perf: eliminate ~70 unnecessary sqrt ops per frame, optimize caches and threading

Squared distance optimizations across 30 files:
- Convert glm::length() comparisons to glm::dot() (no sqrt)
- Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt)
- Defer sqrt to after early-out checks in collision/movement code
- Hottest paths: camera_controller (21), weather particles, WMO collision,
  transport movement, creature interpolation, nameplate culling

Container and algorithm improvements:
- std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches
- std::mutex → std::shared_mutex for asset_manager and mpq_manager caches
- std::sort → std::partial_sort in lighting_manager (top-2 of N volumes)
- Double-lookup find()+operator[] → insert_or_assign in game_handler
- Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision

Threading and synchronization:
- Replace 1ms busy-wait polling with condition_variable in character_renderer
- Move timestamp capture before mutex in logger
- Use memory_order_acquire/release for normal map completion signaling

API additions:
- DBC getStringView()/getStringViewByOffset() for zero-copy string access
- Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
This commit is contained in:
Kelsi 2026-03-27 16:33:16 -07:00
parent cf0e2aa240
commit b0466e9029
29 changed files with 328 additions and 196 deletions

View file

@ -13,6 +13,7 @@
#include <utility>
#include <future>
#include <deque>
#include <condition_variable>
#include <mutex>
#include <atomic>
@ -325,6 +326,7 @@ private:
};
// Completed results ready for GPU upload (populated by background threads)
std::mutex normalMapResultsMutex_;
std::condition_variable normalMapDoneCV_; // signaled when pendingNormalMapCount_ reaches 0
std::deque<NormalMapResult> completedNormalMaps_;
std::atomic<int> pendingNormalMapCount_{0}; // in-flight background tasks