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Entry Size Revision Updated
Texture.h 7K 795 Wed 23 Nov, 2016 17:14:33 +0000
TextureDescriptor.h 11.5K 749 Mon 04 Jul, 2016 16:01:34 +0000

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

Revision Author Commited Message
795 IonutCava picture IonutCava Wed 23 Nov, 2016 17:14:33 +0000

- Remove ULL. Use U64 instead
- Various small bug fixes and typos.

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)

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

750 IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

- Static analysis based fixes and improvements

749 IonutCava picture IonutCava Mon 04 Jul, 2016 16:01:34 +0000

- Added initial environment mapping code:
— Allow adding, per scene, of multiple environment probes that generate cube map reflections
— Support 2 types of probes: infinite (such as sky only probes) and local. Local probes use an AABB that will later be used for parallax correction
— Probes are held in a scene specific pool, can be updated at different rates and their results can be passed on to materials (if materials don’t need specific reflection systems such as for water or mirrors)
- ToDo:
— Blend between probes (currently, only the closes one is selected)
— Reduce VRAM usage
— Set as fallback for screen space reflections

722 IonutCava picture IonutCava Thu 09 Jun, 2016 16:15:33 +0000

- Restructure RenderTarget system:
— Separate attachments, use an attachment pool, use draw descriptors, require explicit information for RT calls, etc

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

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

692 IonutCava picture IonutCava Wed 27 Apr, 2016 16:24:26 +0000

- Resource system cleanup:
— Resource name and resource file location (if any) is now passed only via explicit constructors! (ResourceDescriptors already contain this data, so why use setters?)
- Fix a bug with ortho projection matrix calculation (set m[3][3] to 1. this was skipped when the identity() call was changed to zero() in the ortho() function)
— This also fixed text rendering