- 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
- 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.
- 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
- 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
- Rename TransformSet -> BatchingStage
- Inline BatchingTransformManager into BatchingEngine
- Reuse one Plan object for each DrawBuffer used by a stage.
- Separate DrawBuffer acquisition from marking as active.
- Remove some unused methods in BatchingDrawTracker
- Rename variables in AnimationTickHolder
- Make flw.loadRenderDoc=false behave as expected.
- Extract TransformSet to full class
- Move planning code into BatchingTransformManager
- Reduce exposure BatchingTransformManager of internals
- Comment out WaitGroup log :ioa:
- Move ceilingDiv to MoreMath
- Use dynamic chunk size for TransformCalls
- 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
- Add FixNormalScalingMixin from Create
- Fix VisualizedRenderDispatcher#tryAddBlockEntity
- Fix flywheel.sodium.mixins.json using wrong plugin class name
- 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