty()) {
LOG_DEBUG(" Uploaded ", uploadedModelIds.size(), " M2 models for tile [", x, ",", y, "]");
if (!ft.uploadedM2ModelIds.empty()) {
LOG_DEBUG(" Uploaded ", ft.uploadedM2ModelIds.size(), " M2 models for tile [", x, ",", y, "]");
}
// Create instances (deduplicate by uniqueId across tile boundaries)
int loadedDoodads = 0;
int skippedDedup = 0;
for (const auto& p : pending->m2Placements) {
// Skip if this doodad was already placed by a neighboring tile
if (p.uniqueId != 0 && placedDoodadIds.count(p.uniqueId)) {
skippedDedup++;
continue;
}
uint32_t instId = m2Renderer->createInstance(p.modelId, p.position, p.rotation, p.scale);
if (instId) {
m2InstanceIds.push_back(instId);
if (p.uniqueId != 0) {
placedDoodadIds.insert(p.uniqueId);
tileUniqueIds.push_back(p.uniqueId);
}
loadedDoodads++;
}
}
LOG_DEBUG(" Loaded doodads for tile [", x, ",", y, "]: ",
loadedDoodads, " instances (", uploadedModelIds.size(), " new models, ",
skippedDedup, " dedup skipped)");
ft.phase = FinalizationPhase::M2_INSTANCES;
return false;
}
// Upload WMO models to GPU and create instances
if (wmoRenderer && assetManager) {
// WMORenderer may be initialized before assets are ready; always re-pass assets.
wmoRenderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
int loadedWMOs = 0;
int loadedLiquids = 0;
int skippedWmoDedup = 0;
for (auto& wmoReady : pending->wmoModels) {
// Deduplicate by placement uniqueId when available.
// Some ADTs use uniqueId=0, which is not safe for dedup.
if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
skippedWmoDedup++;
continue;
case FinalizationPhase::M2_INSTANCES: {
// Create all M2 instances (lightweight struct allocation, no GPU work)
if (m2Renderer) {
int loadedDoodads = 0;
int skippedDedup = 0;
for (const auto& p : pending->m2Placements) {
if (p.uniqueId != 0 && placedDoodadIds.count(p.uniqueId)) {
skippedDedup++;
continue;
}
uint32_t instId = m2Renderer->createInstance(p.modelId, p.position, p.rotation, p.scale);
if (instId) {
ft.m2InstanceIds.push_back(instId);
if (p.uniqueId != 0) {
placedDoodadIds.insert(p.uniqueId);
ft.tileUniqueIds.push_back(p.uniqueId);
}
loadedDoodads++;
}
}
LOG_DEBUG(" Loaded doodads for tile [", x, ",", y, "]: ",
loadedDoodads, " instances (", ft.uploadedM2ModelIds.size(), " new models, ",
skippedDedup, " dedup skipped)");
}
ft.phase = FinalizationPhase::WMO_MODELS;
return false;
}
case FinalizationPhase::WMO_MODELS: {
// Upload ONE WMO model per call
if (wmoRenderer && assetManager) {
wmoRenderer->initialize(nullptr, VK_NULL_HANDLE, assetManager);
if (ft.wmoModelIndex < pending->wmoModels.size()) {
auto& wmoReady = pending->wmoModels[ft.wmoModelIndex];
// Deduplicate
if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
ft.wmoModelIndex++;
if (ft.wmoModelIndex < pending->wmoModels.size()) return false;
} else {
wmoRenderer->loadModel(wmoReady.model, wmoReady.modelId);
ft.wmoModelIndex++;
if (ft.wmoModelIndex < pending->wmoModels.size()) return false;
}
}
}
ft.phase = FinalizationPhase::WMO_INSTANCES;
return false;
}
case FinalizationPhase::WMO_INSTANCES: {
// Create all WMO instances + load WMO liquids
if (wmoRenderer) {
int loadedWMOs = 0;
int loadedLiquids = 0;
int skippedWmoDedup = 0;
for (auto& wmoReady : pending->wmoModels) {
if (wmoReady.uniqueId != 0 && placedWmoIds.count(wmoReady.uniqueId)) {
skippedWmoDedup++;
continue;
}
if (wmoRenderer->loadModel(wmoReady.model, wmoReady.modelId)) {
uint32_t wmoInstId = wmoRenderer->createInstance(wmoReady.modelId, wmoReady.position, wmoReady.rotation);
if (wmoInstId) {
wmoInstanceIds.push_back(wmoInstId);
ft.wmoInstanceIds.push_back(wmoInstId);
if (wmoReady.uniqueId != 0) {
placedWmoIds.insert(wmoReady.uniqueId);
tileWmoUniqueIds.push_back(wmoReady.uniqueId);
ft.tileWmoUniqueIds.push_back(wmoReady.uniqueId);
}
loadedWMOs++;
// Load WMO liquids (canals, pools, etc.)
