- 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
- Raise exception when trying to slice outside DrawBuffer bounds
- Count vertices in BufferPlan#execute to account for instance creation
during Visual updates
- Mark DrawBuffers active by default
- 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
- 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