- 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
- 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
- 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
- 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
- Move pipeline code to backend package
- Store compiled programs in FlwPrograms instead of FlwCompiler
- Rename PipelineContext to PipelineProgramKey and remove CullingContext
- Remove PipelineContextSet and CullingContextSet
- Improve quality of dumped sources
- Rename pipeline directory to internal
- Add underscores before more internal GLSL variables
- Remove unnecessary GLSL files
- Use atomics to determine buffer position for batches
- Pass resultant vertex count to DrawBuffer once all transform calls
have run
- Refactor to use RunOnAllPlan within TransformCall
- Make all vertex transform logic to operate per-instance instead of
per-chunk
- Cull instances based on bounding sphere transformations
- Make BufferedMesh#mesh public to expose bounding sphere
- Roll batching #plan() arguments into FrameContext record
- Restore WaitGroup abstraction
- Simplify WaitGroup to make proper use of atomics
- Fix logic error in ParallelTaskExecutor causing task counter to go
below zero when executing main thread tasks
- Use ConcurrentHashMap in models to allow parallel access
- Reduce chunk size in RunOnAllPlan
- Only queue in InstanceManager
- Defer syncPoint within renderStage
- AbstractStorage return immutable view for tickable/dynamic instances
- Process InstanceManager queues off-thread
- 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
- 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
- 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
- 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
- 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"
- 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
- 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