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d3dConstantBuffer.h 2.4K 893 Sun 18 Jun, 2017 17:33:07 +0000

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Direct3D/Buffers/ShaderBuffer/Headers

Revision Author Commited Message
893 IonutCava picture IonutCava Sun 18 Jun, 2017 17:33:07 +0000

- Initial implementation of a PipelineStateObject (holds shader program, rasterizer state, etc)
- Rework PCH implementation a bit because VS2017 no longer has a /ZM option

836 IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

- Update copyright notice

827 IonutCava picture IonutCava Sun 22 Jan, 2017 21:59:36 +0000

- 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

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

- 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.

727 IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.
— Each render pass holds its own buffers
- Improvements / fixes to the CSM code
- Added a global toggle to enable/disable custom memory allocators

671 IonutCava picture IonutCava Fri 08 Apr, 2016 16:26:49 +0000

- Custom memory allocation system part 1:
— Add
— Add custom allocators to strings and vectors
— Add custom allocators to a few test classes
— No support for aligned memory yet, so vec4<F32> and mat4<F32> vectors use the old allocation system
- Replace more std::async call with our custom task system

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

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

631 IonutCava picture IonutCava Sun 24 Jan, 2016 20:28:21 +0000

- Fix and optimize particle rendering system
- Temporarily disable Z_PRE_PASS system for testing
- Improve thread pool destruction system a bit
- Fix texture loading when used as fb attachment
- Forward+ renderer now takes the entire light buffer (no need to split up by light type)
- Start work on occlusion culling fixes:
— ToDo: Take into account batching system
— Fix gl_DrawIDARB usage

591 IonutCava picture IonutCava Wed 02 Dec, 2015 17:17:23 +0000

- More work on the ForwardPlus renderer
- Singleton cleanup
- First steps for reducing scope of GFXDevice class

588 IonutCava picture IonutCava Mon 30 Nov, 2015 17:11:02 +0000

- More work on the Forward+ renderer