Fix city stuttering with incremental tile finalization and GPU optimizations

Replace monolithic finalizeTile() with a phased state machine that spreads
GPU upload work across multiple frames (TERRAIN→M2→WMO→WATER→AMBIENT→DONE).
Each advanceFinalization() call does one bounded unit of work within the
per-frame time budget, eliminating 50-300ms frame hitches when entering cities.

Additional performance improvements:
- Pre-allocate bone SSBOs at M2 instance creation instead of lazily during
  first render frame, preventing hitches when many skinned characters appear
- Enable WMO distance culling (800 units) with active-group exemption so
  the player's current floor/neighbors are never culled
- Add 4-tier adaptive M2 render distance (250/400/600/1000 based on count)
- Remove dead PendingM2Upload queue code superseded by incremental system

Fix tile re-enqueueing bug: keep tiles in pendingTiles until committed to
loadedTiles (not when moved to finalizingTiles_) so streamTiles() doesn't
re-enqueue tiles mid-finalization. Also handle unloadTile() for tiles in
the finalizingTiles_ deque to prevent orphaned water/M2/WMO resources.
This commit is contained in:
Kelsi 2026-02-25 02:36:23 -08:00
parent 8fe53171eb
commit d47ae2a110
6 changed files with 411 additions and 268 deletions

View file

@ -657,9 +657,9 @@ private:
bool wireframeMode = false;
bool frustumCulling = true;
bool portalCulling = false; // Disabled by default - needs debugging
bool distanceCulling = false; // Disabled - causes ground to disappear
float maxGroupDistance = 500.0f;
float maxGroupDistanceSq = 250000.0f; // maxGroupDistance^2
bool distanceCulling = true; // Enabled with active-group exemption to prevent floor disappearing
float maxGroupDistance = 800.0f;
float maxGroupDistanceSq = 640000.0f; // maxGroupDistance^2
uint32_t lastDrawCalls = 0;
mutable uint32_t lastPortalCulledGroups = 0;
mutable uint32_t lastDistanceCulledGroups = 0;