if (waterRenderer) {
// Compute the same model matrix as WMORenderer uses
glm::mat4 modelMatrix = glm::mat4(1.0f);
modelMatrix = glm::translate(modelMatrix, wmoReady.position);
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMatrix = glm::rotate(modelMatrix, wmoReady.rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
// Load liquids from each WMO group
for (const auto& group : wmoReady.model.groups) {
if (group.liquid.hasLiquid()) {
waterRenderer->loadFromWMO(group.liquid, modelMatrix, wmoInstId);
@ -827,60 +815,126 @@ void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
}
}
}
if (loadedWMOs > 0 || skippedWmoDedup > 0) {
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ",
loadedWMOs, " instances, ", skippedWmoDedup, " dedup skipped");
}
if (loadedLiquids > 0) {
LOG_DEBUG(" Loaded WMO liquids for tile [", x, ",", y, "]: ", loadedLiquids);
}
}
if (loadedWMOs > 0 || skippedWmoDedup > 0) {
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ",
loadedWMOs, " instances, ", skippedWmoDedup, " dedup skipped");
}
if (loadedLiquids > 0) {
LOG_DEBUG(" Loaded WMO liquids for tile [", x, ",", y, "]: ", loadedLiquids);
}
ft.phase = FinalizationPhase::WMO_DOODADS;
return false;
}
// Upload WMO doodad M2 models
if (m2Renderer) {
for (auto& doodad : pending->wmoDoodads) {
m2Renderer->loadModel(doodad.model, doodad.modelId);
uint32_t wmoDoodadInstId = m2Renderer->createInstanceWithMatrix(
doodad.modelId, doodad.modelMatrix, doodad.worldPosition);
if (wmoDoodadInstId) m2InstanceIds.push_back(wmoDoodadInstId);
case FinalizationPhase::WMO_DOODADS: {
// Upload ONE WMO doodad M2 per call
if (m2Renderer && ft.wmoDoodadIndex < pending->wmoDoodads.size()) {
auto& doodad = pending->wmoDoodads[ft.wmoDoodadIndex];
m2Renderer->loadModel(doodad.model, doodad.modelId);
uint32_t wmoDoodadInstId = m2Renderer->createInstanceWithMatrix(
doodad.modelId, doodad.modelMatrix, doodad.worldPosition);
if (wmoDoodadInstId) ft.m2InstanceIds.push_back(wmoDoodadInstId);
ft.wmoDoodadIndex++;
if (ft.wmoDoodadIndex < pending->wmoDoodads.size()) return false;
}
ft.phase = FinalizationPhase::WATER;
return false;
}
case FinalizationPhase::WATER: {
// Terrain water was already loaded in TERRAIN phase.
// Generate water ambient emitters here.
