Files
ReplayModCinematic/src/main/java/com/replaymod/compat/shaders/mixin/MixinShaderRenderChunk.java
Jonas Herzig 77ce90b2b0 Disable MixinShaderRenderChunk on 1.18+
It's only required for legacy Optifine doesn't even apply any more as of 1.18,
so we can just disable it on modern versions so it doesn't spam the log.
2022-12-07 16:34:55 +01:00

72 lines
3.3 KiB
Java

//#if MC>=10800 && MC<11800
package com.replaymod.compat.shaders.mixin;
import com.replaymod.render.hooks.EntityRendererHandler;
import net.minecraft.client.MinecraftClient;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
//#if MC>=11500
import org.spongepowered.asm.mixin.Shadow;
//#endif
//#if MC>=11500
@Mixin(net.minecraft.client.render.chunk.ChunkBuilder.BuiltChunk.class)
//#else
//$$ @Mixin(net.minecraft.client.render.chunk.ChunkRenderer.class)
//#endif
public abstract class MixinShaderRenderChunk {
private final MinecraftClient mc = MinecraftClient.getInstance();
//#if MC>=11500
@Shadow private int rebuildFrame;
@Shadow public abstract boolean shouldBuild();
/**
* So, for some reason OF though it'd be a good idea to drop the `shouldBuild` check from the chunk traversal in
* the setupTerrain method (see the innermost if of the "iteration" profiler section).
* Hint: It's not a good idea. It'll cause chunks to be queued for building which should not be built. And because
* they don't know any better, they'll even re-queue themselves (which looks like a race condition in vanilla
* MC) causing a live-lock when we try to force-build all chunks (or at least it would cause a lockup if it
* wasn't for the vanilla race condition which slowly causes some of the rebuild tasks to get lost over time,
* eventually, potentially all of them).
* This is the most convenient place to re-introduce the check (setRebuildFrame would normally be called right after
* shouldBuild, if it returns true).
*/
@Inject(method = "setRebuildFrame", at = @At("HEAD"), cancellable = true)
private void replayModCompat_OFHaveYouConsideredWhetherThisChunkShouldEvenBeBuilt(int rebuildFrame, CallbackInfoReturnable<Boolean> ci) {
if (this.rebuildFrame == rebuildFrame) {
// want to keep the fast path
ci.setReturnValue(false);
} else if (!this.shouldBuild()) {
// this is the check which OF removed
// So, I think I figured out the reason why optifine applies this change: It's so chunks which are outside
// the server view distance are still rendered if they've previously compiled. The bug still stands but
// fixing it breaks OF's broken feature, so to reduce the impact of our fix, we only apply it during
// rendering where it affects us the most.
if (((EntityRendererHandler.IEntityRenderer) mc.gameRenderer).replayModRender_getHandler() == null) return;
ci.setReturnValue(false);
}
}
//#endif
/**
* Changes the RenderChunk#isPlayerUpdate method that Optifine adds
* to always return true while rendering so no chunks are being added
* to a separate rendering queue
*/
@Inject(method = "isPlayerUpdate", at = @At("HEAD"), cancellable = true, remap = false)
private void replayModCompat_disableIsPlayerUpdate(CallbackInfoReturnable<Boolean> ci) {
if (((EntityRendererHandler.IEntityRenderer) mc.gameRenderer).replayModRender_getHandler() == null) return;
ci.setReturnValue(true);
}
}
//#endif