Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
/*
   Copyright (c) 2015 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_H_
#define _HARDWARE_VIDEO_GFX_DEVICE_H_

#include "GFXState.h"
#include "ScopedStates.h"

#include "Platform/Video/Textures/Headers/Texture.h"
#include "Platform/Video/OpenGL/Headers/GLWrapper.h"
#include "Platform/Video/Direct3D/Headers/DXWrapper.h"
#include "Rendering/RenderPass/Headers/RenderPassCuller.h"
#include "Managers/Headers/RenderPassManager.h"

#include <stack>
#include <future>

namespace Divide {

enum class RenderStage : U32;
enum class RendererType : U32;
enum class SceneNodeType : U32;
enum class WindowEvent : U32;

class GUI;
class GUIText;

class Light;
class Camera;
class PostFX;
class Quad3D;
class Object3D;
class Renderer;
class SceneGraphNode;
class SceneRenderState;

namespace Time {
    class ProfileTimer;
};

namespace Attorney {
    class GFXDeviceGUI;
    class GFXDeviceKernel;
    class GFXDeviceGPUState;
    class GFXDeviceRenderStateBlock;
};

/// Rough around the edges Adapter pattern abstracting the actual rendering API
/// and access to the GPU
DEFINE_SINGLETON_EXT1_W_SPECIFIER(GFXDevice, RenderAPIWrapper, final)
    friend class Attorney::GFXDeviceGUI;
    friend class Attorney::GFXDeviceKernel;
    friend class Attorney::GFXDeviceGPUState;
    friend class Attorney::GFXDeviceRenderStateBlock;
  protected:
    typedef hashMapImpl<U32, RenderStateBlock> RenderStateMap;
    typedef std::stack<vec4<I32>> ViewportStack;

    struct NodeData {
      private:
        union {
            mat4<F32> _matrix[4];
            F32       _data[4 * 4 * 4];
        };

      public:
        vec4<F32> _boundingSphere;

        NodeData()
        {
            worldMatrix().identity();
            normalMatrix().identity();
            colorMatrix().zero();
            propertyMatrix().zero();
            _boundingSphere.reset();
        }

        inline mat4<F32>& worldMatrix() {
            return _matrix[0];
        }

        inline mat4<F32>& normalMatrix() {
            return _matrix[1];
        }

        inline mat4<F32>& colorMatrix() {
            return _matrix[2];
        }

        inline mat4<F32>& propertyMatrix() {
            return _matrix[3];
        }

        inline F32* data() {
            return _data;
        }
        void set(const NodeData& other);
    };

  public:  // GPU specific data
   struct ShaderBufferBinding {
       ShaderBufferLocation _slot;
       ShaderBuffer* _buffer;
       vec2<U32>    _range;

       ShaderBufferBinding() : _buffer(nullptr)
       {
       }

       ShaderBufferBinding(ShaderBufferLocation slot,
                           ShaderBuffer* buffer,
                           const vec2<U32>& range) 
         : _slot(slot),
           _buffer(buffer),
           _range(range)
       {
       }

       void set(const ShaderBufferBinding& other);

       void set(ShaderBufferLocation slot,
                ShaderBuffer* buffer,
                const vec2<U32>& range);
   };

   typedef vectorImpl<SceneGraphNode_wptr> VisibleNodeList;
   typedef vectorImpl<ShaderBufferBinding> ShaderBufferList;

   struct RenderPackage {
       RenderPackage() : _isRenderable(false)
       {
       }

       bool isCompatible(const RenderPackage& other) const;

       void clear();
       void set(const RenderPackage& other);

       bool _isRenderable;
       ShaderBufferList _shaderBuffers;
       TextureDataContainer _textureData;
       vectorImpl<GenericDrawCommand> _drawCommands;
   };

   struct RenderQueue {
    public:
       RenderQueue() : _currentCount(0)
       {
       }
       void clear();
       U32 size() const;
       bool empty() const;
       const RenderPackage& getPackage(U32 idx) const;

    protected:
        friend class GFXDevice;
        RenderPackage& getPackage(U32 idx);
        RenderPackage& back();
        bool push_back(const RenderPackage& package);
        void resize(U16 size);

    protected:
       U32 _currentCount;
       vectorImpl<RenderPackage> _packages;
   };