if (ambientSoundManager) {
for (size_t chunkIdx = 0; chunkIdx < pending->terrain.waterData.size(); chunkIdx++) {
const auto& chunkWater = pending->terrain.waterData[chunkIdx];
if (!chunkWater.hasWater()) continue;
int chunkX = chunkIdx % 16;
int chunkY = chunkIdx / 16;
float tileOriginX = (32.0f - x) * 533.33333f;
float tileOriginY = (32.0f - y) * 533.33333f;
float chunkCenterX = tileOriginX + (chunkX + 0.5f) * 33.333333f;
float chunkCenterY = tileOriginY + (chunkY + 0.5f) * 33.333333f;
if (!chunkWater.layers.empty()) {
const auto& layer = chunkWater.layers[0];
float waterHeight = layer.minHeight;
if (layer.liquidType == 0 && chunkIdx % 32 == 0) {
PendingTile::AmbientEmitter emitter;
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
emitter.type = 4;
pending->ambientEmitters.push_back(emitter);
} else if (layer.liquidType == 1 && chunkIdx % 64 == 0) {
PendingTile::AmbientEmitter emitter;
emitter.position = glm::vec3(chunkCenterX, chunkCenterY, waterHeight);
emitter.type = 4;
pending->ambientEmitters.push_back(emitter);
}
}
}
}
if (loadedWMOs > 0) {
LOG_DEBUG(" Loaded WMOs for tile [", x, ",", y, "]: ", loadedWMOs);
}
ft.phase = FinalizationPhase::AMBIENT;
return false;
}
// Register ambient sound emitters with ambient sound manager
if (ambientSoundManager && !pending->ambientEmitters.empty()) {
for (const auto& emitter : pending->ambientEmitters) {
// Cast uint32_t type to AmbientSoundManager::AmbientType enum
auto type = static_cast<audio::AmbientSoundManager::AmbientType>(emitter.type);
ambientSoundManager->addEmitter(emitter.position, type);
case FinalizationPhase::AMBIENT: {
// Register ambient sound emitters
if (ambientSoundManager && !pending->ambientEmitters.empty()) {
for (const auto& emitter : pending->ambientEmitters) {
auto type = static_cast<audio::AmbientSoundManager::AmbientType>(emitter.type);
ambientSoundManager->addEmitter(emitter.position, type);
}
}
// Commit tile to loadedTiles
auto tile = std::make_unique<TerrainTile>();
tile->coord = coord;
tile->terrain = std::move(pending->terrain);
tile->mesh = std::move(pending->mesh);
tile->loaded = true;
tile->m2InstanceIds = std::move(ft.m2InstanceIds);
tile->wmoInstanceIds = std::move(ft.wmoInstanceIds);
tile->wmoUniqueIds = std::move(ft.tileWmoUniqueIds);
tile->doodadUniqueIds = std::move(ft.tileUniqueIds);
getTileBounds(coord, tile->minX, tile->minY, tile->maxX, tile->maxY);
loadedTiles[coord] = std::move(tile);
putCachedTile(pending);
// Now safe to remove from pendingTiles (tile is in loadedTiles)
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
}
LOG_DEBUG(" Finalized tile [", x, ",", y, "]");
ft.phase = FinalizationPhase::DONE;
return true;
}
// Create tile entry
auto tile = std::make_unique<TerrainTile>();
tile->coord = coord;
tile->terrain = std::move(pending->terrain);
tile->mesh = std::move(pending->mesh);
tile->loaded = true;
tile->m2InstanceIds = std::move(m2InstanceIds);
tile->wmoInstanceIds = std::move(wmoInstanceIds);
tile->wmoUniqueIds = std::move(tileWmoUniqueIds);
tile->doodadUniqueIds = std::move(tileUniqueIds);
// Calculate world bounds
getTileBounds(coord, tile->minX, tile->minY, tile->maxX, tile->maxY);
loadedTiles[coord] = std::move(tile);
putCachedTile(pending);
LOG_DEBUG(" Finalized tile [", x, ",", y, "]");
case FinalizationPhase::DONE:
return true;
}
return true;
}
void TerrainManager::workerLoop() {
// Keep worker threads off core 0 (reserved for main thread)
#ifdef __linux__
{
int numCores = static_cast<int>(std::thread::hardware_concurrency());
if (numCores >= 2) {
cpu_set_t cpuset;
CPU_ZERO(&cpuset);
for (int i = 1; i < numCores; i++) {
CPU_SET(i, &cpuset);
}
pthread_setaffinity_np(pthread_self(), sizeof(cpu_set_t), &cpuset);
}
}
#endif
LOG_INFO("Terrain worker thread started");
while (workerRunning.load()) {
@ -927,80 +981,60 @@ void TerrainManager::processReadyTiles() {
// Taxi mode gets a slightly larger budget to avoid visible late-pop terrain/models.
const float timeBudgetMs = taxiStreamingMode_ ? 8.0f : 5.0f;
auto startTime = std::chrono::high_resolution_clock::now();
int processed = 0;
while (true) {
std::shared_ptr<PendingTile> pending;
{
std::lock_guard<std::mutex> lock(queueMutex);
if (readyQueue.empty()) {
break;
}
pending = readyQueue.front();
// Move newly ready tiles into the finalizing deque.
// Keep them in pendingTiles so streamTiles() won't re-enqueue them.
