render3d: the terrain's GPU maps paged round the camera while the tiles are on

At the cut the whole 4096 height, normal and photograph textures go, replaced by a coarse
2048 level (the CPU's tt_coarse uploaded; the normal and photograph blitted down on the GPU,
the photograph mipmapped) and a pool of fine tiles in three array textures - heights, normals,
photograph, each layer a tile with a one-texel border - addressed through a tt_n^2 page table
(u_tp_page: slot + 1, 0 = the coarse level). The pool holds the tiles within the reach (900 m,
or the fog wall's when nearer) and a ring, and is made again when the fog wall changes its size
(terrain_pages_fog). Once a frame (tp_frame, beside tt_frame) tiles past the reach and two tiles
go and the wanted ones come in nearest first, 8 a frame, written into a staging buffer kept for
the process (two halves, one per frame in flight) and copied into their layers inside the frame's
own command buffer - no submit of their own - with the page table re-uploaded only when it
changed. tp_bind binds the pool (or 1-layer stand-in arrays while paging is off, u_tp_on = 0) for
every program that reads the ground: terrain_bind_height (models, scatter, shadow_bind, grass),
terrain_bind_prog, the sun pass and the shadow bake. grass_cull.comp reads through the same page
table. R3D_VKMEM prints the pool's line. Tiles off, nothing changes. Compile-only: not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 17:13:11 +03:00
parent 329439cf61
commit 617ac10c5a
15 changed files with 571 additions and 12 deletions

View file

@ -62,6 +62,7 @@ export function r3d_fog_wall(render3d_st: mut Render3dState, dist: float) -> voi
fog_impostors(render3d_st)
shadow_fog(render3d_st)
fog_streams(render3d_st)
terrain_pages_fog(render3d_st)
}
# how far anything is drawn: the fog wall and a margin, or `far` (0: no limit of its own) without one
function r3d_reach(render3d_st: Render3dState, far: float) -> float {
@ -227,6 +228,7 @@ function r3d_frame__t(render3d_st: mut Render3dState, time: float) -> void {
render3d_st.r3d_test_frame += 1
vkmem_tick(render3d_st)
tt_frame(render3d_st)
tp_frame(render3d_st)
fog_at_tick(render3d_st)
if render3d_st.r3d_test_resize == 0 and r3d_env_has(render3d_st, "R3D_RESIZE_AT") { render3d_st.r3d_test_resize = Text.to_int(r3d_env(render3d_st, "R3D_RESIZE_AT")) }
# R3D_RESIZE_AT=<n>: from frame n on, rebuild every screen-sized buffer every few