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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 _D3D_GENERIC_VERTEX_DATA_H
#define _D3d_GENERIC_VERTEX_DATA_H

#include "Platform/Video/Buffers/VertexBuffer/Headers/GenericVertexData.h"

namespace Divide {

class d3dGenericVertexData : public GenericVertexData {
    USE_CUSTOM_ALLOCATOR
   public:
    d3dGenericVertexData(GFXDevice& context, const U32 ringBufferLength);

    ~d3dGenericVertexData();

    void create(U8 numBuffers = 1, U8 numQueries = 1) {}

    void setIndexBuffer(U32 indicesCount, bool dynamic, bool stream) {}
    void updateIndexBuffer(const vectorImpl<U32>& indices) {}

    void setBuffer(U32 buffer, U32 elementCount, size_t elementSize,
                   bool useRingBuffer, void* data, bool dynamic, bool stream,
                   bool persistentMapped = false) {}
    void bindFeedbackBufferRange(U32 buffer, U32 elementCountOffset,
                                 size_t elementCount) {}
    void updateBuffer(U32 buffer, U32 elementCount, U32 elementCountOffset,
                      void* data) {}
    void setFeedbackBuffer(U32 buffer, U32 bindPoint) {}
    U32 getFeedbackPrimitiveCount(U8 queryID) { return 0; }

    void incQueryQueue() override {}

   protected:
    friend class GFXDevice;
    void draw(const GenericDrawCommand& command,
              bool useCmdBuffer = false) {}
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Direct3D/Buffers/VertexBuffer/Headers/d3dGenericVertexData.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

712 Diff Diff IonutCava picture IonutCava Tue 24 May, 2016 16:18:37 +0000

[IonutCava]
- Added the concept of “buffer” to be used by GenericVertexData and ShaderBuffer without caring if it’s persistent or not.
— Persistent buffers handle their own locking instead of relying on the parent class
- HiZ occlusion culling fixes and optimizations

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

628 Diff Diff IonutCava picture IonutCava Wed 20 Jan, 2016 17:17:53 +0000

[IonutCava]
- Reworked GenericVertexData ring-buffering system and changed vertex attributes to the vertex format system
— Might be buggy
- Disabled bump-mapping for low-LoD level entities
- Removed a forgotten test line in BRDF shader that prevented lighting calculations to occur properly (an early return)
- Updated auto-reflection system for high shininess materials
- Converted a lot of ‘to_xyz’ calls to ‘to_const_xyz’ calls where appropriate to reduce runtime cost (‘to_const_xyz’ is evaluated at compile time)

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

491 Diff Diff IonutCava picture IonutCava Thu 13 Aug, 2015 22:33:40 +0000

[Ionut]
- Updates and fixes to the particle system
- Added proper flags to the WarScene

483 Diff Diff IonutCava picture IonutCava Sat 08 Aug, 2015 19:31:24 +0000

[Ionut]
- Removed OcclusionQueryHelper in preparation for a new occlusion system
— New method will use compute shaders and modify the command buffer directly setting primCount to 0 for occluded objects (No CPU roundtrip)
- Cleaned up the GenericDrawCommand system (usage and format)

475 Diff Diff IonutCava picture IonutCava Fri 19 Jun, 2015 16:12:42 +0000

[Ionut]
- More (hackish) occlusion query code

387 IonutCava picture IonutCava Wed 25 Mar, 2015 17:05:46 +0000

[Ionut]
- Massively reduced rendering pipeline complexity:
— RenderPassCuller is only responsible for culling the SceneGraph from the given node and holds a cache of visible nodes for each render stage
— The SceneManager asks the RenderPassCuller to the get a list of visible nodes -> passes the nodes to the RenderQueue -> asks the RenderQueue to sort itself -> sorts the visible nodes based on the order given by the RenderQueue -> asks the GFXDevice to build render data and the command buffer based on the resulting nodes -> clears the RenderPassCuller cache on “frame end” event
- Fixed draw commands that don’t use an indirect buffer