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Divide-Framework

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Entry Size Revision Updated
Buffers 727 Tue 14 Jun, 2016 16:01:38 +0000
Direct3D 727 Tue 14 Jun, 2016 16:01:38 +0000
Headers 727 Tue 14 Jun, 2016 16:01:38 +0000
Null 334 Wed 10 Dec, 2014 17:21:22 +0000
OpenGL 727 Tue 14 Jun, 2016 16:01:38 +0000
Shaders 721 Wed 08 Jun, 2016 15:47:49 +0000
Textures 722 Thu 09 Jun, 2016 16:15:33 +0000
GenericCommandPool.cpp 382 bytes 726 Fri 10 Jun, 2016 16:13:52 +0000
GFXDevice.cpp 31.2K 727 Tue 14 Jun, 2016 16:01:38 +0000
GFXDeviceDebug.cpp 6.1K 725 Fri 10 Jun, 2016 12:44:46 +0000
GFXDeviceDraw.cpp 16.3K 727 Tue 14 Jun, 2016 16:01:38 +0000
GFXDeviceState.cpp 18K 727 Tue 14 Jun, 2016 16:01:38 +0000
GFXState.cpp 1.2K 714 Thu 26 May, 2016 16:26:23 +0000
IMPrimitive.cpp 6.3K 721 Wed 08 Jun, 2016 15:47:49 +0000
RenderStateBlock.cpp 5.6K 721 Wed 08 Jun, 2016 15:47:49 +0000
ScopedStates.cpp 843 bytes 475 Fri 19 Jun, 2015 16:12:42 +0000

Commits for Divide-Framework/trunk/Source Code/Platform/Video

Revision Author Commited Message
727 IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

[IonutCava]
- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.
— Each render pass holds its own buffers
- Improvements / fixes to the CSM code
- Added a global toggle to enable/disable custom memory allocators

726 IonutCava picture IonutCava Fri 10 Jun, 2016 16:13:52 +0000

[IonutCava]
- More static analysis based corrections
- Added initial stub code for a command pool system for GenericDrawCommands

725 IonutCava picture IonutCava Fri 10 Jun, 2016 12:44:46 +0000

[IonutCava]
- Removed GFX drawPoints and drawTriangle calls and replaced them with a single draw command that takes a GenericDrawCommand parameter.
- Updated CSM code. Shadows now render in the correct position again. Still has issues.

723 IonutCava picture IonutCava Fri 10 Jun, 2016 08:08:59 +0000

[IonutCava]
- Small bug fix in new RenderTarget code (drawMask enabled check comparison operator for colours was wrong)
- Race condition fix for multithreaded GPU dependent callbacks (context creation wasn’t thread safe)

722 IonutCava picture IonutCava Thu 09 Jun, 2016 16:15:33 +0000

[IonutCava]
- Restructure RenderTarget system:
— Separate attachments, use an attachment pool, use draw descriptors, require explicit information for RT calls, etc

721 IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

720 IonutCava picture IonutCava Mon 06 Jun, 2016 15:51:06 +0000

[IonutCava]
- PVS-Studio guided static analysis fixes and optimizations
- Added a flag to SceneState to bypass the Save/Load system not needed for certain types of scenes (menus, cinematics, etc)

718 IonutCava picture IonutCava Thu 02 Jun, 2016 16:02:48 +0000

[IonutCava]
- Code cleanup:
— Rename Framebuffer to RenderTarget. Only OpenGL uses the Framebuffer nomenclature.
— Remove base Shader class as only OpenGL will have separate shaders (and eventually move to pipeline objects) as Direct3D uses FX files and may end up with different structure
— Remove drawBox3D, drawSphere3D and drawLines from GFXDevice class and add them as member functions to the IMPrimitive class (renamed to fromXYZ)
— Pull some elements from SceneManager and move them to standalone classes (W.I.P.)

717 IonutCava picture IonutCava Wed 01 Jun, 2016 16:09:11 +0000

[IonutCava]
- Added initial code for 2 test scenes: ShadowScene and ReflectionScene that will be used to fix and update the shadowing and the reflection systems respectively
- More scene switch bug fixes
— XML scene data is now optional. Scenes can be created entirely form code if needed

716 IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.