{
std::lock_guard<std::mutex> lock(queueMutex);
while (!readyQueue.empty()) {
auto pending = readyQueue.front();
readyQueue.pop();
}
if (pending) {
TileCoord coord = pending->coord;
finalizeTile(pending);
auto now = std::chrono::high_resolution_clock::now();
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
}
processed++;
// Check if we've exceeded time budget
float elapsedMs = std::chrono::duration<float, std::milli>(now - startTime).count();
if (elapsedMs >= timeBudgetMs) {
if (processed > 1) {
LOG_DEBUG("Processed ", processed, " tiles in ", elapsedMs, "ms (budget: ", timeBudgetMs, "ms)");
}
break;
if (pending) {
FinalizingTile ft;
ft.pending = std::move(pending);
finalizingTiles_.push_back(std::move(ft));
}
}
}
}
void TerrainManager::processM2UploadQueue() {
// Upload up to MAX_M2_UPLOADS_PER_FRAME models per frame
int uploaded = 0;
while (!m2UploadQueue_.empty() && uploaded < MAX_M2_UPLOADS_PER_FRAME) {
auto& upload = m2UploadQueue_.front();
if (m2Renderer) {
m2Renderer->loadModel(upload.model, upload.modelId);
// Drive incremental finalization within time budget
while (!finalizingTiles_.empty()) {
auto& ft = finalizingTiles_.front();
bool done = advanceFinalization(ft);
if (done) {
finalizingTiles_.pop_front();
}
m2UploadQueue_.pop();
uploaded++;
}
if (uploaded > 0) {
LOG_DEBUG("Uploaded ", uploaded, " M2 models (", m2UploadQueue_.size(), " remaining in queue)");
auto now = std::chrono::high_resolution_clock::now();
float elapsedMs = std::chrono::duration<float, std::milli>(now - startTime).count();
if (elapsedMs >= timeBudgetMs) {
break;
}
}
}
void TerrainManager::processAllReadyTiles() {
while (true) {
std::shared_ptr<PendingTile> pending;
{
std::lock_guard<std::mutex> lock(queueMutex);
if (readyQueue.empty()) break;
pending = readyQueue.front();
// Move all ready tiles into finalizing deque
// Keep in pendingTiles until committed (same as processReadyTiles)
{
std::lock_guard<std::mutex> lock(queueMutex);
while (!readyQueue.empty()) {
auto pending = readyQueue.front();
readyQueue.pop();
}
if (pending) {
TileCoord coord = pending->coord;
finalizeTile(pending);
{
std::lock_guard<std::mutex> lock(queueMutex);
pendingTiles.erase(coord);
if (pending) {
FinalizingTile ft;
ft.pending = std::move(pending);
finalizingTiles_.push_back(std::move(ft));
}
}
}
// Finalize all tiles completely (no time budget — used for loading screens)
while (!finalizingTiles_.empty()) {
auto& ft = finalizingTiles_.front();
while (!advanceFinalization(ft)) {}
finalizingTiles_.pop_front();
}
}
std::shared_ptr<PendingTile> TerrainManager::getCachedTile(const TileCoord& coord) {
@ -1099,6 +1133,31 @@ void TerrainManager::unloadTile(int x, int y) {
pendingTiles.erase(coord);
}
// Remove from finalizingTiles_ if it's being incrementally finalized.
// Water may have already been loaded in TERRAIN phase, so clean it up.
