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#include "Headers/d3dGenericVertexData.h"

namespace Divide {
IMPLEMENT_CUSTOM_ALLOCATOR(d3dGenericVertexData, 0, 0);

d3dGenericVertexData::d3dGenericVertexData(GFXDevice& context, const U32 ringBufferLength)
    : GenericVertexData(context, ringBufferLength)
{
}

d3dGenericVertexData::~d3dGenericVertexData()
{
}
}; //namespace Divide

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

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 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