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/*
   Copyright (c) 2018 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 _RENDERING_RENDER_PASS_RENDERPASS_H_
#define _RENDERING_RENDER_PASS_RENDERPASS_H_

#include "Platform/Video/Headers/RenderAPIWrapper.h"

namespace Divide {

namespace Time {
    class ProfileTimer;
};

class SceneGraph;
class ShaderBuffer;
class SceneRenderState;
class RenderPassManager;
enum class RenderStage : U32;

// A RenderPass may contain multiple linked stages.
// Usefull to avoid having multiple renderqueues per pass if 2 stages depend on one:
// E.g.: DEPTH_PASS + DISPLAY share the same renderqueue
class RenderPass : private NonCopyable {
   public:
       struct BufferData {
           BufferData(GFXDevice& context);
           ~BufferData();

           ShaderBuffer* _renderData;
           ShaderBuffer* _cmdBuffer;
           U32 _lastCommandCount;
           U32 _lasNodeCount;
       };
   protected:

    struct BufferDataPool {
        explicit BufferDataPool(GFXDevice& context, U32 maxBuffers);
        ~BufferDataPool();

        BufferData& getBufferData(I32 bufferIndex);

    private:
        GFXDevice& _context;
        vectorImpl<std::shared_ptr<BufferData>> _buffers;

    };

   public:
    // passStageFlags: the first stage specified will determine the data format used by the additional stages in the list
    explicit RenderPass(RenderPassManager& parent, GFXDevice& context, stringImpl name, U8 sortKey, RenderStage passStageFlags);
    ~RenderPass();

    void generateDrawCommands();
    void render(SceneRenderState& renderState);
    inline U8 sortKey() const { return _sortKey; }
    inline U16 getLastTotalBinSize() const { return _lastTotalBinSize; }
    inline const stringImpl& getName() const { return _name; }

    inline RenderStage stageFlag() const { return _stageFlag; }


    BufferData& getBufferData(I32 bufferIndex);

   protected:
    U32 getBufferCountForStage(RenderStage stages) const;

   private:
    RenderPassManager& _parent;
    GFXDevice& _context;
    U8 _sortKey;
    stringImpl _name;
    U16 _lastTotalBinSize;
    RenderStage _stageFlag;
    BufferDataPool* _passBuffers;
};

};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Rendering/RenderPass/Headers/RenderPass.h

Diff revisions: vs.
Revision Author Commited Message
1029 Diff Diff IonutCava picture IonutCava Tue 30 Jan, 2018 17:28:39 +0000

[Ionut]
- Update copyright notices

929 Diff Diff IonutCava picture IonutCava Sat 12 Aug, 2017 17:34:44 +0000

[Ionut]
- More work on finishing up new PushConstant / Command buffer rendering system:
— Everything compiles and runs but with graphical and performance issues

863 Diff Diff IonutCava picture IonutCava Wed 15 Feb, 2017 16:27:26 +0000

[IonutCava]
- Split Resource class into Resource and CachedResource
— CachedResource is the only resource held in a ResourceCache and loaded from a ResourceDescriptor
— CachedResource is mapped by its creation descriptor’s hash value, instead of the resource name
-— Multiple cached resources can now exist with the same name if the have different properties, for example.

852 Diff Diff IonutCava picture IonutCava Tue 07 Feb, 2017 17:17:27 +0000

[IonutCava]
- Separate Pass Type from Render Stage:
— Render Stage: Display, Shadow, Reflection, Refraction, etc
— Pass Type: Depth pass, Colour Pass, etc
- ToDo: Bug fixes for issues introduced with this change

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

[IonutCava]
- Update copyright notice

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)
801 Diff Diff IonutCava picture IonutCava Sun 27 Nov, 2016 21:28:01 +0000

[IonutCava]
- More performance analysis guided optimizations.
- Some refactoring to allow later removal of Singletons status for: GFXDevice, SFXDevice, PXDevice, GUI and Input.
— Pass a PlatformContext around objects to access these classes.

773 Diff Diff IonutCava picture IonutCava Tue 04 Oct, 2016 15:53:18 +0000

[IonutCava]
- Split GenericDrawCommand gathering system into Init/Update to facilitate future threading support
- Fix drawCount() == 0 case in submitRenderCommand
- Make _cameraPool (more) threadsafe

760 IonutCava picture IonutCava Tue 09 Aug, 2016 16:30:12 +0000

[IonutCava]
- Complete rewrite of RenderPass system:
— Allow every rendering pass (reflection, environment, etc) to use the same rendering system: occlusion culling, light culling, etc
— Define render passes by a param based token similar to modern API systems (DX12/Vulkan)
— W.I.P.: Depth rendering slightly wrong; Environment Mapping ,reflection and refraction rendering currently disabled
- Add compile time variables for DEBUG/PROFILE/RELEASE builds to validate all code for every build