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#include "Headers/d3dConstantBuffer.h"
#include "Platform/Video/Headers/GFXDevice.h"

namespace Divide {

d3dConstantBuffer::d3dConstantBuffer(GFXDevice& context,
                                     const stringImpl& bufferName,
                                     const U32 ringBufferLength,
                                     bool unbound,
                                     bool persistentMapped,
                                     BufferUpdateFrequency frequency)
    : ShaderBuffer(context, bufferName, ringBufferLength, unbound, persistentMapped, frequency)

{
}

d3dConstantBuffer::~d3dConstantBuffer()
{
}

void d3dConstantBuffer::destroy() {
}

void d3dConstantBuffer::create(U32 primitiveCount, ptrdiff_t primitiveSize, U32 sizeFactor) {
    ShaderBuffer::create(primitiveCount, primitiveSize, sizeFactor);
}

void d3dConstantBuffer::getData(ptrdiff_t offsetElementCount,
                                ptrdiff_t rangeElementCount,
                                bufferPtr result) const {
}

void d3dConstantBuffer::updateData(ptrdiff_t offsetElementCount,
                                   ptrdiff_t rangeElementCount,
                                   const bufferPtr data) {
}

bool d3dConstantBuffer::bindRange(U32 bindIndex,
                                  U32 offsetElementCount,
                                  U32 rangeElementCount) {
    return false;
}

bool d3dConstantBuffer::bind(U32 bindIndex) {
    return false;
}

void d3dConstantBuffer::addAtomicCounter(U32 sizeFactor) {
}

U32 d3dConstantBuffer::getAtomicCounter(U32 counterIndex) {
    return 0;
}

void d3dConstantBuffer::bindAtomicCounter(U32 counterIndex, U32 bindIndex) {
}

void d3dConstantBuffer::resetAtomicCounter(U32 counterIndex) {
}

};//namespace Divide

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Direct3D/Buffers/ShaderBuffer/d3dConstantBuffer.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

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

588 Diff Diff IonutCava picture IonutCava Mon 30 Nov, 2015 17:11:02 +0000

[IonutCava]
- More work on the Forward+ renderer

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

527 Diff Diff IonutCava picture IonutCava Fri 16 Oct, 2015 16:01:06 +0000

[IonutCava]
- EXPERIMENTAL Added Compute based HiZ occlusion culling
- Some fixes to shader line counting system

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

502 Diff Diff IonutCava picture IonutCava Sun 23 Aug, 2015 18:03:16 +0000

[IonutCava]
- Micro-optimise the rendering path (faster compares, less stack allocation, etc)

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

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

406 IonutCava picture IonutCava Tue 21 Apr, 2015 16:08:54 +0000

[Ionut]
- More clean-up in the SceneAnimator class
- Added a hacky workaround to render skeletons only once per mesh (flag in parent mesh set from the rendering submesh using the StateTracker available in the SceneGraphNode class)