for (auto fit = finalizingTiles_.begin(); fit != finalizingTiles_.end(); ++fit) {
if (fit->pending && fit->pending->coord == coord) {
// If past TERRAIN phase, water was already loaded — remove it
if (fit->phase != FinalizationPhase::TERRAIN && waterRenderer) {
waterRenderer->removeTile(x, y);
}
// Clean up any M2/WMO instances that were already created
if (m2Renderer && !fit->m2InstanceIds.empty()) {
m2Renderer->removeInstances(fit->m2InstanceIds);
}
if (wmoRenderer && !fit->wmoInstanceIds.empty()) {
for (uint32_t id : fit->wmoInstanceIds) {
if (waterRenderer) waterRenderer->removeWMO(id);
}
wmoRenderer->removeInstances(fit->wmoInstanceIds);
}
for (uint32_t uid : fit->tileUniqueIds) placedDoodadIds.erase(uid);
for (uint32_t uid : fit->tileWmoUniqueIds) placedWmoIds.erase(uid);
finalizingTiles_.erase(fit);
return;
}
}
auto it = loadedTiles.find(coord);
if (it == loadedTiles.end()) {
return;
@ -1167,6 +1226,7 @@ void TerrainManager::unloadAll() {
while (!readyQueue.empty()) readyQueue.pop();
}
pendingTiles.clear();
finalizingTiles_.clear();
placedDoodadIds.clear();
LOG_INFO("Unloading all terrain tiles");

View file

@ -14,6 +14,7 @@
#include <cstring>
#include <limits>
#include <array>
#include <unordered_map>
namespace wowee {
namespace rendering {
@ -555,7 +556,27 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
clear();
}
int totalLayers = 0;
// ── Pass 1: collect layers into merge groups keyed by {liquidType, roundedHeight} ──
struct ChunkLayerInfo {
int chunkX, chunkY;
const pipeline::ADTTerrain::WaterLayer* layer;
};
struct MergeKey {
uint16_t liquidType;
int32_t roundedHeight; // minHeight * 2, rounded to int
bool operator==(const MergeKey& o) const {
return liquidType == o.liquidType && roundedHeight == o.roundedHeight;
}
};
struct MergeKeyHash {
size_t operator()(const MergeKey& k) const {
return std::hash<uint64_t>()((uint64_t(k.liquidType) << 32) | uint32_t(k.roundedHeight));
}
};
std::unordered_map<MergeKey, std::vector<ChunkLayerInfo>, MergeKeyHash> mergeGroups;
for (int chunkIdx = 0; chunkIdx < 256; chunkIdx++) {
const auto& chunkWater = terrain.waterData[chunkIdx];
@ -563,34 +584,146 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
int chunkX = chunkIdx % 16;
int chunkY = chunkIdx / 16;
const auto& terrainChunk = terrain.getChunk(chunkX, chunkY);
for (const auto& layer : chunkWater.layers) {
WaterSurface surface;
MergeKey key;
key.liquidType = layer.liquidType;
key.roundedHeight = static_cast<int32_t>(std::round(layer.minHeight * 2.0f));
mergeGroups[key].push_back({chunkX, chunkY, &layer});
}
}
surface.position = glm::vec3(
terrainChunk.position[0],
terrainChunk.position[1],
layer.minHeight
);
surface.origin = glm::vec3(
surface.position.x - (static_cast<float>(layer.y) * TILE_SIZE),
surface.position.y - (static_cast<float>(layer.x) * TILE_SIZE),
layer.minHeight
);
surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
// Tile origin = NW corner = chunk(0,0) position
const auto& chunk00 = terrain.getChunk(0, 0);
surface.minHeight = layer.minHeight;
surface.maxHeight = layer.maxHeight;
surface.liquidType = layer.liquidType;
// Stormwind water lowering check
bool isStormwindArea = (tileX >= 28 && tileX <= 50 && tileY >= 28 && tileY <= 52);
float tileWorldX = 0, tileWorldY = 0;
glm::vec2 moonwellPos2D(0.0f);
if (isStormwindArea) {
tileWorldX = (32.0f - tileX) * 533.33333f;
tileWorldY = (32.0f - tileY) * 533.33333f;
moonwellPos2D = glm::vec2(-8755.9f, 1108.9f);
}
surface.xOffset = layer.x;
surface.yOffset = layer.y;
surface.width = layer.width;
surface.height = layer.height;
int totalSurfaces = 0;
size_t numVertices = (layer.width + 1) * (layer.height + 1);
// Merge threshold: groups with more than this many chunks get merged into
// one tile-wide surface. Small groups (shore, lakes) stay per-chunk so
// their original mask / height data is preserved exactly.
