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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_VERTEX_BUFFER_OBJECT_H
#define _D3D_VERTEX_BUFFER_OBJECT_H

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

namespace Divide {

class d3dVertexBuffer : public VertexBuffer {
    USE_CUSTOM_ALLOCATOR
   public:
    d3dVertexBuffer(GFXDevice& context);

    ~d3dVertexBuffer();

    bool create(bool staticDraw = true);

    void destroy();

    void draw(const GenericDrawCommand& command,
              bool useCmdBuffer = false);

    bool queueRefresh();

   private:
    bool createInternal();

    bool refresh();
    void checkStatus();
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Direct3D/Buffers/VertexBuffer/Headers/d3dVertexBuffer.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

669 Diff Diff IonutCava picture IonutCava Mon 04 Apr, 2016 16:15:35 +0000

[IonutCava]
- Move Task creation calls to TaskPool.h
- Allow tasks to use any pool, but default behaviour is to use the Kernel’s main task pool
- Change image transparency check to use the task pool instead of OpenMP
— Perfect place for future parallel_for implementation
- Warning fixes
- Some method renaming for improved readability

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

620 Diff Diff IonutCava picture IonutCava Mon 11 Jan, 2016 17:23:02 +0000

[IonutCava]
- More terrain rendering work and crash fixes

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

557 Diff Diff IonutCava picture IonutCava Tue 10 Nov, 2015 12:00:20 +0000

[IonutCava]
- Gather all rendering calls from glVertexArray and glGenericVertexData into a single function in glResources: submitRenderCommand.
— This allows both classes to interpret GenericDrawCommands in the same way
- Use unsigned ints for all hasehs instead of size_t to avoid negative number hashes (useful for debugging)

512 Diff Diff IonutCava picture IonutCava Fri 04 Sep, 2015 10:23:54 +0000

[IonutCava]
- Small correction to vertex buffer compression

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 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)