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Upstreamed/decoupled frustum test #9
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This improves terrain rendering performance significantly on Intel Xe-LP graphics under Linux.
The resolution controls would not fit in the allocated space, so the rendering of slider controls was changed to enable rendering the slider bar and the value text on separate lines. Co-authored-by: MeeniMc <[email protected]>
Additionally, adjust the rendering of the controls to be less confusing when disabled, and provide an explanation as to what the option does.
Some core shaders were relying on the model part faces being written out in a specific order. We still don't support core shaders, but the fix here is trivial enough. Fixes CaffeineMC#2745
The requested capacity was being multiplied by the vertex stride more than once, which resulted in far too much memory being allocated. Closes CaffeineMC#2792
This increases the maximum size of vertex and index buffers to 4 billion elements, since the Uint32 types stored in memory are now safely represented with Int64. For vertex buffers, this increases their maximum size to 80 GiB, and index buffers have a maximum size of 16 GiB, whereas both were limited to 2 GiB prior.
This eliminates 8-13% of the rendered sections at higher render distances on average in testing, and correspondingly reduces graph search time by a similar amount.
This potentially fixes some cases of CaffeineMC#2835.
We're no longer a Fabric-exclusive mod, so let's get rid of the suffix.
Co-authored-by: muzikbike <[email protected]>
Use the accurate vertex positions for unaligned and aligned (but rotated) quads.
* Shared logic is moved into a build plugin where possible * Build time is significantly improved when the Gradle daemon is warmed * Mixins are remapped in-place now, eliminating the need for refmaps at runtime. This also gets rid of some warning messages at startup. * Module relationships are now correctly represented in IDEA for other source sets (fixes a lot of code analysis features) * Split Java source and resources into different configurations * Run configurations are now consistent between NeoForge/Fabric * The common project is no longer remapped unnecessarily * Updated Gradle and build plugins
These files are only meant to be in the source distribution, and Minecraft doesn't like them.
Some integrated GPUs, such as RDNA3.5, appear to use the PCI_CLASS_DISPLAY_OTHER class.
The bugs with xdg-open have been resolved upstream and most Linux distributions are shipping the patches. Also, make sure we get a successful exit code from the XDG implementation.
This will help to avoid class-load issues and makes the code more hygienic.
…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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