feat: 模型异步加载——assimp 解析移后台线程(SunTemple 3s 卡顿消除)

Model 拆两段式:ParseFromDisk(static 纯 CPU,assimp 解析 → 几何 +
材质引用,worker 可调)/ FromParsed(GPU 构建:纹理上传 / mesh 缓冲 /
材质描述符,主线程),同步路径等价两段串行。第二个异步任务类型落地,
线程收割骨架抽成 Core/AsyncTask<T>(thread + atomic + Take,覆盖式
Run;pending 接力语义留调用方)。

实测(SunTemple 1056 mesh):解析 2.5s 全程在 worker,主线程持续
渲染;GPU 构建 0.56s。assets 层经 IAssetUploader/AssetManager 重载
传预解析产物(路径缓存去重,路径已缓存则产物丢弃)。

已知边界:纹理解码(backpack 4k PNG ~1s)仍在 GPU 段主线程——
Texture 需支持预解码像素注入,后续演进。
This commit is contained in:
2026-09-24 19:31:14 +08:00
parent 6df3be2846
commit 99e6712cdf
9 changed files with 260 additions and 26 deletions
+11
View File
@@ -20,6 +20,17 @@ namespace Engine::Assets {
[this](const std::string& p) { return m_Uploader.LoadModel(p); });
}
ModelRef AssetManager::LoadModel(const std::string& path,
ParsedModel&& parsed)
{
// 预解析数据移交 loader(Load 同步调用 lambda,引用捕获安全);
// 路径已缓存则 loader 不执行,parsed 自然丢弃(去重)
return m_Models.Load(path,
[this, &parsed](const std::string& p) {
return m_Uploader.LoadModel(p, std::move(parsed));
});
}
ModelRef AssetManager::CreatePlane(f32 halfSize, u8 r, u8 g, u8 b)
{
// 程序化资产复用同一缓存:键 = 伪路径 + 参数
+82 -23
View File
@@ -23,14 +23,22 @@ Model::Model(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout textureLayout,
const std::string& path)
: Model(device, allocator, descriptorManager, textureLayout)
{
// 同步便捷路径 = 两段式串行(等价异步收割后的主线程消费)
LoadModel(path);
}
// 空模型骨架:只建默认纹理;mesh/材质由 FromParsed 填充
Model::Model(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout textureLayout)
: m_Device(device)
, m_Allocator(allocator)
, m_DescriptorManager(descriptorManager)
, m_TextureLayout(textureLayout)
{
InitDefaultTextures();
LoadModel(path);
}
Model::~Model() = default;
@@ -92,9 +100,10 @@ Scope<Model> Model::CreatePlane(Device& device, MemoryAllocator& allocator,
halfSize, std::array<u8, 3>{r, g, b}));
}
void Model::LoadModel(const std::string& path)
ParsedModel Model::ParseFromDisk(const std::string& path)
{
m_ModelPath = path;
ParsedModel out;
out.path = path;
// UV 翻转按格式区分:
// OBJ/FBX —— v 原点在底部,需翻到左上惯例(配合"v=0=图像顶"采样)
@@ -106,36 +115,84 @@ void Model::LoadModel(const std::string& path)
[](unsigned char c) { return std::tolower(c); });
return s;
}();
m_IsGltf = lower.size() >= 5 &&
out.isGltf = lower.size() >= 5 &&
(lower.rfind(".gltf") == lower.size() - 5 ||
lower.rfind(".glb") == lower.size() - 4);
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path,
aiProcess_Triangulate |
(m_IsGltf ? 0 : aiProcess_FlipUVs) |
(out.isGltf ? 0 : aiProcess_FlipUVs) |
aiProcess_GenSmoothNormals |
aiProcess_CalcTangentSpace | // 法线贴图 TBN
aiProcess_JoinIdenticalVertices);
if (!scene || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) || !scene->mRootNode) {
ENGINE_ERROR("Assimp error: {}", importer.GetErrorString());
return;
return out; // meshes 空 = 无效
}
ProcessNode(scene->mRootNode, scene);
const std::filesystem::path modelDir =
std::filesystem::path(path).parent_path();
ProcessNode(scene->mRootNode, scene, out.meshes, modelDir, out.isGltf);
ENGINE_INFO("Model parsed: {} ({} meshes)", path, out.meshes.size());
return out;
}
Scope<Model> Model::FromParsed(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout textureLayout,
ParsedModel&& parsed)
{
if (!parsed.Valid()) {
ENGINE_ERROR("Model::FromParsed: invalid parsed model ({})", parsed.path);
return nullptr;
}
auto model = Scope<Model>(new Model(device, allocator,
descriptorManager, textureLayout));
model->m_ModelPath = parsed.path;
model->m_IsGltf = parsed.isGltf;
// 材质缓存去重 + 纹理上传 + mesh 缓冲(全部 GPU,主线程)
for (auto& pm : parsed.meshes) {
Material* mat = model->GetOrCreateMaterial(pm.texPaths.data(), pm.params);
