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Entry Size Revision Updated
Headers 804 Thu 01 Dec, 2016 17:20:59 +0000
BloomPreRenderOperator.cpp 4.7K 804 Thu 01 Dec, 2016 17:20:59 +0000
DoFPreRenderOperator.cpp 1.7K 804 Thu 01 Dec, 2016 17:20:59 +0000
PostAAPreRenderOperator.cpp 2.3K 804 Thu 01 Dec, 2016 17:20:59 +0000
SSAOPreRenderOperator.cpp 6.7K 804 Thu 01 Dec, 2016 17:20:59 +0000

Commits for Divide-Framework/trunk/Source Code/Rendering/PostFX/CustomOperators

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

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

- 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.

792 IonutCava picture IonutCava Fri 18 Nov, 2016 16:08:45 +0000

- Allow RenderTarget attachments to keep the previous frame’s rendering result automatically. Specify if history should be saved via a bool flag on addition to the RenderTarget.

785 IonutCava picture IonutCava Tue 18 Oct, 2016 16:14:27 +0000

- Added better rendering debugging functionality (named render targets. Helps with GPU Profiling tools)
- Limit clip planes to the number of frustum planes (that should be enough and it also simplifies the code)

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

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

774 IonutCava picture IonutCava Wed 05 Oct, 2016 13:42:22 +0000

- Removed glRTAttachment. Placed texture ptr in parent RTAttachment.
- Removed depth buffer auto generation for framebuffers. All attachments must now be explicit.

734 IonutCava picture IonutCava Tue 21 Jun, 2016 16:28:11 +0000

- Added a render target pool:
— All render targets are now allocated (and tracked) by the GFXDevice.
— Allocation routines return a slim RenderTargetHandle object that will be used later on in draw commands.

- Added a refraction render pass that will handle translucent objects that need refracted textures instead of clear transparency
— Both reflective nodes and refractive nodes are not gathered properly at this point

- All API specific objects (buffers, textures, etc) are now initialized in the GFXDevice class (see GFXDeviceObjects.cpp)
— This allowed for the slimming of the RenderAPIWrapper interface

- Improved ENABLE_GPU_VALIDATION macro utilization:
— It enabled shadow map split plane debugging
— It bypasses loading shaders from text cache

725 IonutCava picture IonutCava Fri 10 Jun, 2016 12:44:46 +0000

- Removed GFX drawPoints and drawTriangle calls and replaced them with a single draw command that takes a GenericDrawCommand parameter.
- Updated CSM code. Shadows now render in the correct position again. Still has issues.

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