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Divide-Framework

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Entry Size Revision Updated
Buffers 765 Mon 22 Aug, 2016 15:48:12 +0000
glsw 747 Thu 30 Jun, 2016 15:32:46 +0000
Headers 762 Thu 11 Aug, 2016 16:18:35 +0000
Shaders 760 Tue 09 Aug, 2016 16:30:12 +0000
Text 757 Mon 01 Aug, 2016 16:13:27 +0000
Textures 762 Thu 11 Aug, 2016 16:18:35 +0000
GLError.cpp 2.7K 757 Mon 01 Aug, 2016 16:13:27 +0000
glIMPrimitive.cpp 1.9K 713 Wed 25 May, 2016 15:43:38 +0000
glLockManager.cpp 1.9K 743 Tue 28 Jun, 2016 15:55:50 +0000
glResources.cpp 21.9K 768 Fri 09 Sep, 2016 14:38:51 +0000
GLStates.cpp 21K 763 Mon 22 Aug, 2016 15:34:32 +0000
GLWrapper.cpp 29.3K 770 Tue 20 Sep, 2016 16:12:27 +0000
SDLWindowWrapper.cpp 15.5K 757 Mon 01 Aug, 2016 16:13:27 +0000

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

Revision Author Commited Message
770 IonutCava picture IonutCava Tue 20 Sep, 2016 16:12:27 +0000

[IonutCava]
- Prepare velocity map calculation (later used for temporal AA and motion blur):
— Add a previous depth buffer render target that blits the main depth buffer at the end of the frame
— Add a new render target to the screen FBO: velocity map
- Store normals as RG instead of RGB and pack/unpack in shaders. (compute >>>> bandwith)
- Rename Forward+ renderer to something more descriptive

(Requires deletion of all parsed & cached data)

768 IonutCava picture IonutCava Fri 09 Sep, 2016 14:38:51 +0000

[IonutCava]
- Refactored framework entry points (init, step, shutdown) to allow the addition of hot code reloading in the future

767 IonutCava picture IonutCava Mon 22 Aug, 2016 16:25:37 +0000

[IonutCava]
- Descriptor/State cleanup part 3/3: GenericDrawCommand cleanup

765 IonutCava picture IonutCava Mon 22 Aug, 2016 15:48:12 +0000

[IonutCava]
- Descriptor/State cleanup part 1/3: RTDrawDescriptor refactoring

763 IonutCava picture IonutCava Mon 22 Aug, 2016 15:34:32 +0000

[IonutCava]
- Small fix to sampler binding

762 IonutCava picture IonutCava Thu 11 Aug, 2016 16:18:35 +0000

[IonutCava]
- Removed a lot of high level GFX state and merged it back on a lower level:
— depth mask is now a framebuffer specific toggle controlled by the RenderPolicy
— rasterization is now a per-buffer draw switch toggled by a rendering flag in GenericDrawCommand
- Replaced old style GL texture binding code with DSA style glBindTextures and glBindSamplers even for single textures
— completely removed the concept of a active texture unit in the GL code
- Fixed some draw policy settings that were clearing the depth buffer in the PostFX passes
- More build type flag replacement of macros
- Render pass system bug fixing
- Add option to skip occlusion culling for certain nodes

761 IonutCava picture IonutCava Wed 10 Aug, 2016 16:24:04 +0000

[IonutCava]
- More work on the new render pass system
- Added new HiZ culling code from nvidia samples: https://github.com/nvpro-samples/gl_occlusion_culling

760 IonutCava picture IonutCava Tue 09 Aug, 2016 16:30:12 +0000

[IonutCava]
- Complete rewrite of RenderPass system:
— Allow every rendering pass (reflection, environment, etc) to use the same rendering system: occlusion culling, light culling, etc
— Define render passes by a param based token similar to modern API systems (DX12/Vulkan)
— W.I.P.: Depth rendering slightly wrong; Environment Mapping ,reflection and refraction rendering currently disabled
- Add compile time variables for DEBUG/PROFILE/RELEASE builds to validate all code for every build

759 IonutCava picture IonutCava Sun 07 Aug, 2016 18:34:32 +0000

[IonutCava]
- Add workaround for singlethreaded texture loading
- Small corrections to ImageTools image loading

758 IonutCava picture IonutCava Tue 02 Aug, 2016 16:05:09 +0000

[IonutCava]
- Added a cross platform method of naming threads (helps with debugging)
- Reduced dependency on VAR.dvd_drawID in shaders.
- Work on Single/Multi thread toggle for GFX resource loading (crashes, bugs, etc)
- Fix a bug in TaskPool where task states were never actually updated properly
- Change threadpool implementation to use std::thread instead of boost::thread