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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 _FRAME_LISTENER_MANAGER_H_
#define _FRAME_LISTENER_MANAGER_H_

/// Add this include here so that any FrameListner derived class only needs to
/// include the manager

#include "Core/Headers/Singleton.h"
#include "Core/TemplateLibraries/Headers/Vector.h"
#include "Rendering/Headers/FrameListener.h"
#include "Platform/Headers/PlatformDefines.h"

namespace Divide {

DEFINE_SINGLETON(FrameListenerManager)

    typedef vectorImpl<D64> EventTimeMap;

  public:
    void registerFrameListener(FrameListener* listener, U32 callOrder);
    void removeFrameListener(FrameListener* const listener);
    void idle();

    bool frameEvent(const FrameEvent& evt);

    /// pass the current time in microseconds as the first parameter
    void createEvent(const U64 currentTime, FrameEventType type, FrameEvent& evt);

  private:
    FrameListenerManager();
    ~FrameListenerManager();

    bool frameStarted(const FrameEvent& evt);
    bool framePreRenderStarted(const FrameEvent& evt);
    bool framePreRenderEnded(const FrameEvent& evt);
    bool frameRenderingQueued(const FrameEvent& evt);
    bool framePostRenderStarted(const FrameEvent& evt);
    bool framePostRenderEnded(const FrameEvent& evt);
    bool frameEnded(const FrameEvent& evt);

    /// pass the current time in milliseconds as the first parameter
    /// returns the event time in milliseconds
    D64 calculateEventTime(const D64 currentTime, FrameEventType type);

   private:
    mutable SharedLock _listenerLock;
    vectorImpl<FrameListener*> _listeners;
    std::array<EventTimeMap, to_const_uint(FrameEventType::FRAME_EVENT_ENDED) + 1> _eventTimers;

END_SINGLETON

inline void REGISTER_FRAME_LISTENER(FrameListener* listener, U32 callOrder) {
    FrameListenerManager::instance().registerFrameListener(listener,
                                                              callOrder);
}

inline void UNREGISTER_FRAME_LISTENER(FrameListener* const listener) {
    FrameListenerManager::instance().removeFrameListener(listener);
}

};  // namespace Divide

#endif //_FRAME_LISTENER_MANAGER_H_

Commits for Divide-Framework/trunk/Source Code/Managers/Headers/FrameListenerManager.h

Diff revisions: vs.
Revision Author Commited Message
827 Diff Diff IonutCava picture IonutCava Sun 22 Jan, 2017 21:59:36 +0000

[IonutCava]
- ShaderBuffers now decide heuristically if they get persistently mapped or not (depends on size. Current limit is 512Kb for subData calls.
- Separate visible node command generation into 2 steps: onRender and getDrawPackage. onRender allows the creation of parallel tasks that should finish by the time the second call, getDrawPackage reaches the same node
- Update ParticleEmitter to take into account multiple players and increase parallelism at the cost of memory consumption and complexity.
- Add a default bounding box for Players (add extents to SceneTransform nodes)
- All buffers (ShaderBuffer, d3dConstantBuffer, glUniformBuffer, glBufferImpl, glGenericBuffer, etc) use BufferParams for creation.
— Constructor and create calls have been merged together

818 Diff Diff IonutCava picture IonutCava Mon 16 Jan, 2017 17:23:20 +0000

[IonutCava]
- Units get their bound node setup by the SGN UnitComponent and not during creation
- Profile guided optimizations

807 Diff Diff IonutCava picture IonutCava Mon 09 Jan, 2017 17:06:26 +0000

[IonutCava]
- Split PlatformDefines.h into 2. Move data type defines to PlatformDataTypes.h
- Continue to improve velocity map calculation
- Remove “destroy()” calls from most classes. Attempt to move as many classes to the RAII system.

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

[IonutCava]
- 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.

719 Diff Diff IonutCava picture IonutCava Fri 03 Jun, 2016 16:20:08 +0000

[IonutCava]
- More SceneManager – ScenePool splitting of responsibilities
- DefaultScene will be the first scene loaded by the application. If nothing is specified in XML, it will default to "DefaultScene"

714 Diff Diff IonutCava picture IonutCava Thu 26 May, 2016 16:26:23 +0000

[IonutCava]
- Initial code for multithreaded scene load:
— Tasks can have a “sync with gpu” flag that will cause them to use a shared context (so they can call GL functions)
- Added per scene GUI lists that get passed to the main GUI class (still need a base class to hold the map and accessors to avoid code duplication)
- Re-enabled threading unit tests

680 Diff Diff IonutCava picture IonutCava Thu 14 Apr, 2016 16:15:38 +0000

[IonutCava]
- Added a mat2 class (untested)
- Added static asserts to matrices, vectors and quaternions to allow only arithmetic (sans bool) data types
- Added more vector unit tests
- Added unit tests for matrices
- D32 finally renamed to D64 as the VC++ compiler is considered as the reference compiler

670 Diff Diff IonutCava picture IonutCava Wed 06 Apr, 2016 16:21:35 +0000

[IonutCava]
- getInstance() renamed to instance() for simplicity (should really go away altogether, but that’s a different issue)
- some particle emitter threading updates

648 IonutCava picture IonutCava Sun 21 Feb, 2016 16:32:52 +0000

[IonutCava]
- Update copyright notice
- Move BoundingBox and BoundingSphere to a new BoundsComponent
— Add a temp hack in SceneGraphNode to update these