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Divide-Framework

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Entry Size Revision Updated
GenericCommandPool.h 1.5K 773 Tue 04 Oct, 2016 15:53:18 +0000
GenericDrawCommand.h 5K 773 Tue 04 Oct, 2016 15:53:18 +0000
GFXDevice.h 23.2K 776 Thu 06 Oct, 2016 15:57:56 +0000
GFXDevice.inl 8.4K 771 Tue 27 Sep, 2016 15:39:49 +0000
GFXRTPool.h 2.7K 776 Thu 06 Oct, 2016 15:57:56 +0000
GFXState.h 2.9K 714 Thu 26 May, 2016 16:26:23 +0000
GraphicsResource.h 1.6K 776 Thu 06 Oct, 2016 15:57:56 +0000
IMPrimitive.h 6.2K 776 Thu 06 Oct, 2016 15:57:56 +0000
OcclusionQuery.h 2K 648 Sun 21 Feb, 2016 16:32:52 +0000
RenderAPIEnums.h 13.2K 776 Thu 06 Oct, 2016 15:57:56 +0000
RenderAPIWrapper.h 6.8K 776 Thu 06 Oct, 2016 15:57:56 +0000
RenderDrawCommands.h 2.4K 776 Thu 06 Oct, 2016 15:57:56 +0000
RenderStateBlock.h 5.8K 771 Tue 27 Sep, 2016 15:39:49 +0000
ScopedStates.h 2K 762 Thu 11 Aug, 2016 16:18:35 +0000

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

Revision Author Commited Message
776 IonutCava picture IonutCava Thu 06 Oct, 2016 15:57:56 +0000

[IonutCava]
- Improve the CommandBuffer system to include the notion of a RenderPass /RenderSubPass with output render target info stored in them (not used yet)

775 IonutCava picture IonutCava Wed 05 Oct, 2016 15:54:54 +0000

[IonutCava]
- Cleanup RenderTarget <-> RTAttachment relation
- Multisampled render target state is now deduced based on attachments used

773 IonutCava picture IonutCava Tue 04 Oct, 2016 15:53:18 +0000

[IonutCava]
- Split GenericDrawCommand gathering system into Init/Update to facilitate future threading support
- Fix drawCount() == 0 case in submitRenderCommand
- Make _cameraPool (more) threadsafe

772 IonutCava picture IonutCava Thu 29 Sep, 2016 15:50:57 +0000

[IonutCava]
- Better GPU Vendor / Renderer detection

771 IonutCava picture IonutCava Tue 27 Sep, 2016 15:39:49 +0000

[IonutCava]
- Modify GFXDevice::flushRenderQueues so that it creates command buffers instead of directly calling rendering calls:
— Command buffers contain buffer, shader, texture and geometry info
— Command buffer state is now parsed and set at the API level instead of GFXDevice level
— This will allow easier porting to low level APIs later on
- Indirect draw is now a GenericDrawCommand render option instead of an explicit buffer draw parameter

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)

769 IonutCava picture IonutCava Fri 16 Sep, 2016 15:18:09 +0000

[IonutCava]
- Clean up camera class:
— Remove “reflection” specific code and add a generic “reflect” method to allow the calling code to handle camera placements and reflections. This got rid of the “reflectionPlane” member in the RenderParams struct
— Remove some member variables and replace them with on-demand computed variables on the stack.
— Add a “destroyCamera” call to the CameraManager to allow better resource cleanup when needed
- Prepare a rendering system overhaul:
— Add dual screen render targets: current frame and previous frame. Used for future features such as TXAA and Motion Blur.
— Prepare code for an implementation similar to the Doom (2016) system: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/ (the code was already going in that direction)

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

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

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