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The Mergening #13
The Mergening #13
Commits on Dec 25, 2023
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ThreadedTessellator -> RenderBlocks instance Tessellator
* Plus a CME workaround until I can figure out why it's happening
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Add AF's Tessellator#reset mixin
Fixes screen flashing when chunks are being built
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* Make each tesselator use its own ByteBuffer * Don't make RecyclingList a static variable 🤦 * Add some additions via ITessellatorInstance
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* Stop using builtin updateRenderers * Remove a few unused things in MixinTessellator * Remove useless casting due to implementing the interface
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Implement IBlockAccess on WorldSlice
* Currently just proxies to the World... need to get it to use the local cache
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Make WorldSlice use its copied values instead of using the world
* block, meta, and light. Still need TODO biome * Start removing unused items from BlockRenderView
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Finish making WorldSlice thread safe
* Remove last unsafe this.world accesses * Copy biomeData * Implement getTileEntity(), and getBiomeGenForCoords() * Remove unused 1.16+ classes - Biome, Colorizer, and ColorBlender related
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* Use one instance on the main thread, and individual instances on every other thread * Prevent draw() and buffer.reset() on non singleton instance
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Fixing splash screen and GUI issues by excluding SplashProgress from …
…GLStateManager transformer
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Fixing a one line in SodiumWorldRenderer that allows the game setting…
… for the distance at which entities will render. Hope it's not too bad mitch :)
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Fix lerp uses and use render layers properly (#17)
* Remove some uses of blockstate + patch FluidState * Fix lerp * Update FluidRenderer.java * Enable Sodium fluid rendering * Update FluidRenderer.java * Temporarily disable Sodium fluid rendering
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Force cutout on all non-translucent blocks
Matches vanilla
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This reverts commit bbe1aba.
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Buff max render distance to 32
Pretty useless since the integrated server stalls instantly, but our renderer supports it
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Fix x/z coordinate mixup when indexing biome arrays
Partially fixes wrong biome colors, but at chunk edges it's still wrong because neighboring chunks aren't accessed
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The old code seemed to work fine but this should be safer
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Make CompatMemoryUtil#memReallocDirect preserve buffer position
LWJGL3's MemoryUtil#memRealloc does this, see its javadoc. Fixes screen flashing and this error getting printed when indirect buffer grows: GL_INVALID_OPERATION error generated. Bound draw indirect buffer is not large enough.
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Use biome data of neighboring chunk sections
Fixes wrong colors at chunk edges
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* Add Mixin to disable MC's builtin checkGLError * Add configs for iris/sodium
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Bump lwjgl3ify & Update README credits
* Add the commits where code was used from
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A few (minor) README adjustments (#19)
* Update README.MD
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* Move some StateNotifiers to GLStateManager * Remove some redundant mixins based on sodium/angelica work and rendering state captures * Add Iris DebugScreenHandler
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Implemented Sodium's GUI and a couple of setting fixes (#20)
* Ported Sodium's GUI * Correct AO * Fixed Vignette
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* Adds some code from lwjgl3 in CompatMemoryUtil.java * Re-add *Unsafe classes
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Only shadow runtime module of antlr4
Reduces jar size by 11 mb
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More blockstate removal + basic Sodium FluidRenderer (#21)
If you actually want to work on it, pass -Dsodium.enableFluidRenderer=true
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Options GUI Fixes and some option implementations (#22)
* Correct useNoErrorGLContext option * Added translucency sorting option * Implemented Particle Culling gives real fps boost, however, it's not as big as i thought * Begin implementing animateOnlyVisibleTextures * Correct Donation page opening * Fixed Shift + P Now it uses NotFine's GUI, but it think that NotFine's GUI should be rewrited for using other config options * Added Shaders button * Correct URL's for Linux * second code cleanup in particle culling
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AF, CompileStubs, and SplashProgress
Remove most of ArchaicFix * Move a few mixins over to angelica * Keep AF's Config classes for now Remove CompileStubs * Comment out anything using them (shadersmod) SplashProgress - Stop errors * Disable if org.lwjgl.util.Debug is set * Only enable Iris/lwjgl debug callbacks if org.lwjgl.util.Debug is set
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Rewrite Tessellator hacks - now using a ThreadLocal instead of only p…
…atching RenderBlocks
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Remove compile stubs and compat mixins
(Can reintroduce them when Iris is wired up, if needed)
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* More CompatMemoryUtil functions * Fix Sodium GLProgram to use ResourceLocation instead of Identifier * rm GUI options for now
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Finish Sodium Fluid Renderer (#24)
* Get icon sanely * Update WorldSlice.java * Update SodiumConfig.java oops * Init and pass Sodium LightPipelines * Update FluidRenderer.java actually save the lpp * Remove registry lookup and refactor WorldUtil * Hook up lighting pipeline * Patch fluid velocity * Update WorldUtil.java oops * It's alive! Sodium Fluid Renderer is alive!
