- Reintroduce BatchedDrawManager.
- BatchingEngine no longer implements plan itself, instead uses
composition of other plans.
- Add DynamicNestedPlan, runs many plans provided at execution time.
- Add ContextFunction and ContextSupplier to match *Consumer and
*Runnable.
- Add unit tests for DynamicNestedPlan and IfElsePlan.
- Add InstancerStorage so engines can share common code.
- Instanced and Indirect DrawManagers extend InstancerStorage, while
BatchingEngine keeps an anonymous class for it.
- AbstractEngine now has a InstancerStorage getter and does some
delegation so the implementations don't have to.
- InstancedInstancer directly stores the list of DrawCalls it belongs
to.
- InstancingEngine no longer accepts a context parameter.
- Make the /flywheel backend command default to the flywheel nampspace.
- When crumbling, group DrawCalls by ShaderState.
- Pass all instances for a given crumbling progress at once.
- Use a map to associate initialized instancers with draw calls.
- Document most of the fields in InstancedDrawManager.
- Fix race condition in InstancedDrawManager#getInstancer.
- Will follow up for BatchingEngine and IndirectDrawManager.
- renderCrumblingInstances accepts a list.
- Implement crumbling for InstancingEngine.
- It's ugly.
- Track what draw calls belong with what instancers.
- DrawCalls lazily create a second VAO for one-off rendering.
- Bind instance vbo with offset to scratch VAO to emulate a draw with
baseInstance.
- Ignore discard predicate in crumbling context.
- SimpleContext takes a Consumer to set sampler bindings.
- Fix debugCrumbling command.
- Compile shaders against all contexts.
Side note: not sure if Context is the right place for crumbling. It
feels like it should be a material, but I don't know how that would
work.
- Rename Engine#delete -> #invalidate per pepper's TODO.
- Plans
- Remove thenMap and andMap from Plan API.
- Add builder for MapContextPlan for better composition.
- Add IfElsePlan and Builder to "fork" on a condition.
- VisualizationManagerImpl no longer rolls a special Plan class and
instead uses a plan composition chain.
- Crumbling
- Not implemented yet!! But the skeleton is taking shape.
- Remove LevelRendererAccessor, and instead directly pass the map of
destructionProgress to the VisualizationManagerImpl when it's time
to render crumbling instances.
- Give Instances a Handle getter.
- Add way to get a block entity visual at a given position.
- Add Engine#renderCrumblingInstance stub.
- Use JOML better where we can.
- Inline MatrixUtil#store and #toJoml
- FlwShaderUniforms keeps a scratch matrix around for mutating the
viewProjection.
- Directly store a Quaternion4f in OrientedInstance to avoid creating
new objects in the batching transformers.
- Move FrameContext creation to a functor.
- We do need to check the renderDebug flag still :ioa:
- Make VisualUpdatePlan's internal plan not null.
- Remove ClientMainMixin :sad:
- Forge's new earlywindow stuff means there's no opportunity for
Flywheel the mod to inject renderdoc before the window is
initialized.
- The workaround for now is to breakpoint in FML's
DisplayWindow#initialize and evaluate
`System.loadLibrary("renderdoc")` manually.
- Free from mojmath, have to flip many matrix field accesses.
- Free the memory allocated in model cache.
- Shout out to pepper's DebugMemoryBlock telling me *exactly* where a
leak was from.
- Instancing and batching seem to mostly work, indirect appears to be
rendering instances in the wrong places, though they are culled from
their real location.
- Fix up/comment out some touchy mixins.
- Get chests to render.
- There's something wrong with the projection matrix.
- Add comment to DebugMemoryBlockImpl's stack walker usage.
- Add Axes class to (temporarily?) replace old mojmath Vector3f.$axis.
- Add helper for getting a random float between 2 values.
- Implement diffuse light formula.
- Fix debug overlay event.
- Try and fix ChunkRebuildHooksMixin but the first parameter isn't
visible. Hopefully stubbing in Object will compile later.
- Make a quick pass resolving conflicts
- Mostly joml related, or to do with the world -> level rename
- Basically left model builders and virtual levels alone
- There are also some forge events that seem to no longer exist
- Start with a cherry pick from 1.20/dev
- Copy over newer gradle wrapper related things from the forge 1.20 mdk
- Follow example from 1.20 mdk to update build.gradle and
settings.gradle
- Update parchment version
- Separate concept of Flags from TaskExecutor.
