25 Commits
Author SHA1 Message Date
Jason Mitchell 6c5e146f96 Fix GL core tests that depended on test order and JIT timing (#2298) 2026-10-24 22:32:13 -07:00
Jason Mitchell 482dece0f7 Expand SDL-GPU's GLSM redirector to GLSM and remove unredirected GL workarounds and move action back to master (#2268) 2026-10-17 17:58:50 -07:00
Jason Mitchell 85d0641a73 Speed up tests and run SDL-GPU device tests on CI (#2253)
* Speed up tests and run SDL-GPU device tests on CI
* Arch rules share one ASM scan instead of ArchUnit
* Tests needing an SDL GPU device fail without one instead of skipping
* Replace checkstyle's wildcard-import check with a test
* Use the runner's preinstalled Temurin JDKs
* Cache build/rfg so the Minecraft decompile chain can be skipped
* Unpack LWJGL natives before tests
* Pin the shared workflow commit
2026-10-12 13:26:28 -07:00
Jason Mitchell d056bf6fa7 Run image atomics natively on Metal where the runtime allows (#2226) 2026-10-05 22:57:30 -07:00
Jason Mitchell b49d37d827 Ignore additional tags when deriving the mod version (#2219) 2026-10-04 18:33:06 -07:00
Jason Mitchell 6c888a634a Cut per-frame allocations in rendering mixins (#2182) 2026-10-02 15:15:18 -07:00
Jason Mitchell 3b4ebcf611 Update Celeritas (#2087) 2026-09-09 08:31:31 -07:00
Jason Mitchell 0dfffca88e Flyby and OSX improvements (#2061) 2026-09-03 22:27:35 -07:00
Jason Mitchell 8c31eec525 SDL followup fixes (#2001)
* Deploy fixes
* Narrow transformer exclusions for Legends mods, and mixin priority for CustomNPC
* Journeymap 6 stencil/depth fix
* OpenLTW swizzle workaround
2026-08-09 13:43:46 -07:00
Jason Mitchell 166116d692 More fixes (#1995) 2026-08-08 23:53:06 -07:00
Jason Mitchell 4b21bc77b6 A few fixes (#1994) 2026-08-08 18:29:26 -07:00
Jason Mitchell 8da561d3b6 SDL GPU backend, TESR Batching/caching API, Tracy Integration (#1993) 2026-08-08 15:53:58 -07:00
Jason Mitchell 5dc4f1fab8 Fix tests (#1791) 2026-05-27 18:41:41 -07:00
Jason Mitchell 70cfa2ae90 Swappable RenderBackend
* Adds Lwjgl2GLRenderBackend & Lwjgl3GLRenderBackend
* Lwjgl3GLRenderBackend uses lwjgl3 natively w/o lwjgl3ify
* GLSMRedirector now redirects LWJGL3 methods as well for mods with a hard dep on lwjgl3 (distant horizons standalone)
* GLSM uses RENDER_BACKEND instead of GL directly
2026-03-21 10:56:19 -07:00
Jason Mitchell 37717bd4db GLSM Extraction (#1527) 2026-03-19 22:53:47 -07:00
sisyphussy bdd6259c3f Optimize fontrenderer (#1447) 2026-03-04 18:37:50 -08:00
Jason Mitchell d7d2228a6c Target OpenGL 3.3 core profile (#1412) 2026-03-02 22:18:11 -08:00
Jason Mitchell be90a01725 Angelica 2.0
* GLStateManagerService & RenderSystemService
* Wire up Celeritas
* Iris working
* Dynamic lights working
* Goodbye Sodium 0.2
* Add Multi-Threading for check meshing again
2026-01-07 13:22:16 -08:00
Jason Mitchell e5e8250d44 JVMDG 2026-01-07 13:22:16 -08:00
Jason Mitchell 2fc2e2e38d Fix some small things
* Bump nhlib dep due to crash when Iris is disabled
* Use jabel for tests
* use joml isIdentity
* remove Integer usage
2025-12-03 10:54:20 -08:00
Jason Mitchell 33de1de9c4 Add display list compilation/optimization (#1141) 2025-12-02 21:43:17 -08:00
AlexdoruandJason Mitchell e6d778dad3 ASM Housekeeping (#1003)
Co-authored-by: Jason Mitchell <mitchej@gmail.com>
2025-08-16 17:29:50 -07:00
ah-OOG-ah 346a305f1d Refactor Quad, BlockPos, and QuadProvider API
Also optimize static models
2024-02-29 21:17:46 -05:00
Raven Szewczyk c996e5e58c Use a RFB plugin for GLSM transforms when available (#329) 2024-02-25 12:58:19 -08:00
Raven Szewczyk 74e6c80aad A few buildscript and test tweaks (#281)
* Kotlin buildscript for better IDE integration

* Fix transitive Bauble dep, move CoreTweaks to a fake-ivy dependency

* Don't scan fullscreen modes for window creation

* Update GTNHGradle
2024-02-11 05:24:08 -08:00