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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 GL_UNIFORM_BUFFER_OBJECT_H_
#define GL_UNIFORM_BUFFER_OBJECT_H_

#include "Platform/Video/OpenGL/Headers/glResources.h"
#include "Platform/Video/OpenGL/Buffers/Headers/glMemoryManager.h"
#include "Platform/Video/Buffers/ShaderBuffer/Headers/ShaderBuffer.h"

namespace Divide {

/// Base class for shader uniform blocks
class glBufferImpl;
class glBufferLockManager;
class glUniformBuffer final : public ShaderBuffer {
    USE_CUSTOM_ALLOCATOR
   public:
     glUniformBuffer(GFXDevice& context,
                     const U32 ringBufferLength,
                     bool unbound,
                     bool persistentMapped,
                     BufferUpdateFrequency frequency);
    ~glUniformBuffer();

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

    void getData(ptrdiff_t offsetElementCount,
                 ptrdiff_t rangeElementCount,
                 bufferPtr result) const override;

    void updateData(ptrdiff_t offsetElementCount,
                    ptrdiff_t rangeElementCount,
                    const bufferPtr data) override;

    bool bindRange(U32 bindIndex,
                   U32 offsetElementCount,
                   U32 rangeElementCount) override;

    bool bind(U32 bindIndex) override;

    GLuint bufferID() const;

    void addAtomicCounter(U32 sizeFactor = 1) override;

    U32  getAtomicCounter(U32 counterIndex = 0) override;

    void bindAtomicCounter(U32 counterIndex = 0, U32 bindIndex = 0) override;

    void resetAtomicCounter(U32 counterIndex = 0) override;

   protected:
    void printInfo(const ShaderProgram *shaderProgram, U32 bindIndex);

   protected:

    struct AtomicCounter {
        GLuint _handle;
        GLuint _sizeFactor;
        GLuint _writeHead;
        GLuint _readHead;
    };

    glBufferImpl* _buffer;
    size_t     _allignedBufferSize;
    GLsizeiptr _alignment;
    bufferPtr _mappedBuffer;
    bool _updated;
    const GLenum _target;
    vectorImpl<AtomicCounter> _atomicCounters;
};

};  // namespace Divide

#endif

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

720 Diff Diff 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)

713 Diff Diff IonutCava picture IonutCava Wed 25 May, 2016 15:43:38 +0000

[IonutCava]
- Removed all unique_ptr’s from the code with classic new/delete pairs. They were seriously not needed.
- Added the concept of SceneComponent to scene specific classes: aiManager, lightPool, sceneGraph, physicsInterface etc
— This allowed the removal of the global GET_ACTIVE_SCENEGRAPH call;

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

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

542 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