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Entry Size Revision Updated
Headers 781 Wed 12 Oct, 2016 16:03:46 +0000
Material.cpp 23.9K 781 Wed 12 Oct, 2016 16:03:46 +0000
ShaderComputeQueue.cpp 2.1K 781 Wed 12 Oct, 2016 16:03:46 +0000
ShaderProgramInfo.cpp 1.2K 781 Wed 12 Oct, 2016 16:03:46 +0000

Commits for Divide-Framework/trunk/Source Code/Geometry/Material

Revision Author Commited Message
781 IonutCava picture IonutCava Wed 12 Oct, 2016 16:03:46 +0000

- ShaderComputeQueue <-> Material shader request bug fix (element stuck in QUEUED state)
- More Camera class cleanups
- Add a method of removing EnvironmentProbes from their Pool

777 IonutCava picture IonutCava Fri 07 Oct, 2016 16:14:48 +0000

- Continue to implement CommandBuffer / RenderPass / RenderSubPass system.
— Rendering artefacts are still present.

776 IonutCava picture IonutCava Thu 06 Oct, 2016 15:57:56 +0000

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

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

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

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

- 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

- 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)

764 IonutCava picture IonutCava Mon 22 Aug, 2016 15:38:11 +0000

- Add some explicit include for RenderStateBlock as it will be removed from the RenderAPIWrapper.h file

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

- 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

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

- 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

756 IonutCava picture IonutCava Fri 29 Jul, 2016 16:09:29 +0000

- Cleaned up material shader:
— Add explicit functions for material colour properties
— Separate Phong from PBR
— Remove texture count variable and use TEX_OPERATION_NONE for single texture
- Added a Shader compute queue that all materials share. This allows better frame time allocation for shader compilation
- Attempt to fix Task and TaskPool race conditions