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Partial incompatibility with Sodium (Flywheel backend)

AeiouEnigma opened this issue ยท 45 comments

commented

Create's shafts, belts, crushing wheels, and probably more do not render at all while the Flywheel backend is enabled.

2021-12-24_20 57 54
2021-12-24_20 58 07

commented

https://github.com/Jozufozu/sodium-forge/commit/9bcfbc28118fc35ee831a01eea7c59b55b94fd26
No doubt sodium's internals have changed, but this needs to be fixed on their end

commented

Absolutely, ping me if you get it working and I'll help verify

commented

Haven't found any issues at all with Sodium when Flywheel backend is disabled

commented

Okay it's not quite as plug-and-play as I was hoping. No improvement when flywheel backend is enabled, and making that change to sodium as-written also newly breaks things when flywheel backend is disabled

This task is officially beyond me lol

image

commented

Could this be an nvidia issue?

commented

It seems to work fine with Indium
2021-12-30_22 25 31

commented

how

2021-12-30_23 29 45

commented

Possibly, Sodium has had problems with driver-specific things in the past

commented

Here's a small update: It fixes it, but only for a period of time, and then it spams the following error in the console:

[22:42:44] [Render thread/INFO]: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='Error has been generated. GL error GL_INVALID_OPERATION in (null): (ID: 173538523) Generic error'
commented

It occurs when chunks are reloaded after the blocks are placed

commented

It looks like that when a chunk reload is triggered via world reload, f3+a, or unloading a chunk, FlyWheel removes the models it needs to render, and Sodium's renderer doesn't call the methods that FlyWheel uses to put them back

commented

Gonna look into this to see what the cause is

commented

ChunkRenderDispatcher$RenderChunk$RebuildTask$handleBlockEntity (ChunkBuilder$BuiltChunk$RebuildTask$addBlockEntity on yarn) isn't called on sodium's side, and that's what FlyWheel uses to re-add the BlockEntities.

commented

Same issue exists on Canvas Renderer, unsure if I should create a new issue since it might be the same error causing it on both renderers.

commented

As of the latest version, It straight up crashes during startup due to a mixin conflict with LevelRendererMixin and MixinWorldRenderer on Flywheel and Sodium respectively

commented

As of the latest version, It straight up crashes during startup due to a mixin conflict with LevelRendererMixin and MixinWorldRenderer on Flywheel and Sodium respectively

The crash will be fixed in the next Flywheel update.

commented

Partially fixed in builds 343 and 344. Still crashes occasionally but it works now. World launches, belts and entities are rendered properly. Even Shaders are partially working. Great job, @AeiouEnigma

commented

Appreciate it, but truly the credit needs to go to Jozufozu and Pepper :)

I only took 2 minutes to merge the existing code from the forge version.

To avoid crashes, just make sure to set /flywheel backend off. Shaders seem to work fine with contraptions if you use Iris's new configuration menu to disable shader-based shadows, if the option exists for your particular shaderpack.

commented

To avoid crashes, just make sure to set /flywheel backend off. Shaders seem to work fine with contraptions if you use Iris's new configuration menu to disable shader-based shadows, if the option exists for your particular shaderpack.

Will try that. Thanks!

commented

Why is this issue still open?

commented

Why is this issue still open?

Because using Sodium, even with Indium installed, still results in severe rendering issues when the Flywheel backend is enabled.

commented

Running /flywheel backend batching crashed the game instantly. Running /flywheel backend instancing does the same.

Known issue with Iris, though we haven't actually opened an Issue about that

commented

Running /flywheel backend batching crashed the game instantly.
Running /flywheel backend instancing does the same.

I guess that means it was off the entire time and I just never noticed.

commented

I was trying it a few minutes ago, and everything looked how I'd expect coming from the Forge version.

commented

Why is this issue still open?

Because using Sodium, even with Indium installed, still results in severe rendering issues when the Flywheel backend is enabled.

Yeah, I see. Okay

commented

I was trying it a few minutes ago, and everything looked how I'd expect coming from the Forge version.

Have you disabled flywheel backend?

commented

I haven't.
Just installed the latest artifact and everything's peachy.

commented

Screenshot for reference:
2022-01-21_10 27 14

commented

Wait, is it off by default? I just noticed that text on the right, but I haven't run that /flywheel backend off command.

commented

Screenshot for reference:
2022-01-21_10 27 14

Flywheel: Off

commented

Wait, is it off by default? I just noticed that text on the right, but I haven't run that /flywheel backend off command.

Not sure. Maybe it should be Off

commented

@AeiouEnigma should Flywheel be marked as Off in F3 menu

commented

More of things working after replacing the blocks manually.
2022-01-21_10 40 44

commented

Running /flywheel backend batching crashed the game instantly. Running /flywheel backend instancing does the same.

I guess that means it was off the entire time and I just never noticed.

For me it was instancing by default. So before I disabled it i ran just /flywheel backend and it printed default value which was instancing for me.

commented

Running the /flywheel backend instancing or /flywheel backend batching commands with sodium installed results in various blocks having messed up or non-existent rendering

commented

Yeah, Iris does not like this.
Turning shaders on made contraptions (the windmill) disappear, and turning them back off just crashed the game.

With Iris off, it's defaulting to Instancing, and I'm seeing the same issues as here.
2022-01-21_10 33 35

Batching just makes it all disappear:
2022-01-21_10 34 34

commented

Yeah, Iris does not like this. Turning shaders on made contraptions (the windmill) disappear, and turning them back off just crashed the game.

With Iris off, it's defaulting to Instancing, and I'm seeing the same issues as here. 2022-01-21_10 33 35

For shaders disable Realtime shadows. This fixes the Windmills

commented

If the world loads while the flywheel backend is enabled, things will probably look just fine until the renderer reloads.

Contraptions not rendering with certain shaders enabled is another known issue. If the shaderpack has an option to disable shadows, that may 'fix' the problem.

commented

Interestingly, newly-placed blocks seem to render just fine, but toggling Flywheel or using F3+A makes things disappear.
2022-01-21_10 37 10
2022-01-21_10 37 40

The cogwheel was even spinning.

commented

There are no shafts on the gearboxes

commented

Alright I appreciate it but you can both stop updating on every minor detail lol, the issue is known

commented

Alright I appreciate it but you can both stop updating on every minor detail lol, the issue is known

Okay, sorry.

commented

No harm done ๐Ÿ˜„

commented

This was fixed completely in Flywheel as of yesterday, and I am not aware of any issues with Create specifically, so I am closing this issue. If there are other problems please open a new one.