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vulkan: add initial Windows64 renderer backend and chunk texturing fixes
Introduce a Windows64 Vulkan renderer implementation under C4JRender with the core runtime path for init, frame recording, and present. Includes Vulkan swapchain/device setup, triangle pipeline state management, command-list draw replay, dynamic vertex streaming, texture object APIs, descriptor binding, alpha-test path, and UI overlay bridge integration. Add Vulkan shader blobs for world geometry/UI and bridge header used by the Windows64 path. Chunk rendering updates for Vulkan stability: - keep compact/compressed chunk vertices disabled on Windows until the compact decode path is fully ported - decode legacy no-mipmap U encoding (u + 1.0f flag) in the Vulkan vertex expansion path - fix command-list replay so texture/alpha state is only restored when it was explicitly recorded, preserving runtime texture binds for chunk lists
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@@ -231,7 +231,12 @@ void Tesselator::useProjectedTexture(bool enable)
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void Tesselator::useCompactVertices(bool enable)
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{
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#if defined(_WIN32) && !defined(_XBOX) && !defined(_XBOX_ONE)
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// windows vulkan: keep compact off for now, decoder not finished.
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useCompactFormat360 = false;
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#else
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useCompactFormat360 = enable;
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#endif
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}
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bool Tesselator::getCompactVertices()
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@@ -1077,4 +1082,4 @@ bool Tesselator::hasMaxVertices()
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#else
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return false;
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#endif
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}
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}
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