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Kelsi f855327054 fix: eliminate 490ms transport-doodad stall and GPU device-loss crash
Three root causes identified from wowee.log crash at frame 134368:

1. processPendingTransportDoodads() was doing N separate synchronous
   GPU uploads (vkQueueSubmit + vkWaitForFences per texture per doodad).
   With 30+ doodads × multiple textures, this caused the 489ms stall in
   the 'gameobject/transport queues' update stage. Fixed by wrapping the
   entire batch in beginUploadBatch()/endUploadBatch() so all texture
   layout transitions are submitted in a single async command buffer.

2. Game objects whose M2 model has no geometry/particles (empty or
   unsupported format) were retried every frame because loadModel()
   returns false without adding to gameObjectDisplayIdModelCache_.
   Added gameObjectDisplayIdFailedCache_ to permanently skip these
   display IDs after the first failure, stopping the per-frame spam.

3. renderM2Ribbons() only checked ribbonPipeline_ != null, not
   ribbonAdditivePipeline_. If additive pipeline creation failed, any
   ribbon with additive blending would call vkCmdBindPipeline with
   VK_NULL_HANDLE, causing VK_ERROR_DEVICE_LOST on the GPU side.
   Extended the early-return guard to cover both ribbon pipelines.
2026-03-13 01:45:31 -07:00
..
2026-02-21 22:04:17 -08:00