constexpr size_t MERGE_THRESHOLD = 4;
// ── Pass 2: create surfaces ──
for (auto& [key, chunkLayers] : mergeGroups) {
// ── Small group → per-chunk surfaces (original code path) ──
if (chunkLayers.size() <= MERGE_THRESHOLD) {
for (const auto& info : chunkLayers) {
const auto& layer = *info.layer;
const auto& terrainChunk = terrain.getChunk(info.chunkX, info.chunkY);
WaterSurface surface;
surface.position = glm::vec3(
terrainChunk.position[0],
terrainChunk.position[1],
layer.minHeight
);
surface.origin = glm::vec3(
surface.position.x - (static_cast<float>(layer.y) * TILE_SIZE),
surface.position.y - (static_cast<float>(layer.x) * TILE_SIZE),
layer.minHeight
);
surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
surface.minHeight = layer.minHeight;
surface.maxHeight = layer.maxHeight;
surface.liquidType = layer.liquidType;
surface.xOffset = layer.x;
surface.yOffset = layer.y;
surface.width = layer.width;
surface.height = layer.height;
size_t numVertices = (layer.width + 1) * (layer.height + 1);
bool useFlat = true;
if (layer.heights.size() == numVertices) {
bool sane = true;
for (float h : layer.heights) {
if (!std::isfinite(h) || std::abs(h) > 50000.0f) { sane = false; break; }
if (h < layer.minHeight - 8.0f || h > layer.maxHeight + 8.0f) { sane = false; break; }
}
if (sane) { useFlat = false; surface.heights = layer.heights; }
}
if (useFlat) surface.heights.resize(numVertices, layer.minHeight);
if (isStormwindArea && layer.minHeight > 94.0f) {
float distToMoonwell = glm::distance(glm::vec2(tileWorldX, tileWorldY), moonwellPos2D);
if (distToMoonwell > 300.0f) {
for (float& h : surface.heights) h -= 1.0f;
surface.minHeight -= 1.0f;
surface.maxHeight -= 1.0f;
}
}
surface.mask = layer.mask;
surface.tileX = tileX;
surface.tileY = tileY;
createWaterMesh(surface);
if (surface.indexCount > 0 && vkCtx) {
updateMaterialUBO(surface);
}
surfaces.push_back(std::move(surface));
totalSurfaces++;
}
continue;
}
// ── Large group → merged tile-wide surface ──
WaterSurface surface;
float groupHeight = key.roundedHeight / 2.0f;
surface.width = 128;
surface.height = 128;
surface.xOffset = 0;
surface.yOffset = 0;
surface.liquidType = key.liquidType;
surface.tileX = tileX;
surface.tileY = tileY;
// Origin = chunk(0,0) position (NW corner of tile)
surface.origin = glm::vec3(chunk00.position[0], chunk00.position[1], groupHeight);
surface.position = surface.origin;
surface.stepX = glm::vec3(0.0f, -TILE_SIZE, 0.0f);
surface.stepY = glm::vec3(-TILE_SIZE, 0.0f, 0.0f);
surface.minHeight = groupHeight;
surface.maxHeight = groupHeight;
// Initialize height grid (129×129) with group height
constexpr int MERGED_W = 128;
const int gridW = MERGED_W + 1; // 129
const int gridH = MERGED_W + 1;
surface.heights.resize(gridW * gridH, groupHeight);
// Initialize mask (128×128 sub-tiles, all masked OUT)
// Mask uses LSB bit order: tileIndex = row * 128 + col
const int maskBytes = (MERGED_W * MERGED_W + 7) / 8;
surface.mask.resize(maskBytes, 0);
// ── Fill from each contributing chunk ──
for (const auto& info : chunkLayers) {
const auto& layer = *info.layer;
// Merged grid offset for this chunk
// gx = chunkY*8 + layer.x + localX, gy = chunkX*8 + layer.y + localY
int baseGx = info.chunkY * 8;
int baseGy = info.chunkX * 8;
// Copy heights
int layerGridW = layer.width + 1;
size_t numVertices = static_cast<size_t>(layerGridW) * (layer.height + 1);
bool useFlat = true;
if (layer.heights.size() == numVertices) {
bool sane = true;
@ -598,39 +731,79 @@ void WaterRenderer::loadFromTerrain(const pipeline::ADTTerrain& terrain, bool ap
if (!std::isfinite(h) || std::abs(h) > 50000.0f) { sane = false; break; }
if (h < layer.minHeight - 8.0f || h > layer.maxHeight + 8.0f) { sane = false; break; }
}
if (sane) { useFlat = false; surface.heights = layer.heights; }
if (sane) useFlat = false;
}
