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Gave it a quick try: it's able to be just merged into the 1.18 branch without changes/conflicts, and from some quick testing, it seems to be fully working as well. 👍 |
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Copying Jelly's comments on this PR from discord for accessibility:
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Currently requires the following patch to compile when rebased on 1.18.x/dev diff --git a/src/main/java/me/jellysquid/mods/sodium/client/render/chunk/RegionChunkRenderer.java b/src/main/java/me/jellysquid/mods/sodium/client/render/chunk/RegionChunkRenderer.java
index cb9b975..7383043 100644
--- a/src/main/java/me/jellysquid/mods/sodium/client/render/chunk/RegionChunkRenderer.java
+++ b/src/main/java/me/jellysquid/mods/sodium/client/render/chunk/RegionChunkRenderer.java
@@ -114,8 +114,7 @@ public class RegionChunkRenderer extends ShaderChunkRenderer {
float y = getCameraTranslation(region.getOriginY(), camera.blockY, camera.deltaY);
float z = getCameraTranslation(region.getOriginZ(), camera.blockZ, camera.deltaZ);
- Matrix4f matrix = this.cachedModelViewMatrix;
- matrix.set(matrices.modelView());
+ Matrix4f matrix = new Matrix4f(matrices.modelView());
matrix.translate(x, y, z);
compute.setModelViewMatrix(matrix);
Note that this may cause some allocation overhead. Edit: do not use as-is, this patch trashes performance horribly, a solution must be found to remove the extra allocation instead. |
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How do I add this to my game? |
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Hi, has any progress been made/is there anywhere to track progress on the task list linked by amnotbananaama? (or any other related efforts to help merge this into upstream?) |
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Might be able to clone https://github.com/MESLewis/sodium-fabric/tree/translucency-sort and follow the build steps just be very aware it is most likely very unstable |
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How do I use this? |
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You can't at the moment, this was work in progress and has been left dormant, thus it is now incompatible with recent Sodium. |
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Implementation directly derived from CaffeineMC/sodium#963 Some changes were made to improve frametimes on low-end systems This is still very experimental, and is not enabled by default
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Fixes #38 for supported hardware
Adds support for sorting translucent geometry by using OpenGL compute shaders.
Either OpenGL 4.3+ or OpenGL 4.2+ with both ARB_shader_storage_buffer_object and ARB_compute_shader is required for this option to function.
Before (note that some parts of slime blocks and stained glass are not drawn):


After (all translucent geometry is sorted so it is drawn correctly):
Note: Region draw order is sometimes incorrect. This is existing behavior not caused by these changes.