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#include "Headers/ShaderBuffer.h"
#include "Platform/Video/Headers/GFXDevice.h"

namespace Divide {
    ShaderBuffer::ShaderBuffer(GFXDevice& context,
                               const stringImpl& bufferName,
                               const U32 ringBufferLength,
                               bool unbound,
                               bool persistentMapped,
                               BufferUpdateFrequency frequency)
                                                      : GraphicsResource(context),
                                                        RingBuffer(ringBufferLength),
                                                        GUIDWrapper(),
                                                        _sizeFactor(1),
                                                        _bufferSize(0),
                                                        _primitiveSize(0),
                                                        _primitiveCount(0),
                                                        _alignmentRequirement(0),
                                                        _frequency(frequency),
                                                        _unbound(unbound),
                                                        _persistentMapped(persistentMapped && false &&
                                                            !Config::Profile::DISABLE_PERSISTENT_BUFFER)
#  if defined(ENABLE_GPU_VALIDATION)
                                                        ,_bufferName(bufferName)
#   endif
    {
    }

    ShaderBuffer::~ShaderBuffer()
    {
    }

    void ShaderBuffer::create(U32 primitiveCount, ptrdiff_t primitiveSize, U32 sizeFactor) {
        _primitiveCount = primitiveCount;
        _primitiveSize = primitiveSize;
        _bufferSize = primitiveSize * primitiveCount;
        _sizeFactor = sizeFactor;
        DIVIDE_ASSERT(_bufferSize > 0, "ShaderBuffer::Create error: Invalid buffer size!");
    }

    void ShaderBuffer::setData(const bufferPtr data) {
        DIVIDE_ASSERT(_bufferSize > 0, "ShaderBuffer::SetData error: Invalid buffer size!");
        updateData(0, _primitiveCount, data);
    }

}; //namespace Divide;

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Buffers/ShaderBuffer/ShaderBuffer.cpp

Diff revisions: vs.
Revision Author Commited Message
631 Diff Diff IonutCava picture IonutCava Sun 24 Jan, 2016 20:28:21 +0000

[IonutCava]
- Fix and optimize particle rendering system
- Temporarily disable Z_PRE_PASS system for testing
- Improve thread pool destruction system a bit
- Fix texture loading when used as fb attachment
- Forward+ renderer now takes the entire light buffer (no need to split up by light type)
- Start work on occlusion culling fixes:
— ToDo: Take into account batching system
— Fix gl_DrawIDARB usage

598 Diff Diff IonutCava picture IonutCava Mon 07 Dec, 2015 17:21:28 +0000

[IonutCava]
- Transform caching updates
- Light impostor rendering updates
- Temporarily disable persistent buffer mapping

591 Diff Diff IonutCava picture IonutCava Wed 02 Dec, 2015 17:17:23 +0000

[IonutCava]
- More work on the ForwardPlus renderer
- Singleton cleanup
- First steps for reducing scope of GFXDevice class

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

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

528 Diff Diff IonutCava picture IonutCava Mon 19 Oct, 2015 15:53:19 +0000

[IonutCava]
- Fix occlusion culling
- Fix blur shader
- Fix particle rendering
- Fix ShaderBuffer class function naming

524 Diff Diff IonutCava picture IonutCava Thu 08 Oct, 2015 16:14:58 +0000

[IonutCava]
- Profiler guided optimizations:
— Replace most hashMaps with vectors where the common access pattern is linear (e.g. SceneGraphNode’s child list)
— Specify ShaderBuffer access patters at creation time to properly inform the rendering API
— Fix and optimise the LockManager & BufferLockManager classes
— Add a AtomicWrapper class that allows assignment and copy-constructions for atomic variables
-— This allows us to use vector of atomic bools for BB creation for SkinnedSubMesh objects

522 Diff Diff IonutCava picture IonutCava Tue 06 Oct, 2015 20:23:41 +0000

[Ionut]
- Move bone SSBO from the AnimationComponent to the AnimEvaluator class thus holding a single buffer per Mesh per animation instead of one per SGN per animation.
— This is made possible by the recent change that uploads the entire animation to VRAM at once
— Will also allow the upload of multiple skyboxes at once and the possibility to switch between them with a shader uniform
- Consider all Cube Maps in OpenGL as Cube Map Arrays
— Allows for cleaner OpenGL texturing code and bypasses a cube map driver bug on AMD

505 Diff Diff IonutCava picture IonutCava Tue 25 Aug, 2015 22:15:49 +0000

[IonutCava]
- Finish the draw command caching System
- Cleanup AnimationComponent class

499 IonutCava picture IonutCava Thu 20 Aug, 2015 21:22:10 +0000

[IonutCava]
- UBO/SSBO proper alignment fixed (finally)
- ShaderBuffer class cleanup