mojira.dev

BalintCsala

Assigned

No issues.

Reported

MC-296043 Some uniforms don't get loaded in on certain GPUs Cannot Reproduce MC-276717 The game generates unusable depth textures for post render targets Invalid MC-248965 moj_import is not implemented in post shaders and some uniforms are specific to select shader stages Won't Fix MC-223021 glShaderSource fails on some AMD drivers resulting in a crash on 1.17 Fixed

Comments

@[MOD] Greymagic27 Only thing I know is the ones I mentioned in the description.

The depth buffers use up extra VRAM and the clearing of them wastes GPU resources without providing any benefits

Steps to Reproduce:

  1. Attach renderdoc to the game (for simplicity)

  2. Load in the resourcepack attached to the issue and create a frame capture

  3. Find the drawcall that renders the "test.json" pass from the resourcepack (it renders a magenta image, which should be easily visible in the texture viewer)

    1. For me this is right before a debug name called "Colour Pass #4"

  4. Check the framebuffer (FB) on the pipeline state page.-

Observed Results:

As seen on the image below, the framebuffer has two attachments, a color texture and a depth texture.

[media]

But checking the depth state below this point shows that writing to it is disabled

[media]

Expected Results:
Either keep the original (pre 1.21.2) functionality and enable depth testing to let post shaders write to the depth buffer or disable depth buffer creation for these targets, as they are redundant.

I attached a resourcepack to the issue that demonstrates this problem. If you load in the game and enable Fabulous graphics, the image will show the depth map (linearized to some extent). If you throw an item and pick it up, the depth value will become constant 1.0 (shown as white) for a brief second.

Partly, the missing uniforms isn't included in that one, I can edit mine to only include that if you want