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Incremental terrain upload + M2 instance dedup hash for city stutter
Terrain finalization was uploading all 256 chunks (GPU fence waits) in one atomic advanceFinalization call that couldn't be interrupted by the 5ms time budget. Now split into incremental batches of 16 chunks per call, allowing the time budget to yield between batches. M2 instance creation had O(N) dedup scans iterating ALL instances to check for duplicates. In cities with 5000+ doodads, this caused O(N²) total work during tile loading. Replaced with hash-based DedupKey map for O(1) lookups. Changes: - TerrainRenderer::loadTerrainIncremental: uploads N chunks per call - FinalizingTile tracks terrainChunkNext for cross-frame progress - TERRAIN phase yields after preload and after each chunk batch - M2Renderer::DedupKey hash map replaces linear scan in createInstance and createInstanceWithMatrix - Dedup map maintained through rebuildSpatialIndex and clear paths
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6 changed files with 193 additions and 35 deletions
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@ -695,27 +695,39 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
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return true;
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}
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LOG_DEBUG("Finalizing tile [", x, ",", y, "] (incremental)");
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// Upload pre-loaded textures
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if (!pending->preloadedTextures.empty()) {
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terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
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}
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// Upload terrain mesh to GPU
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if (!terrainRenderer->loadTerrain(pending->mesh, pending->terrain.textures, x, y)) {
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LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
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failedTiles[coord] = true;
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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// Upload pre-loaded textures (once)
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if (!ft.terrainPreloaded) {
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LOG_DEBUG("Finalizing tile [", x, ",", y, "] (incremental)");
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if (!pending->preloadedTextures.empty()) {
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terrainRenderer->uploadPreloadedTextures(pending->preloadedTextures);
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}
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ft.phase = FinalizationPhase::DONE;
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return true;
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ft.terrainPreloaded = true;
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// Yield after preload to give time budget a chance to interrupt
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return false;
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}
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// Load water immediately after terrain (same frame) — water is now
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// deduplicated to ~1-2 merged surfaces per tile, so this is fast.
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// Upload terrain chunks incrementally (16 per call to spread across frames)
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if (!ft.terrainMeshDone) {
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if (pending->mesh.validChunkCount == 0) {
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LOG_ERROR("Failed to upload terrain to GPU for tile [", x, ",", y, "]");
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failedTiles[coord] = true;
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{
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std::lock_guard<std::mutex> lock(queueMutex);
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pendingTiles.erase(coord);
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}
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ft.phase = FinalizationPhase::DONE;
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return true;
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}
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bool allDone = terrainRenderer->loadTerrainIncremental(
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pending->mesh, pending->terrain.textures, x, y,
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ft.terrainChunkNext, 16);
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if (!allDone) {
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return false; // More chunks remain — yield to time budget
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}
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ft.terrainMeshDone = true;
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}
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// Load water after all terrain chunks are uploaded
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if (waterRenderer) {
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size_t beforeSurfaces = waterRenderer->getSurfaceCount();
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waterRenderer->loadFromTerrain(pending->terrain, true, x, y);
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