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Divide-Framework

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Entry Size Revision Updated
Audio 893 Sun 18 Jun, 2017 17:33:07 +0000
Compute 890 Sun 14 May, 2017 20:54:59 +0000
File 893 Sun 18 Jun, 2017 17:33:07 +0000
Headers 903 Sun 25 Jun, 2017 18:55:02 +0000
Input 902 Sun 25 Jun, 2017 16:56:57 +0000
Threading 909 Thu 29 Jun, 2017 23:57:18 +0000
Video 909 Thu 29 Jun, 2017 23:57:18 +0000
DisplayWindow.cpp 9.8K 909 Thu 29 Jun, 2017 23:57:18 +0000
PlatformDefines.cpp 4.6K 895 Wed 21 Jun, 2017 21:10:26 +0000
PlatformDefinesApple.cpp 2K 890 Sun 14 May, 2017 20:54:59 +0000
PlatformDefinesUnix.cpp 2.1K 890 Sun 14 May, 2017 20:54:59 +0000
PlatformDefinesWindows.cpp 7.8K 900 Fri 23 Jun, 2017 16:00:28 +0000
PlatformRuntime.cpp 547 bytes 895 Wed 21 Jun, 2017 21:10:26 +0000

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

Revision Author Commited Message
909 IonutCava picture IonutCava Thu 29 Jun, 2017 23:57:18 +0000

[Ionut]
- Rework RenderTarget class
— RTAttachment now deal with textures directly
— RT size needs to be specified upfront
- Application class is no longer a Singleton but passed around in the PlatformContext

908 IonutCava picture IonutCava Thu 29 Jun, 2017 15:56:53 +0000

[Ionut]
- Texture’s MSAA sample count is now a property of the TextureDescriptor
- Add extra SDL validation as well as fallback for too high MSAA sample count specified

907 IonutCava picture IonutCava Wed 28 Jun, 2017 23:16:40 +0000

[Ionut]
- Rework texture loading, mip map generation, sampler usage, etc
- ResourceDescriptor for textures now ONLY takes a TextureDescriptor as a property descriptor. Sampler must be assigned to the tex descriptor:
— ToDo: Separate samplers completely from textures and assign them from a pool to textures at bind time

905 IonutCava picture IonutCava Mon 26 Jun, 2017 15:56:21 +0000

[Ionut]
Untested code

- Rework RenderBin/RenderPass/RenderQueue system to allow per-bin type rendering decision
— Added to allow implementation of Weighted, Blended Order-Independent Transparency later on
- Better detection of transparency and translucency in textures and materials. Used to separate Alpha-Discard based geometry from OIT translucent geometry

904 IonutCava picture IonutCava Sun 25 Jun, 2017 21:38:57 +0000

[Ionut]
- Rework the way GPU queries are handled via GenericDrawCommand rendering options.

903 IonutCava picture IonutCava Sun 25 Jun, 2017 18:55:02 +0000

[IonutCava]
- Rework DebugInterface to be part of the PlatformContext and to allow adding of AntTweakBar elements via easy to use descriptors

902 IonutCava picture IonutCava Sun 25 Jun, 2017 16:56:57 +0000

[Ionut]
- Rework input system a bit for easier maintenance and readability
- Toggle AntTweakBar display using CTRL+F11

900 IonutCava picture IonutCava Fri 23 Jun, 2017 16:00:28 +0000

[Ionut]
- Add AntTweakBar support for easier debugging

899 IonutCava picture IonutCava Fri 23 Jun, 2017 15:37:44 +0000

[IonutCava]
- Move sRGB conversion and fog calculation to post-processing stages (fog in postProcessing using the depth buffer and sRGB in the presentToScreen step)
- Split the bloom.glsl file into multiple shaders: bloom, tonemap and luminanceCalc for ease of use purposes
- Rework RenderBin sorting: sort translucent/transparent nodes by material in depth passes
- Sort order is no longer part of RenderBin for better control

898 IonutCava picture IonutCava Thu 22 Jun, 2017 22:05:34 +0000

[IonutCava]
- Use vectorImpl instead of vector in the few remaining places it wasn’t used
- Force GLIM to use the submitRenderCommand / GenericDrawCommand system
- Add basic framework for a “pushConstants” type buffer that will replace Uniform() calls
- Add some code to allow hardware query rewrite in the future