- Color component methods in vertex lists now use floats instead of
bytes
- VertexList no longer implements PointSet
- Return better defaults for unused attributes in vertex list
implementations
- Slightly optimize vertex list implementations
- Fix ModelUtil#convertBlockBuffer allocating wrong number of bytes for
destination data
- Remove combined color methods in vertex lists
- Remove ReusableVertexList#vertexStride
- Remove default methods in VertexType
- Rename Mesh#close to Mesh#delete
- Pass material IDs through the indirect draw buffer
- Turns out buffers can be bound to both storage and draw indirect
- Use indexOf in ComponentRegistry to determine IDs
- Remove World/Crumbling Program and move sampler binding to
ContextShader setup
- Basic idea is to let each mode get one uniform shader
- Uniform shader provides a struct with the mod's id as its name
- All structs get placed into one (1) ubo
- Uniforms are implicitly available in all shaders
- Add GlslUniformBlock for new codegen in UniformComponent
- Condense old uniform providers into one object
- ShaderStructs capture the optional variable name in struct definitions
- Change RecursiveIncluder to interleave root components with included
- GlProgram calls UniformBuffer#sync
- Attempt at componentizing ShaderCompiler, starting with Includer
- Begin refactoring uniform providers
- Context as an interface
- Separate ContextSet objects for Pipeline shaders and Culling shaders
- Inline ProgramAssembler
- Replace StringUtil#trimEnd with String#stripTrailing
- Add StringUtil#trimPrefix and #trimSuffix
- Backport general changes from 1.19
- Fix Javadoc of PartialModel
- Remove default Model#getType implementation
- Increment version to 0.6.8
- Update Parchment
- Address a few bugs with rubidium
- Ignore EBOs when restoring state
- ElementBuffer deals in raw gl handles
- Document all state changes/restores/resets
Co-authored-by: PepperCode1 <44146161+peppercode1@users.noreply.github.com>
- The ubershaders actually compile, but uniforms/material ids are broken
- Convert vertex/fragment adapter components into generic builder
- Support arbitrary adapted function signatures
- Make an attempt at cleaning up generation code
- *make the errors understandable without actually solving them
- Straighten out shader compilation/error generation
- Interpret errors in generated code
- Compilation returns a result type instead of throwing an exception
- Still need to reimplement source checks?
- Make error messages prettier
- Not *quite* ubershaders yet
- Note: heavily broken
- "Pull" based compilation
- Sources are only ready when they are needed by the compiler
- Compiler is responsible for import resolution
- Compiler prepends file headers
- Reduces need for FileResolution
- May replace with ResourceLocations?
- Not sure about the future of source checks
- TODO: Lots of dead code left in FileResolution
- PipelineShader -> Pipeline interface + Simple impl
- Use Context object for assembler factory
- Note: heavily broken
- Move all compilation logic into a single package
- FlwCompiler is responsible for compilation
- CompilationEnvironment generates combinations and performs analysis
- Create source components for vertex/fragment ubershader codegen
- More hacky glsl generation utils
- Strip explicit uniform buffers from uniform shaders
- Diagonal-port restore state changes from 1.18/next
- Back-port buffer uploader changes and RenderLayerEvent dispatch point
change from 1.19/dev
- Make CrumblingRenderer return earlier if there is nothing to render
- Bump version
- Do not wrap BeginFrameEvent and RenderStageEvent with GL restore state
- Move GL state restoration into InstancingEngine
- Remove BufferUploaderMixin
- Add binding enum values to GlBufferType
- Remove debugNormals config
- Rename some occurrences of "world" to "level"
- Rename BatchingDrawManager to BatchingTransformManager
- Rename BatchDrawingTracker to BatchingDrawTracker
- Move BatchDrawingTracker from BatchingTransformManager to
BatchingEngine
- Do not prepare DrawBuffer if number of vertices is 0
- Add DrawBuffer#isPrepared
- Add checks to DrawBuffer methods
- Remove commented code from CPUInstancerFactory
- Merge BatchLists, BatchedModel, and some parts of BatchingEngine into
BatchingDrawManager for consistency with instancing code
- Have InstancingEngine accept the max origin distance as a constructor
parameter
- Rename TransformSet to TransformCall
- Free all DrawBuffers on renderer reload
- Add flw.debugMemorySafety flag to detect leaked untracked MemoryBlocks
- Replace VertexListProviderRegistry with static methods in
VertexListProvider and a VertexFormatMixin
- Make the DrawBuffer constructor accept a VertexFormat instead of a
RenderType
- Merge TStack into TransformStack
- Move all duck interfaces/extensions to extension package
- Make mixin style more consistent
- RenderLists -> InstancingDrawManager, keeps track of:
- Uninitialized models
- All Instancers
- All DrawCalls via DrawSet
- All MeshPools
- One MeshPool is now locked to a single VertexType
- DrawCall binds instance attributes to avoid making assumptions about mesh attribute count
- Yeet crumbling
- Simplify GPUInstancerFactory
- Iris/Oculus create wrapper RenderTypes whose DrawBuffers are never
used. Creating the DrawBuffer on retrieval solves this inefficiency.
- Add 1.18.2 as a Minecraft version to the issue template
- BatchingEngine no longer resets the light matrices
- Fix flw_constantAmbientLight always being 0
- Move code from FlwMemoryTracker#*Block methods into MemoryBlockImpl
and TrackedMemoryBlockImpl
- Convert LightVolume to use MemoryBlock
- Add FlwMemoryTracker#callocBuffer
- Add javadoc to deprecated FlwMemoryTracker#*Buffer methods
- Update Mesh javadoc
- Organize imports