   enum class RenderAPI : U32 {
       OpenGL,    ///< 4.x+
       OpenGLES,  ///< 3.x+
       Direct3D,  ///< 11.x+ (not supported yet)
       Vulkan,    ///< not supported yet
       None,      ///< not supported yet
       COUNT
   };

   enum class RenderTarget : U32 {
       SCREEN = 0,
       ANAGLYPH = 1,
       DEPTH = 2,
       COUNT
   };

   struct GPUBlock {
       GPUBlock() : _updated(true)
       {
       }

       struct GPUData {
           mat4<F32> _ProjectionMatrix;
           mat4<F32> _ViewMatrix;
           mat4<F32> _ViewProjectionMatrix;
           vec4<F32> _cameraPosition;
           vec4<F32> _ViewPort;
           vec4<F32> _ZPlanesCombined;  // xy - current, zw - main scene
           vec4<F32> _clipPlanes[Config::MAX_CLIP_PLANES];
        } _data;

        bool _updated;
   };

  public:  // GPU interface
    ErrorCode initRenderingAPI(I32 argc, char** argv) override;
    void closeRenderingAPI() override;

    inline void setAPI(RenderAPI API) { _API_ID = API; }
    inline RenderAPI getAPI() const { return _API_ID; }

    void idle();
    void beginFrame() override;
    void endFrame() override;
    void handleWindowEvent(WindowEvent event, I32 data1, I32 data2);

    void enableFog(F32 density, const vec3<F32>& color);
    /// Set all of the needed API specific settings for 2D (Ortho) / 3D
    /// (Perspective) rendering
    void toggle2D(bool state);
    /// Toggle hardware rasterization on or off.
    inline void toggleRasterization(bool state) override;
    /// Query rasterization state
    inline bool rasterizationState();

    inline void submitRenderCommand(const GenericDrawCommand& cmd);
    inline void submitRenderCommands(const vectorImpl<GenericDrawCommand>& cmds);
    inline void submitIndirectRenderCommand(const GenericDrawCommand& cmd);
    inline void submitIndirectRenderCommands(const vectorImpl<GenericDrawCommand>& cmds);
    /**
     *@brief Returns an immediate mode emulation buffer that can be used to
     *construct geometry in a vertex by vertex manner.
     *@param allowPrimitiveRecycle If false, do not reuse old primitives and do not
     *delete it after x-frames.
     *(Don't use the primitive zombie feature)
     */
    IMPrimitive* getOrCreatePrimitive(bool allowPrimitiveRecycle = true);

    void debugDraw(const SceneRenderState& sceneRenderState);
    void drawBox3D(IMPrimitive& primitive,
                   const vec3<F32>& min, const vec3<F32>& max,
                   const vec4<U8>& color);
    void drawLines(IMPrimitive& primitive,
                   const vectorImpl<Line>& lines,
                   const vec4<I32>& viewport,  //<only for ortho mode
                   const bool inViewport = false);
    void drawPoints(U32 numPoints, U32 stateHash, ShaderProgram* const shaderProgram);
    void drawTriangle(U32 stateHash, ShaderProgram* const shaderProgram);
    void drawRenderTarget(Framebuffer* renderTarget, const vec4<I32>& viewport);

    void postProcessRenderTarget(RenderTarget renderTarget);
    void addToRenderQueue(const RenderPackage& package);
    void flushRenderQueue();
    /// Sets the current render stage.
    ///@param stage Is used to inform the rendering pipeline what we are rendering.
    ///Shadows? reflections? etc
    inline RenderStage setRenderStage(RenderStage stage);
    inline bool isDepthStage() const;

    void setRenderer(RendererType rendererType);
    Renderer& getRenderer() const;

    /// Clipping plane management. All the clipping planes are handled by shader
    /// programs only!
    void updateClipPlanes() override;
    /// disable or enable a clip plane by index
    inline void toggleClipPlane(ClipPlaneIndex index, const bool state);
    /// modify a single clip plane by index
    inline void setClipPlane(ClipPlaneIndex index, const Plane<F32>& p);
    /// set a new list of clipping planes. The old one is discarded
    inline void setClipPlanes(const PlaneList& clipPlanes);
    /// clear all clipping planes
    inline void resetClipPlanes();
    /// Retrieve a state block by hash value.
    /// If the hash value doesn't exist in the state block map, return the default state block
    const RenderStateBlock& getRenderStateBlock(U32 renderStateBlockHash) const;

