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Divide-Framework

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Entry Size Revision Updated
Buffers 795 Wed 23 Nov, 2016 17:14:33 +0000
Direct3D 804 Thu 01 Dec, 2016 17:20:59 +0000
Headers 804 Thu 01 Dec, 2016 17:20:59 +0000
Null 334 Wed 10 Dec, 2014 17:21:22 +0000
OpenGL 804 Thu 01 Dec, 2016 17:20:59 +0000
Shaders 804 Thu 01 Dec, 2016 17:20:59 +0000
Textures 796 Wed 23 Nov, 2016 20:04:11 +0000
GenericCommandPool.cpp 382 bytes 726 Fri 10 Jun, 2016 16:13:52 +0000
GenericDrawCommand.cpp 4.1K 767 Mon 22 Aug, 2016 16:25:37 +0000
GFXDevice.cpp 25.8K 804 Thu 01 Dec, 2016 17:20:59 +0000
GFXDeviceDebug.cpp 6.4K 804 Thu 01 Dec, 2016 17:20:59 +0000
GFXDeviceDraw.cpp 14.9K 804 Thu 01 Dec, 2016 17:20:59 +0000
GFXDeviceObjects.cpp 9.1K 804 Thu 01 Dec, 2016 17:20:59 +0000
GFXDeviceState.cpp 18K 804 Thu 01 Dec, 2016 17:20:59 +0000
GFXRTPool.cpp 2.2K 790 Wed 02 Nov, 2016 17:06:20 +0000
GFXState.cpp 1.2K 714 Thu 26 May, 2016 16:26:23 +0000
GraphicsResource.cpp 401 bytes 777 Fri 07 Oct, 2016 16:14:48 +0000
IMPrimitive.cpp 6.4K 777 Fri 07 Oct, 2016 16:14:48 +0000
RenderPackage.cpp 4.2K 778 Mon 10 Oct, 2016 15:18:32 +0000
RenderStateBlock.cpp 8.1K 799 Thu 24 Nov, 2016 22:55:23 +0000
ScopedStates.cpp 594 bytes 804 Thu 01 Dec, 2016 17:20:59 +0000
TextureData.cpp 2.5K 801 Sun 27 Nov, 2016 21:28:01 +0000

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

Revision Author Commited Message
804 IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
802 IonutCava picture IonutCava Tue 29 Nov, 2016 17:15:38 +0000

[IonutCava]
- GUI class is no longer a Singleton
- Reduced usage of GFXDevice::instance()

801 IonutCava picture IonutCava Sun 27 Nov, 2016 21:28:01 +0000

[IonutCava]
- More performance analysis guided optimizations.
- Some refactoring to allow later removal of Singletons status for: GFXDevice, SFXDevice, PXDevice, GUI and Input.
— Pass a PlatformContext around objects to access these classes.

800 IonutCava picture IonutCava Fri 25 Nov, 2016 17:04:02 +0000

[IonutCava]
- More profile-guided optimizations
- Added GLSL normal map blending methods from: http://blog.selfshadow.com/sandbox/normals.html
- Added more profile timers

799 IonutCava picture IonutCava Thu 24 Nov, 2016 22:55:23 +0000

[IonutCava]
- Performance analysis guided optimizations.

798 IonutCava picture IonutCava Thu 24 Nov, 2016 19:18:39 +0000

[IonutCava]
- Small correction to shader loading.

796 IonutCava picture IonutCava Wed 23 Nov, 2016 20:04:11 +0000

[IonutCava]
- Fix a bad if statement in the RenderingComponent class relating additional texture dependencies that prevented non-Debug builds from using additional textures
- Fix a race condition relating to texture loading
- Small code cleanup

795 IonutCava picture IonutCava Wed 23 Nov, 2016 17:14:33 +0000

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

794 IonutCava picture IonutCava Tue 22 Nov, 2016 16:44:26 +0000

[IonutCava]
- Change SDL_GL_Context management from a pool-based system to a thread_local variable type System
- Reworked SceneGraphNode child access for safer and faster iteration.
— Added a forEachChild with multiple overloads to apply a lambda expression over every child of the target SGN
- Slight optimization to Text rendering by batching all labels due for rendering and submitting them at all at once

793 IonutCava picture IonutCava Sat 19 Nov, 2016 19:02:19 +0000

[IonutCava]
- Improve attachment count for RTAttachmentPool
- Improve shader compilation error message system
- First part of adding RenderDoc integration (add render doc files to the “RenderDoc” folder