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Entry Size Revision Updated
Headers 727 Tue 14 Jun, 2016 16:01:38 +0000
glGenericVertexData.cpp 18.2K 727 Tue 14 Jun, 2016 16:01:38 +0000
glVertexArray.cpp 15.1K 727 Tue 14 Jun, 2016 16:01:38 +0000

Commits for Divide-Framework/trunk/Source Code/Platform/Video/OpenGL/Buffers/VertexBuffer

Revision Author Commited Message
727 IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

- 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

726 IonutCava picture IonutCava Fri 10 Jun, 2016 16:13:52 +0000

- More static analysis based corrections
- Added initial stub code for a command pool system for GenericDrawCommands

721 IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

720 IonutCava picture IonutCava Mon 06 Jun, 2016 15:51:06 +0000

- 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)

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

- 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

709 IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

703 IonutCava picture IonutCava Wed 11 May, 2016 15:44:57 +0000

- Finish XML-based control bindings:
— Allow per bind input params (key id, mouse button index, joystick control data, etc)
— Allow mouse binding (with up to 7 buttons)
— Allow up to 4 joysticks (for now) with 120+ button, POV, Axis, Slider and Vector binding support for each
- Change all hashes in code from U32 to size_t for compatibility with STL/Boost

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

- Custom memory allocation system part 1:
— Add
— 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

654 IonutCava picture IonutCava Tue 01 Mar, 2016 17:22:09 +0000

- Moved window related code from rendering API code into proper classes:
— DisplayWindow handles SDL based window management
— WindowManager handles multiple DisplayWindow instances
— Code still needs proper extensive testing
- Small performance optimizations

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

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