    /// Generate a cubemap from the given position
    /// It renders the entire scene graph (with culling) as default
    /// use the callback param to override the draw function
    void generateCubeMap(
        Framebuffer& cubeMap, const vec3<F32>& pos,
        const DELEGATE_CBK<>& renderFunction, const vec2<F32>& zPlanes,
        RenderStage renderStage = RenderStage::REFLECTION);

    void getMatrix(const MATRIX_MODE& mode, mat4<F32>& mat);
    /// Alternative to the normal version of getMatrix
    inline const mat4<F32>& getMatrix(const MATRIX_MODE& mode);

    /// Register a function to be called in the 2D rendering fase of the GFX Flush
    /// routine. Use callOrder for sorting purposes
    inline void add2DRenderFunction(const DELEGATE_CBK<>& callback, U32 callOrder);

    void restoreViewport();
    void setViewport(const vec4<I32>& viewport);
    inline void setViewport(I32 x, I32 y, I32 width, I32 height) {
        setViewport(vec4<I32>(x,y,width,height));
    }
    /// Switch between fullscreen rendering
    void toggleFullScreen();
    void increaseResolution();
    void decreaseResolution();
    void changeResolution(U16 w, U16 h);
    bool loadInContext(const CurrentContext& context,
                       const DELEGATE_CBK<>& callback);

    /// Save a screenshot in TGA format
    void Screenshot(const stringImpl& filename);

  public:  // Accessors and Mutators
    inline const GPUState& gpuState() const { return _state; }

    inline GPUState& gpuState() { return _state; }

    inline void setInterpolation(const D32 interpolation) {
        _interpolationFactor = interpolation;
    }

    inline D32 getInterpolation() const { return _interpolationFactor; }

    inline void setGPUVendor(const GPUVendor& gpuvendor) { _GPUVendor = gpuvendor; }

    inline const GPUVendor& getGPUVendor() const { return _GPUVendor; }

    inline void drawDebugAxis(const bool state) { _drawDebugAxis = state; }

    inline bool drawDebugAxis() const { return _drawDebugAxis; }

    inline RenderStage getRenderStage() const { return _renderStage; }
    inline RenderStage getPrevRenderStage() const { return _prevRenderStage; }

    /// Get the entire list of clipping planes
    inline const PlaneList& getClippingPlanes() const { return _clippingPlanes; }

    /// Return the last number of HIZ culled items
    U32 getLastCullCount() const;

    /// 2D rendering enabled
    inline bool is2DRendering() const { return _2DRendering; }

    /// Post Processing state
    bool postProcessingEnabled() const;
    /// Toggle post processing on or off
    void postProcessingEnabled(const bool state);

    /// Anaglyph rendering state
    inline bool anaglyphEnabled() const { return _enableAnaglyph; }

    inline void anaglyphEnabled(const bool state) { _enableAnaglyph = state; }

    /// returns the standard state block
    inline U32 getDefaultStateBlock(bool noDepth = false) {
        return noDepth ? _defaultStateNoDepthHash : _defaultStateBlockHash;
    }

    inline Framebuffer* getRenderTarget(RenderTarget target) const {
        return _renderTarget[to_uint(target)];
    }

    RenderDetailLevel shadowDetailLevel() const { return _shadowDetailLevel; }

    void shadowDetailLevel(RenderDetailLevel detailLevel) {
        _shadowDetailLevel = detailLevel;
    }

    inline U32 getFrameCount() const { return FRAME_COUNT; }

    inline I32 getDrawCallCount() const { return FRAME_DRAW_CALLS_PREV; }

    inline void registerDrawCall() { registerDrawCalls(1); }

    inline void registerDrawCalls(U32 count) { FRAME_DRAW_CALLS += count; }

    inline const vec4<I32>& getCurrentViewport() const { return _viewport.top(); }

  public:  // Direct API calls
    /// Hardware specific shader preps (e.g.: OpenGL: init/deinit GLSL-OPT and GLSW)
    inline bool initShaders() override { return _api->initShaders(); }

    inline bool deInitShaders() override { return _api->deInitShaders(); }

    inline IMPrimitive* newIMP() const override { return _api->newIMP(); }

    inline Framebuffer* newFB(bool multisampled = false) const override {
        return _api->newFB(multisampled);
    }

