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      <EnablePREfast>false</EnablePREfast>
      <FloatingPointModel>Fast</FloatingPointModel>
      <EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
      <DisableLanguageExtensions>false</DisableLanguageExtensions>
      <ShowIncludes>false</ShowIncludes>
      <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
      <InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
      <SDLCheck>false</SDLCheck>
      <EnforceTypeConversionRules>true</EnforceTypeConversionRules>
      <CompileAsWinRT>false</CompileAsWinRT>
    </ClCompile>
    <Link>
      <GenerateDebugInformation>true</GenerateDebugInformation>
      <EnableCOMDATFolding>true</EnableCOMDATFolding>
      <OptimizeReferences>true</OptimizeReferences>
    </Link>
    <Lib>
      <OutputFile>$(SolutionDir)..\Source Code\Libs\lib\$(ProjectName)_p$(TargetExt)</OutputFile>
      <Verbose>false</Verbose>
    </Lib>
  </ItemDefinitionGroup>
  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
  <ImportGroup Label="ExtensionTargets">
  </ImportGroup>
</Project>

Commits for Divide-Framework/trunk/VCData/VisualStudioProjects/Divide-Platform.vcxproj

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

811 Diff Diff IonutCava picture IonutCava Wed 11 Jan, 2017 17:26:49 +0000

[IonutCava]
- Fix some threadpool cleanup bugs
- Fix terrain rendering (except underwater caustics)
- Fix terrain loading
- Fix terrain unloading

810 Diff Diff IonutCava picture IonutCava Tue 10 Jan, 2017 23:05:48 +0000

[IonutCava]
- Further improve velocity buffer computation
- Fix depth pass texture-transparency issue

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.

806 Diff Diff 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

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)
793 Diff Diff 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

780 Diff Diff IonutCava picture IonutCava Tue 11 Oct, 2016 16:15:24 +0000

[IonutCava]
- AtomicCounter in glUniformBuffer is now based on a glGenericBuffer implementation
- GFXDevice <-> Camera relation cleaned up a bit
- Added a readback system for glGenericBuffer
- Fixed a bug with Z_PRE_PASS stage culling

778 Diff Diff IonutCava picture IonutCava Mon 10 Oct, 2016 15:18:32 +0000

[IonutCava]
- Rendering abstraction cleanup

777 IonutCava picture IonutCava Fri 07 Oct, 2016 16:14:48 +0000

[IonutCava]
- Continue to implement CommandBuffer / RenderPass / RenderSubPass system.
— Rendering artefacts are still present.