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use ClassConstantPoolParser in TessellatorTransformer to speed up sea…
…rch for Tessellator references
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use ClassConstantPoolParser in GLStateManagerTransformer to speed up …
…search for class references
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Fix running with lwjgl debug flag & Cleanup old ShadersMod transformers
* Initialize GLStateManager via Mixins instead of all in the static block * Exclude two known safe methods from the GLStateManager check (startGame & intializeTextures)
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Clean up chunk load/unload tracking, fix chunks rendering without nei…
…ghbors sometimes
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Add chunks to queues without going through occlusion culler
Partially reverts the previous chunk tracking commit, because that logic will reintroduce CaffeineMC/sodium#605 As long as we only rebuild with neighbors present, we shouldn't see the visual seams
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add flag -Dangelica.dumpClass to dump the classes transformed by the …
…RedirectorTransformer
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directly redirect certain glEnable/Disable calls to the appropriate m…
…ethod in GLStateManager
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Use factory for Spdium menu createElement outputs
This will allow NotFine to use Sodium menu elements and vice versa in a future commit.
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* Hacky workaround for glDepthFunc not being applied properly after splash * better glColor() support with helper function. (Still not complete)
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Don't enable NotFine features by default until Sodium & Iris are full…
…y working in isolation
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allow methods redirected by RedirectorTransformer to have a separate …
…name to handle obfuscation but not only
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redirect all OpenGlHelper.glBlendFunc and other blend fonction call t…
…o the same blend fonction in GLStateManager
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Track thread that currently owns the GL Context in addition to the ma…
…in thread. * Log instead of crash, for now
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First pass over FontRenderer, 1300->1400 FPS on my GPU when showing F3
Done: - A batching vertex buffer builder for font output - Reduction in drawcalls from 1-3 per character to 1 per font atlas switch - Mixin to draw the entire F3 screen in one batch, instead of separate batches per line TODO: - Switch drawing to a VBO - Cache string meshes across frames - Cache string width calculations used for layouts - Multidraw to reduce draw calls even further
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Make block bounds fields thread-safe
TODO: Check if this impacts performance
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* Keep track of inGLNewList * Clear binding on delete texture * Push/Pop Attrib Hacks -- to be evolved later
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Fix double initialization that occasionally caused a race condition
Why it happened: - setWorldAndLoadRenderers has a hook at the beginning that initializes Sodium if it hasn't been already - loadRenderers has a hook at the end that always initializes Sodium - setWorldAndLoadRenderers calls loadRenderers at the end This caused a race condition sometimes because Sodium's thread scheduler is not prepared to be able to stop the instant after it has started. The issue was resolved by moving the setWorldAndLoadRenderers hook to the end of the method (the same place as it is in Sodium/Embeddium 1.16)
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Don't shadow jetbrains annotations
No reason to since it's a compile-time dep. Fixes ASMModParser yelling about module-info.class
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* Add license * Register the events from the angelica clientproxy to avoid registration errors
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Add another onTexImage2D overload.
* Unclear if needed, but can remove it later if it's not
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Wire up more Iris mixins, informing pipeline stages. Still not render…
…ing anything visible.
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Deprecate everything in compat.mojang
* We'll need to replace, remove, or rewrite these * It's also likely silently hiding something that's preventing the Iris backport from rendering anything useful
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No more running client things on the server
* Why would someone run Angelica on a server?
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Remove some deprecated code, and remove some deprecations that don't …
…need immediate cleanup
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Initialize MatrixStack with model-view matrix
Fixes Iris camera transform
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* First shadow pass renders; however it moves all around when moving the camera... * Second shadow pass not running because it makes everything very very dark instead of just rendering translucents
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* Shaders sun location is still wrong, but the main sun image now renders correctly
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* Return a block instead of a BlockMatch (at least for now) for populating mc_entity
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* Potential hud-caching fix * Adding config for testing * adding comments * Removing redundant calls * More comments * Adding some error handling, I really don't know exactly what I should be doing for errors or how to know when to throw one
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Fix mistranslation of blit... not sure what the 256, 256 was; but it …
…wasn't the z level...
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** Clicking on everything doesn't yet work, and the visuals are slightly off
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Rework mouse handling for ShaderPackConfig
* Scrolling by clicking isn't currently wired up
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* Stuff is sort of working * A little more progress
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Only use Sodium light pipeline if useSeparateAo is on
Sodium pipeline is still very buggy, so isolate it to Iris-only for now
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Open Shaderpack now works on Linux
* Still needs testing on OSX/Windows
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Move around compat into code expected to be removed, and code expecte…
…d to stick around.
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Turn off mixin debug by default
Should make launches slightly faster in dev
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Temporarily patch build.gradle to reduce configure times
Will be fixed upstream in GTNewHorizons/ExampleMod1.7.10#244
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