if (useFlat) surface.heights.resize(numVertices, layer.minHeight);
// Stormwind water lowering
bool isStormwindArea = (tileX >= 28 && tileX <= 50 && tileY >= 28 && tileY <= 52);
if (isStormwindArea && layer.minHeight > 94.0f) {
float tileWorldX = (32.0f - tileX) * 533.33333f;
float tileWorldY = (32.0f - tileY) * 533.33333f;
glm::vec3 moonwellPos(-8755.9f, 1108.9f, 96.1f);
float distToMoonwell = glm::distance(glm::vec2(tileWorldX, tileWorldY),
glm::vec2(moonwellPos.x, moonwellPos.y));
if (distToMoonwell > 300.0f) {
for (float& h : surface.heights) h -= 1.0f;
surface.minHeight -= 1.0f;
surface.maxHeight -= 1.0f;
for (int ly = 0; ly <= layer.height; ly++) {
for (int lx = 0; lx <= layer.width; lx++) {
int mgx = baseGx + layer.x + lx;
int mgy = baseGy + layer.y + ly;
if (mgx >= gridW || mgy >= gridH) continue;
float h;
if (!useFlat) {
int layerIdx = ly * layerGridW + lx;
h = layer.heights[layerIdx];
} else {
h = layer.minHeight;
}
surface.heights[mgy * gridW + mgx] = h;
if (h < surface.minHeight) surface.minHeight = h;
if (h > surface.maxHeight) surface.maxHeight = h;
}
}
surface.mask = layer.mask;
surface.tileX = tileX;
surface.tileY = tileY;
// Copy mask — mark contributing sub-tiles as renderable
for (int ly = 0; ly < layer.height; ly++) {
for (int lx = 0; lx < layer.width; lx++) {
bool render = true;
if (!layer.mask.empty()) {
int cx = layer.x + lx;
int cy = layer.y + ly;
int origTileIdx = cy * 8 + cx;
int origByte = origTileIdx / 8;
int origBit = origTileIdx % 8;
if (origByte < static_cast<int>(layer.mask.size())) {
uint8_t mb = layer.mask[origByte];
render = (mb & (1 << origBit)) || (mb & (1 << (7 - origBit)));
}
}
createWaterMesh(surface);
if (surface.indexCount > 0 && vkCtx) {
updateMaterialUBO(surface);
if (render) {
int mx = baseGx + layer.x + lx;
int my = baseGy + layer.y + ly;
if (mx >= MERGED_W || my >= MERGED_W) continue;
int mergedTileIdx = my * MERGED_W + mx;
int byteIdx = mergedTileIdx / 8;
int bitIdx = mergedTileIdx % 8;
surface.mask[byteIdx] |= static_cast<uint8_t>(1 << bitIdx);
}
}
}
surfaces.push_back(std::move(surface));
totalLayers++;
}
// Stormwind water lowering
if (isStormwindArea && surface.minHeight > 94.0f) {
float distToMoonwell = glm::distance(glm::vec2(tileWorldX, tileWorldY), moonwellPos2D);
if (distToMoonwell > 300.0f) {
for (float& h : surface.heights) h -= 1.0f;
surface.minHeight -= 1.0f;
surface.maxHeight -= 1.0f;
}
}
createWaterMesh(surface);
if (surface.indexCount > 0 && vkCtx) {
updateMaterialUBO(surface);
}
surfaces.push_back(std::move(surface));
totalSurfaces++;
}
LOG_DEBUG("Loaded ", totalLayers, " water layers from MH2O data");
LOG_DEBUG("Water: Loaded ", totalSurfaces, " surfaces from tile [", tileX, ",", tileY,
"] (", mergeGroups.size(), " groups), total surfaces: ", surfaces.size());
}
void WaterRenderer::removeTile(int tileX, int tileY) {
@ -646,7 +819,7 @@ void WaterRenderer::removeTile(int tileX, int tileY) {
}
}
if (removed > 0) {
LOG_DEBUG("Removed ", removed, " water surfaces for tile [", tileX, ",", tileY, "]");
LOG_DEBUG("Water: Removed ", removed, " surfaces for tile [", tileX, ",", tileY, "], remaining: ", surfaces.size());
}
}
@ -948,7 +1121,8 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
bool renderTile = true;
if (!surface.mask.empty()) {
int tileIndex;
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
bool isMergedTerrain = (surface.wmoId == 0 && surface.width > 8);
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
int cx = static_cast<int>(surface.xOffset) + x;
int cy = static_cast<int>(surface.yOffset) + y;
tileIndex = cy * 8 + cx;
@ -959,9 +1133,14 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
int bitIndex = tileIndex % 8;
if (byteIndex < static_cast<int>(surface.mask.size())) {
uint8_t maskByte = surface.mask[byteIndex];
bool lsbOrder = (maskByte & (1 << bitIndex)) != 0;
