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#include "stdafx.h"

#include "Headers/d3dConstantBuffer.h"
#include "Platform/Video/Headers/GFXDevice.h"

namespace Divide {

IMPLEMENT_CUSTOM_ALLOCATOR(d3dConstantBuffer, 0, 0)

d3dConstantBuffer::d3dConstantBuffer(GFXDevice& context,
                                     const ShaderBufferDescriptor& descriptor)
    : ShaderBuffer(context, descriptor)
{
}

d3dConstantBuffer::~d3dConstantBuffer()
{
}

void d3dConstantBuffer::getData(ptrdiff_t offsetElementCount,
                                ptrdiff_t rangeElementCount,
                                bufferPtr result) const {
}

void d3dConstantBuffer::updateData(ptrdiff_t offsetElementCount,
                                   ptrdiff_t rangeElementCount,
                                   const bufferPtr data) {
}

bool d3dConstantBuffer::bindRange(U32 bindIndex,
                                  U32 offsetElementCount,
                                  U32 rangeElementCount) {
    return false;
}

bool d3dConstantBuffer::bind(U32 bindIndex) {
    return false;
}

void d3dConstantBuffer::addAtomicCounter(U32 sizeFactor) {
}

U32 d3dConstantBuffer::getAtomicCounter(U32 counterIndex) {
    return 0;
}

void d3dConstantBuffer::bindAtomicCounter(U32 counterIndex, U32 bindIndex) {
}

void d3dConstantBuffer::resetAtomicCounter(U32 counterIndex) {
}

};//namespace Divide

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Direct3D/Buffers/ShaderBuffer/d3dConstantBuffer.cpp

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

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

890 Diff Diff IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

[Ionut]
- Add pre-compiled header support
- Initial code for per-stage tessellation computation

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

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.

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

[IonutCava]
- 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 Diff Diff IonutCava picture IonutCava Fri 08 Apr, 2016 16:26:49 +0000

[Ionut]
- Custom memory allocation system part 1:
— Add http://www.codeproject.com/Articles/1089905/A-Custom-STL-std-allocator-Replacement-Improves-Pe
— 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

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

[IonutCava]
- 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 Diff Diff IonutCava picture IonutCava Wed 02 Dec, 2015 17:17:23 +0000

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

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

[IonutCava]
- More work on the Forward+ renderer

542 IonutCava picture IonutCava Thu 29 Oct, 2015 23:44:59 +0000

[IonutCava]
- Improved multi-threaded culling
- Increased nodeBuffer size to avoid different render stages to override each-other’s data and wait for locks
- Added a indirect command buffer per render stage