Preload terrain textures on background thread and fix ramp Z-snapping

Load BLP texture data during prepareTile() and upload to GL cache in
finalizeTile(), eliminating file I/O stalls on the main thread. Reduce
ready tiles per frame to 1. Fix camera sweep to snap Z to ramp surfaces.
Change hearthstone action bar slot from spell to item.
This commit is contained in:
Kelsi 2026-02-08 01:16:23 -08:00
parent 0ce38cfb99
commit d910073d7a
6 changed files with 66 additions and 13 deletions

View file

@ -465,11 +465,19 @@ std::unique_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
}
}
// Pre-load terrain texture BLP data on background thread so finalizeTile
// doesn't block the main thread with file I/O.
for (const auto& texPath : pending->terrain.textures) {
if (pending->preloadedTextures.find(texPath) != pending->preloadedTextures.end()) continue;
pending->preloadedTextures[texPath] = assetManager->loadTexture(texPath);
}
LOG_DEBUG("Prepared tile [", x, ",", y, "]: ",
pending->m2Models.size(), " M2 models, ",
pending->m2Placements.size(), " M2 placements, ",
pending->wmoModels.size(), " WMOs, ",
pending->wmoDoodads.size(), " WMO doodads");
pending->wmoDoodads.size(), " WMO doodads, ",
pending->preloadedTextures.size(), " textures");
return pending;
}
@ -489,6 +497,11 @@ void TerrainManager::finalizeTile(std::unique_ptr<PendingTile> pending) {
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, "]");
@ -657,9 +670,9 @@ void TerrainManager::workerLoop() {
}
void TerrainManager::processReadyTiles() {
// Process up to 2 ready tiles per frame to spread GPU work
// Process up to 1 ready tile per frame to avoid main-thread stalls
int processed = 0;
const int maxPerFrame = 2;
const int maxPerFrame = 1;
while (processed < maxPerFrame) {
std::unique_ptr<PendingTile> pending;