bool msbOrder = (maskByte & (1 << (7 - bitIndex))) != 0;
renderTile = lsbOrder || msbOrder;
if (isMergedTerrain) {
// Merged surfaces use LSB-only bit order
renderTile = (maskByte & (1 << bitIndex)) != 0;
} else {
bool lsbOrder = (maskByte & (1 << bitIndex)) != 0;
bool msbOrder = (maskByte & (1 << (7 - bitIndex))) != 0;
renderTile = lsbOrder || msbOrder;
}
if (!renderTile) {
for (int dy = -1; dy <= 1; dy++) {
@ -970,7 +1149,7 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
int nx = x + dx, ny = y + dy;
if (nx < 0 || ny < 0 || nx >= gridWidth-1 || ny >= gridHeight-1) continue;
int neighborIdx;
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
neighborIdx = (static_cast<int>(surface.yOffset) + ny) * 8 +
(static_cast<int>(surface.xOffset) + nx);
} else {
@ -980,9 +1159,16 @@ void WaterRenderer::createWaterMesh(WaterSurface& surface) {
int nBitIdx = neighborIdx % 8;
if (nByteIdx < static_cast<int>(surface.mask.size())) {
uint8_t nMask = surface.mask[nByteIdx];
if ((nMask & (1 << nBitIdx)) || (nMask & (1 << (7 - nBitIdx)))) {
renderTile = true;
goto found_neighbor;
if (isMergedTerrain) {
if (nMask & (1 << nBitIdx)) {
renderTile = true;
goto found_neighbor;
}
} else {
if ((nMask & (1 << nBitIdx)) || (nMask & (1 << (7 - nBitIdx)))) {
renderTile = true;
goto found_neighbor;
}
}
}
}
@ -1100,7 +1286,7 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
if (!surface.mask.empty()) {
int tileIndex;
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
tileIndex = (static_cast<int>(surface.yOffset) + iy) * 8 +
(static_cast<int>(surface.xOffset) + ix);
} else {
@ -1110,7 +1296,12 @@ std::optional<float> WaterRenderer::getWaterHeightAt(float glX, float glY) const
int bitIndex = tileIndex % 8;
if (byteIndex < static_cast<int>(surface.mask.size())) {
uint8_t maskByte = surface.mask[byteIndex];
bool renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
bool renderTile;
if (surface.wmoId == 0 && surface.width > 8) {
renderTile = (maskByte & (1 << bitIndex)) != 0;
} else {
renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
}
if (!renderTile) continue;
}
}
@ -1162,7 +1353,7 @@ std::optional<float> WaterRenderer::getNearestWaterHeightAt(float glX, float glY
if (!surface.mask.empty()) {
int tileIndex;
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
tileIndex = (static_cast<int>(surface.yOffset) + iy) * 8 +
(static_cast<int>(surface.xOffset) + ix);
} else {
@ -1172,7 +1363,12 @@ std::optional<float> WaterRenderer::getNearestWaterHeightAt(float glX, float glY
int bitIndex = tileIndex % 8;
if (byteIndex < static_cast<int>(surface.mask.size())) {
uint8_t maskByte = surface.mask[byteIndex];
bool renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
bool renderTile;
if (surface.wmoId == 0 && surface.width > 8) {
renderTile = (maskByte & (1 << bitIndex)) != 0;
} else {
renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
}
if (!renderTile) continue;
}
}
@ -1228,7 +1424,7 @@ std::optional<uint16_t> WaterRenderer::getWaterTypeAt(float glX, float glY) cons
if (!surface.mask.empty()) {
int tileIndex;
if (surface.wmoId == 0 && surface.mask.size() >= 8) {
if (surface.wmoId == 0 && surface.width <= 8 && surface.mask.size() >= 8) {
tileIndex = (static_cast<int>(surface.yOffset) + iy) * 8 +
(static_cast<int>(surface.xOffset) + ix);
} else {
@ -1238,7 +1434,12 @@ std::optional<uint16_t> WaterRenderer::getWaterTypeAt(float glX, float glY) cons
int bitIndex = tileIndex % 8;
if (byteIndex < static_cast<int>(surface.mask.size())) {
uint8_t maskByte = surface.mask[byteIndex];
bool renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
bool renderTile;
if (surface.wmoId == 0 && surface.width > 8) {
renderTile = (maskByte & (1 << bitIndex)) != 0;
} else {
renderTile = (maskByte & (1 << bitIndex)) || (maskByte & (1 << (7 - bitIndex)));
}
if (!renderTile) continue;
}
}