model->m_Meshes.push_back(CreateScope<Mesh>(
device, allocator, std::move(pm.vertices), std::move(pm.indices), mat));
}
ENGINE_INFO("Model loaded: {} ({} meshes, {} textures)",
parsed.path, model->m_Meshes.size(), model->m_TextureCache.size());
return model;
}
void Model::LoadModel(const std::string& path)
{
// 同步路径:解析 + GPU 构建串行(与 FromParsed 相同的消费逻辑)
ParsedModel parsed = ParseFromDisk(path);
if (!parsed.Valid()) {
return;
}
m_ModelPath = parsed.path;
m_IsGltf = parsed.isGltf;
for (auto& pm : parsed.meshes) {
Material* mat = GetOrCreateMaterial(pm.texPaths.data(), pm.params);
m_Meshes.push_back(CreateScope<Mesh>(
m_Device, m_Allocator, std::move(pm.vertices), std::move(pm.indices), mat));
}
ENGINE_INFO("Model loaded: {} ({} meshes, {} textures)",
path, m_Meshes.size(), m_TextureCache.size());
}
void Model::ProcessNode(aiNode* node, const aiScene* scene)
void Model::ProcessNode(const aiNode* node, const aiScene* scene,
std::vector<ParsedMesh>& out,
const std::filesystem::path& modelDir, bool isGltf)
{
for (u32 i = 0; i < node->mNumMeshes; ++i) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
m_Meshes.push_back(ProcessMesh(mesh, scene));
out.push_back(ProcessMesh(mesh, scene, modelDir, isGltf));
}
for (u32 i = 0; i < node->mNumChildren; ++i) {
ProcessNode(node->mChildren[i], scene);
ProcessNode(node->mChildren[i], scene, out, modelDir, isGltf);
}
}
@@ -193,10 +250,13 @@ Material* Model::GetOrCreateMaterial(const std::string paths[Material::kSlotCoun
return ptr;
}
Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
ParsedMesh Model::ProcessMesh(const aiMesh* mesh, const aiScene* scene,
const std::filesystem::path& modelDir,
bool isGltf)
{
std::vector<Vertex> vertices;
std::vector<u32> indices;
ParsedMesh out;
std::vector<Vertex>& vertices = out.vertices;
std::vector<u32>& indices = out.indices;
vertices.reserve(mesh->mNumVertices);
@@ -248,9 +308,7 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
MaterialParams params;
if (mesh->mMaterialIndex >= 0) {
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
const std::filesystem::path modelDir =
std::filesystem::path(m_ModelPath).parent_path();
const aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// glTF2 贴图在 assimp 5.x 的落点:MR 合图 → METALNESS(15)/
// DIFFUSE_ROUGHNESS(16)(同图双槽);baseColor → BASE_COLOR(12)。
@@ -304,7 +362,7 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
// roughness 有独立贴图 → 因子 1(G 通道直达);
// 无贴图 → Blinn-Phong Ns 换算 R=sqrt(2/(Ns+2)),
// 补偿默认 MR 贴图 G=0.5 → 因子 = 2R
if (m_IsGltf) {
if (isGltf) {
ai_real metallic = 1.0f, roughness = 1.0f;
material->Get(AI_MATKEY_METALLIC_FACTOR, metallic);
material->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness);
@@ -323,11 +381,12 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
}
}
// 材质缓存:同贴图组合+因子 → 同一 Material(一个描述符集)
Material* mat = GetOrCreateMaterial(texPaths, params);
return CreateScope<Mesh>(
m_Device, m_Allocator, vertices, indices, mat);
// 材质创建延迟到 GPU 构建段(FromParsed):解析期只留引用
for (u32 slot = 0; slot < Material::kSlotCount; ++slot) {
out.texPaths[slot] = std::move(texPaths[slot]);
}
out.params = params;
return out;
}
} // namespace Engine
@@ -15,6 +15,14 @@ namespace Engine {
m_Device, m_Allocator, m_Descriptors, m_TextureLayout, path);
}
Scope<Model> VulkanAssetUploader::LoadModel(const std::string& path,
ParsedModel&& parsed)
{
// 异步路径:assimp 解析已在 worker 线程完成,此处只剩 GPU 构建
return Model::FromParsed(m_Device, m_Allocator, m_Descriptors,
m_TextureLayout, std::move(parsed));
}
Scope<Model> VulkanAssetUploader::CreatePlane(f32 halfSize, u8 r, u8 g, u8 b)
{
return Model::CreatePlane(m_Device, m_Allocator, m_Descriptors,