- Instead, allow TaskExecutor to sync until, or while a given condition
is met.
- Flags directly store their state as an AtomicBoolean.
- Switch `executor.syncOn(flag)` to `executor.syncUntil(flag::isRaised)`
- Remove tests made redundant by improved interface.
- Add ModelPartConverter and remove ModelPartBuilder
- ModelPartConverter can convert ModelParts into Flywheel Meshes,
optionally using a transformation and TextureMapper. A
ModelLayerLocation and TextureAtlasSprite can be used instead to quickly
replicate entity models.
- Add ModelHolder and ModelCache to lazily initialize models and
automatically delete them on renderer reload
- Add SimpleModel and remove SimpleLazyModel
- Add flw.useSerialExecutor system property
- Rename ModelBufferingUtil to BakedModelBufferer
- Remove Instance.copy
- Remove Mesh.name
- Make FlwMemoryTracker thread-safe
- Fix potential thread-safety issues, texture issues, and memory leaks
related to previously memoized models
- Fix MinecartVisual only updating when not visible
- Fix ChestVisual locks not moving when opening the chest
- Add concept of flags to TaskExecutor.
- Can raise and lower flags from any thread.
- Add TaskExecutor#syncTo
- Behaves much like #syncPoint, but exits early as soon as it detects
that the requested flag has been raised.
- Document all methods in TaskExecutor.
- Do not discard tasks when destroying a VisualizationManagerImpl.
- Use flags in VisualizationManagerImpl to track frame plan and tick
plan completion.
- Use flags in BatchingEngine to track stage buffering completion and
flush completion.
- Synchronization is now needed in BatchedDrawTracker#draw.
- Use flags in IndirectEngine and InstancingEngine to track flush
completion.
- Add unit tests to validate flag behavior.
- Rename OnMainThreadPlan -> SyncedPlan.
- Add VisualizationManager and VisualManager API
- Simplify and fix memory leaks in model utilities
- Pass partialTick directly to visuals and remove AnimationTickHolder
- Fix LevelAttached and FlwTaskExecutor not being thread-safe
- Reorganize and rename many things
- Remove unnecessary things
- TransformCall now uses ForEachSlicePlan to reduce the number of
objects created.
- WaitGroup#await can now timeout. This allows the main thread to
contribute more work in a syncPoint.
- Don't normalize in transformNormal, things already are normalized.
- Not totally happy with this but it's functional and better than
directly supplying a GL object.
- Meshes provide an IndexSequence and the length of the sequence.
- IndexSequence can fill a buffer given a length.
- Special case QuadIndexSequence to optimize the most common case.
- All other sequences are treated as if they are unique
- Instancing uses EBOCache to manage ebos
- Indirect does it directly in the meshpool
- Perform various cleanup in batching code
- Remove ClientLevel argument from InstanceVertexTransformer#transform
- Rename Plan#maybeSimplify to simplify
- Rename some classes
- Move TickContext from impl to impl.visualization
- Move VertexListProviderRegistryImpl from impl to impl.vertex
- Add PlannedVisual
- Make ExampleEffect use PlannedVisual
- Remove One2ManyStorage
- Merge Storage, AbstractStorage, and One2OneStorage
- Storage directly provides update and tick plans
- Move work distribution logic to static methods in PlanUtil
- Rename RunOnAllPlan -> ForEachPlan
- Add ContextConsumer and ContextRunnable interfaces and remove
ContextAgnosticPlan
- Add VisualFrameContext for DynamicVisual#beginFrame
- Add VisualTickContext for TickableVisual#tick
- Move checks for update limiting to within the update calls themselves
- Provide update limiting/culling primitives within (B)E Visuals
- Remove methods from *Visual interfaces related to update limiting
- Add thenMap and andMap to Plan
- Add Plan primitive to transform context
- Used in Visual update dispatch
- Update dependencies, forge version
- Bump LICENCE year
- Use fma in MatrixUtil and VertexTransformations
- Remove some dead variables from TransformCall
- Use onSpinWait in WaitGroup#await
- Do not allow adding negative numbers to a WaitGroup
- Thin abstraction for TaskNotifier
- Clean up WorkerThread task polling
- Use builder pattern for defining shader compiler flows
- If only java had type inference extending to builders :whywheel:
- Support glsl 330 on instancing again
- Set uniform block binding at link time
- Remove associated glsl builder code
- Use explicit uint literals in material adapter switch cases
- No need to enable GL_ARB_explicit_attrib_location
- Fix crash trying to generate pretty errors in generated source
- Generate short, unique file names for shaders
- Cleanup some legacy code
- Catch exceptions while compiling shaders for each backend
- Catch errors while loading complex source components
- Allow compilers to progress when such an error occurs, but don't do
any actual compilation.