    inline VertexBuffer* newVB() const override { return _api->newVB(); }

    inline PixelBuffer* newPB(
        const PBType& type = PBType::PB_TEXTURE_2D) const override {
        return _api->newPB(type);
    }

    inline GenericVertexData* newGVD(const bool persistentMapped) const override {
        return _api->newGVD(persistentMapped);
    }

    inline Texture* newTextureArray() const override {
        return _api->newTextureArray();
    }

    inline Texture* newTexture2D() const override {
        return _api->newTexture2D();
    }

    inline Texture* newTextureCubemap() const override {
        return _api->newTextureCubemap();
    }

    inline ShaderProgram* newShaderProgram() const override {
        return _api->newShaderProgram();
    }

    inline Shader* newShader(const stringImpl& name, const ShaderType& type,
                             const bool optimise = false) const override {
        return _api->newShader(name, type, optimise);
    }

    inline ShaderBuffer* newSB(const stringImpl& bufferName,
                               const U32 ringBufferLength = 1,
                               const bool unbound = false,
                               const bool persistentMapped = true,
                               BufferUpdateFrequency frequency =
                                   BufferUpdateFrequency::ONCE) const override {
        return _api->newSB(bufferName, ringBufferLength, unbound, persistentMapped, frequency);
    }

    inline HardwareQuery* newHardwareQuery() const override {
        return _api->newHardwareQuery();
    }

    inline U64 getFrameDurationGPU() override {
        return _api->getFrameDurationGPU();
    }

    inline void registerCommandBuffer(const ShaderBuffer& commandBuffer) const override {
        _api->registerCommandBuffer(commandBuffer);
    }

    inline bool makeTexturesResident(const TextureDataContainer& textureData) override {
        return _api->makeTexturesResident(textureData);
    }

    inline bool makeTextureResident(const TextureData& textureData) override {
        return _api->makeTextureResident(textureData);
    }

    inline void setCursorPosition(U16 x, U16 y) override {
        _api->setCursorPosition(x, y);
    }

    inline void threadedLoadCallback() override {
        _api->threadedLoadCallback();
    }

  protected:
    void setBaseViewport(const vec4<I32>& viewport);

    inline void changeViewport(const vec4<I32>& newViewport) const override {
        _api->changeViewport(newViewport);
    }

    inline void drawPoints(U32 numPoints) override { 
        uploadGPUBlock();
        _api->drawPoints(numPoints); 
        registerDrawCall();
    }

    inline void drawTriangle() override {
        uploadGPUBlock();
        _api->drawTriangle();
        registerDrawCall();
    }

    inline void drawText(const TextLabel& text,
                         U32 stateHash,
                         const vec2<F32>& relativeOffset) {
        uploadGPUBlock();
        setStateBlock(stateHash);
        drawText(text, relativeOffset);
    }

    inline void drawText(const TextLabel& textLabel,
                         const vec2<F32>& relativeOffset) override {
        _api->drawText(textLabel, relativeOffset);
    }

    void drawDebugAxis(const SceneRenderState& sceneRenderState);

  protected:
    friend class Camera;

    F32* lookAt(const mat4<F32>& viewMatrix, const vec3<F32>& eyePos);
    /// sets an ortho projection, updating any listeners if needed
    F32* setProjection(const vec4<F32>& rect, const vec2<F32>& planes);
    /// sets a perspective projection, updating any listeners if needed
    F32* setProjection(F32 FoV, F32 aspectRatio, const vec2<F32>& planes);
    /// sets the view frustum to either the left or right eye position for anaglyph
    /// rendering
    void setAnaglyphFrustum(F32 camIOD, const vec2<F32>& zPlanes, F32 aspectRatio,
                            F32 verticalFoV, bool rightFrustum = false);

    void onCameraUpdate(Camera& camera);

   protected:
    friend class SceneManager;
    void occlusionCull();
    void buildDrawCommands(VisibleNodeList& visibleNodes,
                           SceneRenderState& sceneRenderState,
                           bool refreshNodeData);
    bool batchCommands(GenericDrawCommand& previousIDC,
                       GenericDrawCommand& currentIDC) const;

   private:
    GFXDevice();
    ~GFXDevice();

