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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 _HARDWARE_VIDEO_GFX_DEVICE_INL_H_
#define _HARDWARE_VIDEO_GFX_DEVICE_INL_H_

namespace Divide {

/// Render specified function inside of a viewport of specified dimensions and position
inline void GFXDevice::renderInViewport(const vec4<I32>& rect, const DELEGATE_CBK<>& callback){
    setViewport(rect);
    callback();
    restoreViewport();
}
/// Compare the current render stage flag with the given mask
inline bool GFXDevice::isCurrentRenderStage(U8 renderStageMask) {
    DIVIDE_ASSERT((renderStageMask & ~(INVALID_STAGE - 1)) == 0,
                  "GFXDevice error: render stage query received an invalid bitmask!"); 
    return bitCompare(renderStageMask, _renderStage);
}
/// Change the width of rendered lines to the specified value
inline void GFXDevice::setLineWidth(F32 width) { 
	_previousLineWidth = _currentLineWidth;
	_currentLineWidth = width; 
	_api->setLineWidth(width); 
}
/// Restore the width of rendered lines to the previously set value
inline void GFXDevice::restoreLineWidth() {
	setLineWidth(_previousLineWidth); 
}
/// Toggle hardware rasterization on or off. 
inline void GFXDevice::toggleRasterization(bool state) {
	if (_rasterizationEnabled == state) {
		return;
	}
    _rasterizationEnabled = state;

    _api->toggleRasterization(state);
}
/// Register a function to be called in the 2D rendering fase of the GFX Flush routine. Use callOrder for sorting purposes 
inline void GFXDevice::add2DRenderFunction(const DELEGATE_CBK<>& callback, U32 callOrder) {
	_2dRenderQueue.push_back(std::make_pair(callOrder, callback));

    std::sort(_2dRenderQueue.begin(), 
              _2dRenderQueue.end(), 
			  [](const std::pair<U32, DELEGATE_CBK<> > & a, const std::pair<U32, DELEGATE_CBK<> > & b) -> bool {
                    return a.first < b.first;
              });
}

///Sets the current render stage.
///@param stage Is used to inform the rendering pipeline what we are rendering. Shadows? reflections? etc
inline RenderStage GFXDevice::setRenderStage(RenderStage stage) {
	RenderStage prevRenderStage = _renderStage;
	_renderStage = stage; 
	return prevRenderStage; 
}
/// disable or enable a clip plane by index
inline void GFXDevice::toggleClipPlane(ClipPlaneIndex index, const bool state) {
	assert(index != ClipPlaneIndex_PLACEHOLDER);
	if (state != _clippingPlanes[index].active()) {
		_clippingPlanes[index].active(state);
		_api->updateClipPlanes();
	}
}
/// modify a single clip plane by index
inline void GFXDevice::setClipPlane(ClipPlaneIndex index, const Plane<F32>& p) {
	assert(index != ClipPlaneIndex_PLACEHOLDER);
	_clippingPlanes[index] = p;
	updateClipPlanes();
}
/// set a new list of clipping planes. The old one is discarded
inline void GFXDevice::setClipPlanes(const PlaneList& clipPlanes)  {
	if (clipPlanes != _clippingPlanes) {
		_clippingPlanes = clipPlanes;
		updateClipPlanes();
		_api->updateClipPlanes();
	}
}
/// clear all clipping planes
inline void GFXDevice::resetClipPlanes() {
	_clippingPlanes.resize(Config::MAX_CLIP_PLANES, Plane<F32>(0, 0, 0, 0));
	updateClipPlanes();
	_api->updateClipPlanes();
}
/// Alternative to the normal version of getMatrix
inline const mat4<F32>& GFXDevice::getMatrix(const MATRIX_MODE& mode)  { 
	getMatrix(mode, _mat4Cache); 
	return _mat4Cache; 
}
#define GFX_DEVICE GFXDevice::getInstance()
#define GFX_RENDER_BIN_SIZE RenderPassManager::getInstance().getLastTotalBinSize(0)

}; //namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Headers/GFXDevice-Inl.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)

330 Diff Diff IonutCava picture IonutCava Fri 10 Oct, 2014 17:19:11 +0000

[Ionut]
- New rendering algorithm :
— Perform second pass for visible nodes gathering all render commands and uploading them to an indirect draw buffer
— Render geometry with indirect draw commands
— Removed per-node range binding of the node buffer. Instead, bind the entire buffer once and index data in shaders
— Use “baseInstance” parameter from IndirectDrawCommand as a node buffer index
— Prefer DSA extensions for updating buffer data where applicable
- Moved all rendering specific code from SceneGraphNode to a new RenderingComponent
- Optimized “toString” utility function

323 Diff Diff IonutCava picture IonutCava Thu 11 Sep, 2014 20:58:50 +0000

[Ionut]
- Reworked GFXDevice API initialization system
- Added a separate map for boolean values in ParamHandler
- More cleanups in GFXDevice class
- Fixed an infinite loop issue in Task class

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

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)

294 Diff Diff k1ngp1n picture k1ngp1n Wed 30 Jul, 2014 20:19:14 +0000

[Ionut]
- More nVidia compatibility fixes (lighting shaders with textures still fail to compile):
— NS_GLIM compatibility fix (set ELEMENT_ARRAY_BUFFER to 0 in glimBatchData’s VAO on creation when setting attrib pointers)

  • Could improve NS_GLIM performance a lot by caching some buffers instead of re-creating them every time a batch is generated, but it’s suppose to be used only for debugging, so low prio*

- Removed interpolation factor from FrameEvent struct. Only using interpolation factor stored in GFXDevice instance
- Fixed the close button (added GLFW close callback)
- More code style improvements (no new comments yet)

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]]

280 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 19:11:37 +0000

[Ionut] [[BR]]
- Improve ClipPlane management (bunch equations into the matrix shader buffer) [[BR]]
- Immediate mode emulation primitives set their own state based on specified hash instead of relying on state functions to be defined [[BR]]
- updateStates() function is now called right before the actual draw call to facilitate future batching work [[BR]]
- added tracked bool values (similar to those in ShaderInfo) to SGN class to fix selection bug. [[BR]]
— will probably create a “stateTracker” class to allow multiple classes to use tracked variables without all of the code duplication [[BR]]

273 IonutCava picture IonutCava Wed 11 Jun, 2014 20:34:00 +0000

[Ionut] [[BR]]
- Improved batching part2: [[BR]]
— Moved all bone transformation matrices upload from uniform functions in SceneNode to Shader Storage Buffers in AnimationController class with updates controlled by SceneGraphNode’s AnimationComponent [[BR]]
-— No double-buffering or efficient mapping of data yet. Just raw buffer updates [[BR]]
— Replaced all RenderStateBlock* pointers with I64 hash values [[BR]]
-— Will be used later in draw commands as per-shader state hash [[BR]]
— Moved getShaderProgram from Material to Material::ShaderInfo [[BR]]
-— Improved redundant uniform checks [[BR]]
— Improved texture unit changing in case of redundant texture bind case (i.e. skip changing the texture unit) [[BR]]
[[BR]]
- Improved float and double comparison functions using algorithms described in http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ [[BR]]
- Added a new utility function, DIVIDE_ASSERT, to more easily bind an assert check with a specific message [[BR]]
- Added missing files from Forward+ renderer’s initial code [[BR]]