- Tweak error messages.
- Make resource locations in shaders default to flywheel namespace
- Make PipelineCompiler somehow simpler yet more verbose
- Switch #use to #include
- Stop ignoring errors from within shader compilers
- Track load errors in CompilerStats
- Move LoadError to separate sealed interface, LoadResult.Failure wraps
a LoadError
- Move SourceFile member parsing methods to respective classes
- Add tests for SourceFile loading
- Start work on tests for error messages
- Make ShaderSources return a LoadResult
- Refactor SourceFile loading to do all parsing outside the ctor
- Don't immediately swallow import errors, instead forward them
- Change Span to reference SourceLines instead of SourceFile
- Still WIP, but functional at this stage
- Switch to object oriented vertex array impl
- Expose vao api similar to separate attribute format
- For DSA, directly call methods
- For 33, defer state changes until bindForDraw is called
- Inline instanced mesh #drawInstances method in favor of more
fine-grained control over binding order
- Move buffer binding to GlStateTracker
- Remove raw bindVAO(0) from indirect engine
- Make VertexAttribute a sealed interface.
- Fix ebo restore state by always updating it and never restoring it
- Remove restore state wrapping in DrawCall
- Also misc cleanup.
- Add DSA abstraction to GlBuffer
- Move backing impls to their respective classes
- Remove versioned package, move impls to appropriate package
- Make fallback methods take no arguments
- Do VAO check/bind in GlStateTracker
- GlVertexArray actually checks the tracked info when binding attributes
- Add separate enable* and setup* methods in VertexArray
- Add support for DSA VAO with ARB instanced arrays incase there are
some particularly cursed drivers out there
- Misc. cleanup
- GlBuffer no longer has an explicit bind method or binding target
- Use READ/WRITE BUFFER for all data operations
- Make MappedBuffer simpler and more RAII
- Remove dead methods from GlBuffer
- Don't actually need to clear the tail of GPUInstancers on shrink
- Implement actual capability check for indirect
(I think I check all the extensions)
- Make GlCompat static
- Expand InstancedArrays compat to encompass all vertex array ops
- GlVertexArray calls into VertexArray compat layer
- VertexAttributes still use 2 separate interface methods
- Plans are now generic about a context object
- Move default composition impls to SimplyComposedPlan
- Remove PlanUtil
- Make Synchronizer implement Runnable
- Add ContextAgnosticPlan to preserve old behavior
- Reduce creation of plan objects
- Make BatchingEngine, BatchingStage directly implement plan
- Introduce BatchContext for BatchingStage plans
- Introduce FrameContext, TickContext for VisualManager plans
- Cache separate "recreation plan" for when origin shifts occur
- Ensure current backend is never null
- Fix StringUtil#countLines
- Use material index instead of file location when adapting material
shader function name
- Merge Includer and Compilation factory into ShaderCompiler and remove
builder
- Remove CompileUtil
- Remove Index
- Remove unnecessary code from ShaderSources
- Move source component classes to backend.compile.component
- Move core compilation classes to backend.compile.core
- Move pipeline classes to backend.compile
- Move GLSLVersion to glsl package
- Move SourceChecks to backend.compile
- Separate pipeline compiler from compute compiler
- Remove Pipeline field from PipelineProgramKey
- Share one UniformComponent across compilers
- Use AbstractCompiler to deduplicate some shared code
- Separate indirect programs from instancing programs
- Move compilation tracking information to CompilerStats
- Improve compilation result/link result reporting