Pushed the stuff leetom did on my macbook

This commit is contained in:
TomTheFurry
2022-03-15 21:17:07 +10:30
parent 4f563c2be5
commit cf519c02be
2 changed files with 11 additions and 2 deletions
@@ -143,9 +143,11 @@ public class LodRenderer
int currentFrameBuffer = GL32.glGetInteger(GL32.GL_FRAMEBUFFER_BINDING);
boolean currentBlend = GL32.glGetBoolean(GL32.GL_BLEND);
int currentDepthFunc = GL32.glGetInteger(GL32.GL_DEPTH_FUNC);
tickLogger.info(str + ": [Prog:{}, VAO:{}, VBO:{}, Text:{}, FBO:{}, blend:{}, dpFunc:{}]",
int[] currentView = new int[4];
GL32.glGetIntegerv(GL32.GL_VIEWPORT, currentView);
tickLogger.info(str + ": [Prog:{}, VAO:{}, VBO:{}, Text:{}, FBO:{}, blend:{}, dpFunc:{}, view:{}]",
currentProgram, currentVAO, currentVBO, currentActiveText, currentFrameBuffer,
currentBlend, currentDepthFunc);
currentBlend, currentDepthFunc, currentView);
}
@@ -188,6 +190,8 @@ public class LodRenderer
int currentFrameBuffer = GL32.glGetInteger(GL32.GL_FRAMEBUFFER_BINDING);
boolean currentBlend = GL32.glGetBoolean(GL32.GL_BLEND);
int currentDepthFunc = GL32.glGetInteger(GL32.GL_DEPTH_FUNC);
int[] currentView = new int[4];
GL32.glGetIntegerv(GL32.GL_VIEWPORT, currentView);
dumpGLState("PRE_LOD-DRAW");
drawSaveGLState.end("drawSaveGLState");
@@ -253,6 +257,7 @@ public class LodRenderer
LagSpikeCatcher drawGLSetup = new LagSpikeCatcher();
LagSpikeCatcher drawBindBuff = new LagSpikeCatcher();
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, MC_RENDER.getTargetFrameBuffer());
GL32.glViewport(0,0, MC_RENDER.getTargetFrameBufferViewportWidth(), MC_RENDER.getTargetFrameBufferViewportHeight());
GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, 0);
drawBindBuff.end("drawBindBuff");
// set the required open GL settings
@@ -365,6 +370,7 @@ public class LodRenderer
oy += dy;
}
}
dumpGLState("Post Lod Draw Before Cleanup");
//if (drawCall==0)
tickLogger.info("DrawCall Count: {}", drawCount);
@@ -391,6 +397,7 @@ public class LodRenderer
// when trying to render its own terrain
// And may causes mod compat issue
GL32.glBindFramebuffer(GL32.GL_FRAMEBUFFER, currentFrameBuffer);
GL32.glViewport(currentView[0], currentView[1],currentView[2],currentView[3]);
GL32.glUseProgram(currentProgram);
GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, currentVBO);
GL32.glDepthFunc(currentDepthFunc);
@@ -73,6 +73,8 @@ public interface IMinecraftRenderWrapper extends IBindable
int getScreenHeight();
int getTargetFrameBuffer();
int getTargetFrameBufferViewportWidth();
int getTargetFrameBufferViewportHeight();
/**
* This method returns the ChunkPos of all chunks that Minecraft