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Divide-Framework

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Entry Size Revision Updated
Audio 805 Fri 02 Dec, 2016 16:05:59 +0000
Compute 648 Sun 21 Feb, 2016 16:32:52 +0000
Headers 805 Fri 02 Dec, 2016 16:05:59 +0000
Input 804 Thu 01 Dec, 2016 17:20:59 +0000
Threading 806 Sun 08 Jan, 2017 22:00:48 +0000
Video 806 Sun 08 Jan, 2017 22:00:48 +0000
ByteBuffer.cpp 1.3K 671 Fri 08 Apr, 2016 16:26:49 +0000
DisplayWindow.cpp 9.2K 750 Thu 07 Jul, 2016 16:02:03 +0000
PlatformDefines.cpp 3.1K 802 Tue 29 Nov, 2016 17:15:38 +0000
PlatformDefinesApple.cpp 1.5K 783 Fri 14 Oct, 2016 15:50:34 +0000
PlatformDefinesUnix.cpp 1.6K 783 Fri 14 Oct, 2016 15:50:34 +0000
PlatformDefinesWindows.cpp 7.1K 783 Fri 14 Oct, 2016 15:50:34 +0000

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

Revision Author Commited Message
806 IonutCava picture IonutCava Sun 08 Jan, 2017 22:00:48 +0000

[IonutCava]
- Finish implementing per-fragment velocity computation using a compute shader
— Further tuning still needed
- Add VS2017 build targets

805 IonutCava picture IonutCava Fri 02 Dec, 2016 16:05:59 +0000

[IonutCava]
- Singleton elimination update Part I.I: Correct Part I
— Small corrections to previous commit: Fix all asserts, memory leaks and errors that appeared during the following test: Start app -> Load War Scene -> Return to Default Scene -> Quit

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.