    void constructHIZ();
    void previewDepthBuffer();
    void updateViewportInternal(const vec4<I32>& viewport);
    void processCommand(const GenericDrawCommand& cmd,
                        bool useIndirectRender);
    void processCommands(const vectorImpl<GenericDrawCommand>& cmds,
                         bool useIndirectRender);
    /// returns false if there was an invalid state detected that could prevent
    /// rendering
    bool setBufferData(const GenericDrawCommand& cmd);
    /// Upload draw related data to the GPU (view & projection matrices, viewport settings, etc)
    void uploadGPUBlock();
    /// Update the graphics pipeline using the current rendering API with the state
    /// block passed
    inline void activateStateBlock(const RenderStateBlock& newBlock,
                                   const RenderStateBlock& oldBlock) const override {
        _api->activateStateBlock(newBlock, oldBlock);
    }

    /// If the stateBlock doesn't exist in the state block map, add it for future reference
    bool registerRenderStateBlock(const RenderStateBlock& stateBlock);

    /// Sets the current state block to the one passed as a param
    U32 setStateBlock(U32 stateBlockHash);
    ErrorCode createAPIInstance();

    NodeData& processVisibleNode(SceneGraphNode_wptr node, U32 dataIndex);

    ShaderBuffer& getCommandBuffer(RenderStage stage) const;

    ShaderBuffer& getNodeBuffer(U32 stageIndex);

  private:
    Camera* _cubeCamera;
    Camera* _2DCamera;

    RenderAPIWrapper* _api;
    RenderStage _renderStage;
    RenderStage _prevRenderStage;
    bool _drawDebugAxis;
    bool _viewportUpdate;
    vectorImpl<Line> _axisLines;
    IMPrimitive     *_axisGizmo;
    vectorImpl<Line> _axisLinesTransformed;

  protected:
    RenderAPI _API_ID;
    GPUVendor _GPUVendor;
    GPUState _state;
    /* Rendering buffers*/
    std::array<Framebuffer*, to_const_uint(RenderTarget::COUNT)> _renderTarget;
    /*State management */
    RenderStateMap _stateBlockMap;
    bool _stateBlockByDescription;
    U32 _currentStateBlockHash;
    U32 _previousStateBlockHash;
    U32 _defaultStateBlockHash;
    /// The default render state buth with depth testing disabled
    U32 _defaultStateNoDepthHash;
    /// Special render state for 2D rendering
    U32 _state2DRenderingHash;
    U32 _stateDepthOnlyRenderingHash;
    /// The interpolation factor between the current and the last frame
    D32 _interpolationFactor;
    PlaneList _clippingPlanes;
    bool _enablePostProcessing;
    bool _enableAnaglyph;
    bool _2DRendering;
    bool _rasterizationEnabled;
    // number of draw calls (rough estimate)
    I32 FRAME_DRAW_CALLS;
    U32 FRAME_DRAW_CALLS_PREV;
    U32 FRAME_COUNT;
    /// shader used to preview the depth buffer
    ShaderProgram* _previewDepthMapShader;
    ShaderProgram* _HIZConstructProgram;
    ShaderProgram* _HIZCullProgram;
    /// getMatrix cache
    mat4<F32> _mat4Cache;
    /// Quality settings
    RenderDetailLevel _shadowDetailLevel;

    vectorImpl<std::pair<U32, DELEGATE_CBK<> > > _2dRenderQueue;

    /// Immediate mode emulation shader
    ShaderProgram *_imShader, *_imShaderLines;
    /// The interface that coverts IM calls to VB data
    vectorImpl<IMPrimitive*>  _imInterfaces;

    /// Current viewport stack
    ViewportStack _viewport;

    GPUBlock _gpuBlock;

    DrawCommandList _drawCommandsCache;
    std::array<NodeData, Config::MAX_VISIBLE_NODES + 1> _matricesData;
    U32 _lastCommandCount;
    U32 _lastNodeCount;
    RenderQueue _renderQueue;
    Time::ProfileTimer* _commandBuildTimer;
    std::unique_ptr<Renderer> _renderer;
    std::unique_ptr<ShaderBuffer> _gfxDataBuffer;
    std::array<std::unique_ptr<ShaderBuffer>, to_const_uint(RenderStage::COUNT)> _indirectCommandBuffers;
    // Z_PRE_PASS and display SHOULD SHARE THE SAME BUFFER
    std::array<std::unique_ptr<ShaderBuffer>, to_const_uint(RenderStage::COUNT) - 1> _nodeBuffers;
    GenericDrawCommand _defaultDrawCmd;
END_SINGLETON

