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Asynchronous Render List Generation and Frame-Independent Task Scheduling #2887
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This was referenced Nov 22, 2024
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…led yet, it just does the tree frustum test right after each bfs for testing purposes atm)
…g RenderSection objects, improve tree render list generation performance
…the tree, this greatly improves performance
…ync bfs if there is very fast movement
…trees of varying accuracy to present as few sections as possible while not generating any errors when the camera is in motion.
… unloading of chunks
…ssues when the distance changes (for example under water)
- rebuild tasks are scheduled in a queue and pruned each frame - async culling tasks and results are classes in their own package - chunk rebuild tasks are prioritized based on their distance to the camera, their type, how long the task has been pending, and whether the section is currently visible (in the frustum) - generally cleaned up the update method in RSM
… its own "run" token
…plicity. also changed the frustum test to be before adding a section to the queue, and not after. from my measurements by looking at how long the OcclusionCuller call inside FrustumCullTask takes, this has no impact on performance.
…graph search culling
…ta all at once instead of for each section separately
…sk duration estimation
… douira:sharp-angle-traversal-occlusion
… variants of, add support for very tall worlds
… different tree implementation
…estimation, limit upload size based on previous mesh task result size or an estimate of it, the limit behavior changes depending on which type of upload buffer is used
… not automatically correctly ordered since they're not coming from a tree � Conflicts: � common/src/main/java/net/caffeinemc/mods/sodium/client/render/chunk/lists/VisibleChunkCollectorAsync.java
…her issues with (at least vertical) sorting though and even important zero-frame blocking tasks are not scheduled within the same frame
…tum task list update
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Uses an octree to generate render lists independently of the, now asynchronous, slow graph search.
Testing has not shown regressions and generally frame rate has improved a little if a system was not limited by render list generation, and a lot if it was. (see testing thread)
Combination with #2886 will avoid even more of the asynchronous work since a graph search isn't necessary to schedule tasks with this PR. (will merge conflict, but should be easy to resolve)
Companion PR in Iris: IrisShaders/Iris#2539
Makes #2780 unnecessary, since the octree traversal is correctly ordered already.