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/*
Copyright (c) 2016 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 _SHADER_BUFFER_H_
#define _SHADER_BUFFER_H_

#include "Platform/Video/Headers/GraphicsResource.h"

namespace Divide {

class ShaderProgram;
class NOINITVTABLE ShaderBuffer : protected GraphicsResource, 
                                  public RingBuffer,
                                  public GUIDWrapper {
    USE_CUSTOM_ALLOCATOR
   public:
    explicit ShaderBuffer(GFXDevice& context,
                          const U32 ringBufferLength,
                          bool unbound,
                          bool persistentMapped,
                          BufferUpdateFrequency frequency);

    virtual ~ShaderBuffer();

    /// Create a new buffer to hold our shader data
    virtual void create(U32 primitiveCount, ptrdiff_t primitiveSize, U32 sizeFactor = 1);
    virtual void destroy() = 0;

    virtual void updateData(ptrdiff_t offsetElementCount,
                            ptrdiff_t rangeElementCount,
                            const bufferPtr data) = 0;

    virtual void setData(const bufferPtr data);

    virtual void getData(ptrdiff_t offsetElementCount,
                         ptrdiff_t rangeElementCount,
                         bufferPtr result) const = 0;

    virtual bool bindRange(U32 bindIndex,
                           U32 offsetElementCount,
                           U32 rangeElementCount) = 0;

    virtual bool bind(U32 bindIndex) = 0;

    inline bool bind(ShaderBufferLocation bindIndex) {
        return bind(to_uint(bindIndex));
    }

    inline bool bindRange(ShaderBufferLocation bindIndex,
                          U32 offsetElementCount,
                          U32 rangeElementCount) {
        return bindRange(to_uint(bindIndex),
                         offsetElementCount,
                         rangeElementCount);

    }

    inline size_t getPrimitiveSize() const { return _primitiveSize; }
    inline U32 getPrimitiveCount() const { return _primitiveCount; }
    inline size_t getAlignmentRequirement() const { return _alignmentRequirement; }

    virtual void addAtomicCounter(U32 sizeFactor = 1) = 0;
    virtual U32  getAtomicCounter(U32 counterIndex = 0) = 0;
    virtual void bindAtomicCounter(U32 counterIndex = 0, U32 bindIndex = 0) = 0;
    virtual void resetAtomicCounter(U32 counterIndex = 0) = 0;

   protected:
    size_t _bufferSize;
    size_t _primitiveSize;
    size_t _alignmentRequirement;
    U32 _primitiveCount;
    U32 _sizeFactor;

    const bool _unbound;
    const bool _persistentMapped;
    const BufferUpdateFrequency _frequency;
};

};  // namespace Divide
#endif //_SHADER_BUFFER_H_

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

Diff revisions: vs.
Revision Author Commited Message
727 Diff Diff 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

671 Diff Diff IonutCava picture IonutCava Fri 08 Apr, 2016 16:26:49 +0000

[Ionut]
- Custom memory allocation system part 1:
— Add http://www.codeproject.com/Articles/1089905/A-Custom-STL-std-allocator-Replacement-Improves-Pe
— Add custom allocators to strings and vectors
— Add custom allocators to a few test classes
— No support for aligned memory yet, so vec4<F32> and mat4<F32> vectors use the old allocation system
- Replace more std::async call with our custom task system

648 Diff Diff IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these

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

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

527 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