namespace Attorney {
    class GFXDeviceGUI {
    private:
        static void drawText(const TextLabel& text,
                             U32 stateHash,
                             const vec2<F32>& relativeOffset) {
            return GFXDevice::getInstance().drawText(text, stateHash, relativeOffset);
        }

        friend class Divide::GUI;
        friend class Divide::GUIText;
    };

    class GFXDeviceRenderStateBlock {
    private:
        static bool registerStateBlock(const RenderStateBlock& block) {
            return GFXDevice::getInstance().registerRenderStateBlock(block);
        }

        friend class Divide::RenderStateBlock;
    };

    class GFXDeviceKernel {
    private:
        static void onCameraUpdate(Camera& camera) {
            GFXDevice::getInstance().onCameraUpdate(camera);
        }

        friend class Divide::Kernel;
    };

    class GFXDeviceGPUState {
        private:
            static void threadedLoadCallback() {
                GFXDevice::getInstance().threadedLoadCallback();
            }
        friend class Divide::GPUState;
    };
};  // namespace Attorney
};  // namespace Divide

#include "GFXDevice.inl"

#endif

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Headers/GFXDevice.h

Diff revisions: vs.
Revision Author Commited Message
557 Diff Diff IonutCava picture IonutCava Tue 10 Nov, 2015 12:00:20 +0000

[IonutCava]
- Gather all rendering calls from glVertexArray and glGenericVertexData into a single function in glResources: submitRenderCommand.
— This allows both classes to interpret GenericDrawCommands in the same way
- Use unsigned ints for all hasehs instead of size_t to avoid negative number hashes (useful for debugging)

553 Diff Diff IonutCava picture IonutCava Sun 08 Nov, 2015 21:48:10 +0000

[IonutCava]
- Improve VBO allocation system
- Disable mipmap generation for blur FBO in CascadedShadowMaps
- Code cleanup

552 Diff Diff IonutCava picture IonutCava Fri 06 Nov, 2015 17:07:22 +0000

[Ionut]
- Use UNIT0 and UNIT1 during depth pass for transparency texture to reduce texture binds between calls
- Allow different VAOs with different attributes per render stage per glVertexArray instance
- Initial work on multiple glVertexArray instances per single VBO (attempt to get VBOs to the 4MB mark) - Currently crashes the build
- Fix a bug on exit if background tasks depended on scene elements. Wait for the main threadpool to clear before destroying the scene.
- Use a different node buffer per rendering stage to avoid waiting too much on fence syncs

551 Diff Diff IonutCava picture IonutCava Thu 05 Nov, 2015 17:08:03 +0000

[IonutCava]
- Streamline RenderPass/RenderBin/RenderPassCuller logic:
— Separate culling from updating nodes
— Improve sorting and batching
- Cleanups and sanity checks
- Replace some std::bind calls with lambdas

545 Diff Diff IonutCava picture IonutCava Tue 03 Nov, 2015 17:15:43 +0000

[IonutCava]
- Reimplement single pass layered shadow rendering
- Cleanup frambuffer class and use clearBuffer instead of clearColor.
- Clean ShaderProgram uniform calls a bit

544 Diff Diff IonutCava picture IonutCava Fri 30 Oct, 2015 23:56:42 +0000

[Ionut]
- Reverted some of the changes as they caused too many issues for now

543 Diff Diff IonutCava picture IonutCava Fri 30 Oct, 2015 17:18:18 +0000

[IonutCava]
- More profile guided optimizations
- Attempt to render all CSM splits in a single pass using geometry shader based instancing (unfinished)

542 Diff Diff IonutCava picture IonutCava Thu 29 Oct, 2015 23:44:59 +0000

[IonutCava]
- Improved multi-threaded culling
- Increased nodeBuffer size to avoid different render stages to override each-other’s data and wait for locks
- Added a indirect command buffer per render stage

541 Diff Diff IonutCava picture IonutCava Thu 29 Oct, 2015 17:03:27 +0000

[IonutCava]
- Initial work on multi-threading the main loop (experimental. unstable):
— Multi-threaded frustum culling
— Multi-threaded particle update system

535 IonutCava picture IonutCava Tue 27 Oct, 2015 17:03:35 +0000

[IonutCava]
- Improve occlusion culling
- Improve draw command management