Improve rendering performance and improve buffer building stability

Specifically improve the rendering speed so we can get over 100 fps again.
This commit is contained in:
James Seibel
2021-09-15 22:01:52 -05:00
parent 0e4cf8e882
commit 8bc72af63f
4 changed files with 41 additions and 41 deletions
@@ -26,14 +26,13 @@ import java.util.concurrent.Executors;
import java.util.concurrent.Future;
import java.util.concurrent.locks.ReentrantLock;
import com.seibel.lod.enums.LodQualityMode;
import com.seibel.lod.util.*;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL15C;
import com.seibel.lod.builders.lodTemplates.Box;
import com.seibel.lod.config.LodConfig;
import com.seibel.lod.enums.LodQualityMode;
import com.seibel.lod.objects.LodDimension;
import com.seibel.lod.objects.LodRegion;
import com.seibel.lod.objects.PosToRenderContainer;
@@ -42,9 +41,12 @@ import com.seibel.lod.proxy.ClientProxy;
import com.seibel.lod.proxy.GlProxy;
import com.seibel.lod.proxy.GlProxy.GlProxyContext;
import com.seibel.lod.render.LodRenderer;
import com.seibel.lod.util.DataPointUtil;
import com.seibel.lod.util.LevelPosUtil;
import com.seibel.lod.util.LodThreadFactory;
import com.seibel.lod.util.LodUtil;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.LightTexture;
import net.minecraft.client.renderer.vertex.VertexBuffer;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.ChunkPos;
@@ -53,7 +55,7 @@ import net.minecraft.util.math.ChunkPos;
* This object is used to create NearFarBuffer objects.
*
* @author James Seibel
* @version 9-14-2021
* @version 9-15-2021
*/
public class LodBufferBuilder
{
@@ -370,6 +372,9 @@ public class LodBufferBuilder
e.printStackTrace();
} finally
{
// make sure the context is disabled
GlProxy.getInstance().setGlContext(GlProxyContext.NONE);
// regardless of if we successfully created the buffers
// we are done generating.
generatingBuffers = false;
@@ -512,43 +517,27 @@ public class LodBufferBuilder
// this shouldn't happen, but just to be safe
if (vbo.id != -1)
{
vbo.vertexCount = uploadBuffer.remaining() / vbo.format.getVertexSize();
// this is how many points will be rendered
vbo.vertexCount = (uploadBuffer.remaining() / vbo.format.getVertexSize());
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo.id);
// make sure enough space is allocated to fit the builderBuffer
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer.capacity(), GL15C.GL_DYNAMIC_DRAW);
// try to get a pointer to the VBO's byteBuffer in GPU memory
ByteBuffer vboBuffer = GL15C.glMapBuffer(GL15.GL_ARRAY_BUFFER, GL15.GL_WRITE_ONLY);
// upload the builderBuffer to the GPU
if (vboBuffer != null)
{
// This is the best way to upload lots of data, since writes directly to GPU
// memory, and doesn't pause OpenGL.
vboBuffer.put(uploadBuffer);
} else
{
// Sometimes the vboBuffer is null (I think it may be due to buffer sizes
// changing or a setup process that didn't complete), so in that case
// we have to use this method which is slower and pauses OpenGL,
// but always succeeds.
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer, GL15C.GL_DYNAMIC_DRAW);
// only print to console once per upload cycle
if (!bufferMapFail)
ClientProxy.LOGGER.debug("LOD buffer upload: glMapBuffer failed, used slower glBufferData.");
bufferMapFail = true;
}
// subData only works if the memory is allocated beforehand.
GL15C.glBufferData(GL15.GL_ARRAY_BUFFER, uploadBuffer.remaining(), GL15C.GL_DYNAMIC_DRAW);
// interestingly bufferSubData renders faster than glMapBuffer
// even though OpenGLInsights-AsynchronousBufferTransfers says glMapBuffer
// is faster for transferring data. They must put the data in different memory
// or something.
GL15C.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, uploadBuffer);
GL15C.glUnmapBuffer(GL15.GL_ARRAY_BUFFER);
GL15C.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
// just used to improve debug printing
return bufferMapFail;
}
@@ -166,8 +166,11 @@ public class ClientProxy
//LodConfig.CLIENT.drawLODs.set(true);
//LodConfig.CLIENT.debugMode.set(true);
// LodConfig.CLIENT.graphics.maxDrawDetail.set(LodDetail.FULL);
// LodConfig.CLIENT.worldGenerator.maxGenerationDetail.set(LodDetail.FULL);
// requires a world restart?
// LodConfig.CLIENT.worldGenerator.lodQualityMode.set(LodQualityMode.HEIGHTMAP);
// LodConfig.CLIENT.graphics.fogDistance.set(FogDistance.FAR);
// LodConfig.CLIENT.graphics.fogDrawOverride.set(FogDrawOverride.ALWAYS_DRAW_FOG_FANCY);
@@ -19,7 +19,7 @@ import com.mojang.blaze3d.systems.RenderSystem;
*
*
* @author James Seibel
* @version 9-14-2021
* @version 9-15-2021
*/
public class GlProxy
{
@@ -90,13 +90,18 @@ public class GlProxy
/**
* A simple wrapper function to make switching contexts easier
*/
public void setGlContext(GlProxyContext context)
public void setGlContext(GlProxyContext newContext)
{
GlProxyContext currentContext = getGlContext();
// we don't have to change the context, we're already there.
if (currentContext == newContext)
return;
long contextPointer = 0L;
GLCapabilities newGlCapabilities = null;
switch(context)
switch(newContext)
{
case LOD_BUILDER:
contextPointer = lodBuilderGlContext;
@@ -116,10 +121,11 @@ public class GlProxy
}
if (!WGL.wglMakeCurrent(deviceContext, contextPointer))
throw new IllegalStateException("Unable to change OpenGL contexts! tried to change to [" + context.toString() + "] from [" + currentContext.toString() + "]");
throw new IllegalStateException("Unable to change OpenGL contexts! tried to change to [" + newContext.toString() + "] from [" + currentContext.toString() + "]");
GL.setCapabilities(newGlCapabilities);
}
public GlProxyContext getGlContext()
{
long currentContext = WGL.wglGetCurrentContext();
@@ -136,6 +142,7 @@ public class GlProxy
return GlProxyContext.NONE;
}
}
/** Minecraft, Alpha, Beta, None */
public enum GlProxyContext
{
@@ -267,6 +267,7 @@ public class LodRenderer
//===========//
// rendering //
//===========//
profiler.popPush("LOD draw");
if (vbos != null)