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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 _SHADER_PROGRAM_INFO_H_
#define _SHADER_PROGRAM_INFO_H_

#include "Platform/Video/Shaders/Headers/ShaderProgram.h"

namespace Divide {

class ShaderProgramInfo {
public:
    enum class BuildStage : U32 {
        QUEUED = 0,
        COMPUTED = 1,
        READY = 2,
        REQUESTED = 3,
        COUNT
    };

public:
    explicit ShaderProgramInfo();
    ShaderProgramInfo(const ShaderProgramInfo& other);
    ShaderProgramInfo& operator=(const ShaderProgramInfo& other);
    const ShaderProgram_ptr& getProgram() const;

    BuildStage computeStage() const;
    void computeStage(BuildStage stage);

    bool _customShader;
    ShaderProgram_ptr _shaderRef;
    stringImpl _shader;
    vectorImplAligned<stringImpl> _shaderDefines;

private:
    std::atomic<BuildStage> _shaderCompStage;
};
}; //namespace Divide

#endif //_SHADER_PROGRAM_INFO_H_

Commits for Divide-Framework/trunk/Source Code/Geometry/Material/Headers/ShaderProgramInfo.h

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

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

758 Diff Diff 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

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

[IonutCava]
- 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