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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.
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parent
7ca9caa212
commit
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5 changed files with 629 additions and 314 deletions
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@ -123,6 +123,41 @@ struct PendingTile {
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std::unordered_map<std::string, pipeline::BLPImage> preloadedTextures;
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};
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/**
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* Phases for incremental tile finalization (one bounded unit of work per call)
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*/
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enum class FinalizationPhase {
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TERRAIN, // Upload terrain mesh + textures + water
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M2_MODELS, // Upload ONE M2 model per call
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M2_INSTANCES, // Create all M2 instances (lightweight struct allocation)
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WMO_MODELS, // Upload ONE WMO model per call
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WMO_INSTANCES, // Create all WMO instances + load WMO liquids
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WMO_DOODADS, // Upload ONE WMO doodad M2 per call
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WATER, // Generate water ambient emitters
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AMBIENT, // Register ambient emitters + commit tile
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DONE // Fully finalized
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};
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/**
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* In-progress tile finalization state — tracks progress across frames
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*/
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struct FinalizingTile {
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std::shared_ptr<PendingTile> pending;
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FinalizationPhase phase = FinalizationPhase::TERRAIN;
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// Progress indices within current phase
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size_t m2ModelIndex = 0; // Next M2 model to upload
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size_t wmoModelIndex = 0; // Next WMO model to upload
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size_t wmoDoodadIndex = 0; // Next WMO doodad to upload
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// Accumulated results (built up across phases)
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std::vector<uint32_t> m2InstanceIds;
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std::vector<uint32_t> wmoInstanceIds;
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std::vector<uint32_t> tileUniqueIds;
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std::vector<uint32_t> tileWmoUniqueIds;
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std::unordered_set<uint32_t> uploadedM2ModelIds;
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};
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/**
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* Terrain manager for multi-tile terrain streaming
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*
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@ -219,8 +254,8 @@ public:
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int getLoadedTileCount() const { return static_cast<int>(loadedTiles.size()); }
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int getPendingTileCount() const { return static_cast<int>(pendingTiles.size()); }
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int getReadyQueueCount() const { return static_cast<int>(readyQueue.size()); }
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/** Total unfinished tiles (worker threads + ready queue) */
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int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size()); }
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/** Total unfinished tiles (worker threads + ready queue + finalizing) */
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int getRemainingTileCount() const { return static_cast<int>(pendingTiles.size() + readyQueue.size() + finalizingTiles_.size()); }
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TileCoord getCurrentTile() const { return currentTile; }
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/** Process all ready tiles immediately (use during loading screens) */
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@ -254,9 +289,10 @@ private:
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std::shared_ptr<PendingTile> prepareTile(int x, int y);
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/**
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* Main thread: upload prepared tile data to GPU
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* Advance incremental finalization of a tile (one bounded unit of work).
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* Returns true when the tile is fully finalized (phase == DONE).
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*/
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void finalizeTile(const std::shared_ptr<PendingTile>& pending);
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bool advanceFinalization(FinalizingTile& ft);
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/**
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* Background worker thread loop
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@ -341,16 +377,8 @@ private:
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// Dedup set for WMO placements across tile boundaries (prevents rendering Stormwind 16x)
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std::unordered_set<uint32_t> placedWmoIds;
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// Progressive M2 upload queue (spread heavy uploads across frames)
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struct PendingM2Upload {
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uint32_t modelId;
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pipeline::M2Model model;
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std::string path;
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};
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std::queue<PendingM2Upload> m2UploadQueue_;
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static constexpr int MAX_M2_UPLOADS_PER_FRAME = 5; // Upload up to 5 models per frame
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void processM2UploadQueue();
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// Tiles currently being incrementally finalized across frames
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std::deque<FinalizingTile> finalizingTiles_;
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struct GroundEffectEntry {
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std::array<uint32_t, 4> doodadIds{{0, 0, 0, 0}};
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@ -160,7 +160,7 @@ private:
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VkDescriptorSetLayout sceneSetLayout = VK_NULL_HANDLE;
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VkDescriptorPool sceneDescPool = VK_NULL_HANDLE;
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VkDescriptorSet sceneSet = VK_NULL_HANDLE;
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static constexpr uint32_t MAX_WATER_SETS = 2048;
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static constexpr uint32_t MAX_WATER_SETS = 16384;
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VkSampler sceneColorSampler = VK_NULL_HANDLE;
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VkSampler sceneDepthSampler = VK_NULL_HANDLE;
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