- Make BatchingEngine use a shifting render origin
- Make frustum checks relative to the render origin
- Improve AbstractEntityVisual#isVisible to be closer to vanilla
- Move render origin implementation code to AbstractEngine
- Engines/InstanceManagers now provide Plans for frames/ticks
- TODO: batching is broken
- TODO: plan caching
- Add Plan interface which can be used to compose complex systems
of parallel execution
- Add Synchronizer to facilitate barriering
- Remove WorkGroup
- Summary of different primitives below, names need work :ioa:
- BarrierPlan: executes one plan then another
- NestedPlan: executes many plans at once
- OnMainThreadPlan: waits for a syncPoint to execute
- RunOnAllPlan: dispatches work over a Supplier<List>
- SimplePlan: executes many Runnables at once
- UnitPlan: does nothing
- Pull InstancePart into an interface
- Add Handle interface to opaquely notify an instancer something has
changed or was deleted.
- Remove notify* methods from Instancer
- Remove stealInstance TODO: find a better way to accomplish that
- Track removals/changes through bitsets
- Deprecate InstancePart#copy
- Move InstanceManager#canCreateInstance to Storage#willAccept
- Lots of plumbing
- Storages/InstanceManagers directly reference the Engine
- Construct Instances with InstanceContext record
- Stores InstancerProvider as well as Vec3i renderOrigin
- AbstractInstance stores renderOrigin
- InstancerProvider#getOriginCoordinate -> RenderDispatcher#renderOrigin
- Update some styling/documentation
- Inline InstancingControllerHelper create functions
- Use explicit functional interface instead of BiFunction in Controllers
- Remove #removeNow and #getWorldPosition from Instance
- Add #distanceSquared for use in update limiting
- Refactor DistanceUpdateLimiter to directly accept distance squared
- Remove proper name from backend
- Misc. cleanup
- ifs without braces
- some method names
- Don't use FrustumIntersection as intermediary for writing planes in
indirect rendering.
- Move all computation and writing to FlwUtil.
- Remove corresponding methods from JOML class.
- Sort draws in an IndirectDrawSet by RenderStage and Material
- Loop through ahead of time and determine what individual draws can be
grouped together into a MultiDraw
- Contiguous segments with the same RenderStage and Material can be
merged into one MultiDraw call
- Add material ID lookup for sorting purposes
- Rename TaskEngine to TaskExecutor
- Make TaskExecutor extend Executor
- Simplify ParallelTaskExecutor
- Move WorkGroup code to separate class
- Fix CPUInstancers being updated too late
- Do not unnecessarily clear memory when preparing DrawBuffer
- Simplify BatchingDrawTracker and DrawBufferSet by storing RenderType
in DrawBuffer
- Move all additional Mojang matrix operations to MatrixUtil and expose
fields using accessors
- Remove Color
- Remove WeakHashSet
- FileResolution was implemented to support a two-pass
preprocessor/compiler.
- The new architecture no longer needs its functionality.
- It doesn't make sense to have implementors individually apply the
"checks" to ensure their components are sound.
- The component checking code
- Remove FileResolution, replace all references with ResourceLocation
- Small refactor to UniformBuffer to put everything into one UBO
- Remove BlockEntityRenderDispatcherAccessor
- Rename component resource location getters for consistency
- Small cleanups here and there
- Consolidate SourceChecks to SourceChecks.java for future use
- 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"