MrTheShy ebdb6c313d Cache D3D state objects + skip-if-equal cbuffer/bind in Render
Adds per-context lastXxxStateKey + lastBlendFactor tracking so we skip
redundant ID3D11* CreateState/Bind cycles. Pre-allocates Clear() state
objects to avoid 3 Create + 3 Release per Clear call. Also adds
lastColour/lastAlphaTestRef/last*TextureIdx caches to skip cbuffer
uploads when values unchanged from last bind.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-03 18:12:32 +02:00
2026-04-21 02:07:59 -04:00
2026-04-21 02:07:59 -04:00
2026-03-01 09:48:04 -03:00
2026-04-21 02:07:59 -04:00

4JLibs

A project that aims at rebuilding the 4J libraries source code via decompilation for the Minecraft: Legacy Console Edition

Implementation

For implementation details, please look at the IMPLEMENTATION_GUIDE.md file

Why?

This would allow compiling the Minecraft: Legacy Console Edition source code from newer versions of Visual Studio, expand the Renderer code, add new Input support, etc...

This would also help document the structure of their projects for decompilation projects of newer versions of this version of the game

How can I build this?

Just open the main folder and compile with your favourite code editor!

What is implemented?

All projects can be linked against the main game code, whilst there's some unnamed stuff in the Renderer, this works just fine and the game can be played

S
Description
No description provided
Readme MIT 1.1 MiB
Languages
C++ 91.2%
HLSL 2.9%
C 2.8%
CMake 2.2%
Batchfile 0.9%