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/*
   Copyright (c) 2014 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   and associated documentation files (the "Software"), to deal in the Software without restriction,
   including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _D3D_GENERIC_VERTEX_DATA_H
#define _D3d_GENERIC_VERTEX_DATA_H

#include "Hardware/Video/Buffers/VertexBuffer/Headers/GenericVertexData.h"

namespace Divide {

class d3dGenericVertexData : public GenericVertexData {

public:
    d3dGenericVertexData(bool persistentMapped) : GenericVertexData(persistentMapped)
    {
    }
    ~d3dGenericVertexData()
    {
    }

    void Create(U8 numBuffers = 1, U8 numQueries = 1)
    {
    }
    void Draw(const GenericDrawCommand& command, bool skipBind = false) 
    {
    }
    void SetBuffer(U32 buffer, 
                   U32 elementCount, 
                   size_t elementSize, 
                   U8 sizeFactor, 
                   void* data, 
                   bool dynamic, 
                   bool stream, 
                   bool persistentMapped = false)
    {
    }
    void BindFeedbackBufferRange(U32 buffer, 
                                 U32 elementCountOffset, 
                                 size_t elementCount)
    {
    }
    void UpdateBuffer(U32 buffer, 
                      U32 elementCount, 
                      U32 elementCountOffset, 
                      void* data, 
                      bool invalidateRange = false)
    {
    }
    void SetFeedbackBuffer(U32 buffer, U32 bindPoint)
    {
    }
    U32  GetFeedbackPrimitiveCount(U8 queryID)
    {
        return 0;
    }
};

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Direct3D/Buffers/VertexBuffer/Headers/d3dGenericVertexData.h

Diff revisions: vs.
Revision Author Commited Message
331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

302 Diff Diff IonutCava picture IonutCava Wed 06 Aug, 2014 22:09:55 +0000

[Ionut]
- GenericVertexData buffer size (for read/write buffering) is now configurable instead of a fixed 3x and also applies to non-persistently mapped buffers
- Moved OpenGL enum tables to Divide::GLUtil::GL_ENUM_TABLE
- More code cleanups (glResources, glError, glVertexArray, glGenericVertexData, glIMPrimitive)

292 Diff Diff k1ngp1n picture k1ngp1n Mon 28 Jul, 2014 20:23:56 +0000

[Ionut]
- More nVidia compatibility issues (including the ability to disable persistent mapped buffer altogether. Thanks nsight ....)
- Cross-platform compatibility fixes for types (custom types now mirror types in stdint.h and are now typdefed instead of defined)
- Removed redundant files

288 Diff Diff IonutCava picture IonutCava Wed 23 Jul, 2014 20:34:25 +0000

[Ionut]
- Added a common interface to GenericVertexData and VertexBuffer
- Removed deferred deletion of FrameListeners from FrameListenerManager. It complicated the code with no added benefit
- Added proper FrameListener unregister calls

286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

274 Diff Diff IonutCava picture IonutCava Fri 13 Jun, 2014 12:56:03 +0000

[Ionut] [[BR]]
- Simplified buffer based rendering (VertexBuffer & GenericVertexData are now exclusively command based) [[BR]]
- Update bone buffer to persistent mapped-SSBO system with double-buffering [[BR]]
- Simplified sky rendering and (finally) reduced the sun’s radius [[BR]]

272 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 11:30:51 +0000

[Ionut] [[BR]]
- Added initial code for Forward+ rendering (grid based light culling) [[BR]]
- Simplified Light class [[BR]]
- Moved more light uniform data to ShaderBuffers [[BR]]
- Double buffered grass rendering [[BR]]
- Added a better attribute interface to GenericVertexData [[BR]]
- Fixed screenshot capture [[BR]]
- Fixed texture double-bind checks [[BR]]

271 Diff Diff IonutCava picture IonutCava Fri 06 Jun, 2014 19:27:02 +0000

[Ionut] [[BR]]
- Preparing GVD class to support persistent mapping [[BR]]
- Updates to grass buffer. Better eat up the cost of waiting for culling result than going through the severe visual artifacts cause by skipping draws [[BR]]

268 IonutCava picture IonutCava Wed 04 Jun, 2014 10:20:27 +0000

[IonutCava] [[BR]]
- Terrain and vegetation updates: [[BR]]
— Use standard phong lighting model [[BR]]
— Separate grass patches per chunk [[BR]]
— Reduce number of required texture bind points for terrain by adding both textures and normal maps in a single texture array [[BR]]
— Draw terrain with 2 drawcalls (using glMultiDrawElements twice, once for LoD == 0 and once for LoD > 0) [[BR]]
[[BR]]
- Buffer management updates: [[BR]]
— Unified buffer binding system [[BR]]
— Made Uniform buffer objects visible to all classes and moved lightUBO to LightManager, matricesUBO to GFXDevice etc [[BR]]
— Added initial support for Shader Buffer Objects [[BR]]
— Moved viewport management to GFXDevice class [[BR]]
[[BR]]
- Rendering improvements: [[BR]]
— Added Hi-Z occlusion culling to instanceCull shader (using Hi-Z depth buffer constructed in GFXDevice class) [[BR]]
— Resolved issues with shadow maps overriding texture bind locations [[[BR]]
— Improved shader and shader program loading [[BR]]
— Improved material transparency support [[BR]]
— Added buffer lock manager class from “Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)” speech at GDC14 [[BR]]