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Commits for Divide-Framework/trunk/Source Code/Core/Resources/ConcreteLoaders/TextureLoaderImpl.cpp

Diff revisions: vs.
Revision Author Commited Message
832 Diff Diff IonutCava picture IonutCava Thu 26 Jan, 2017 17:23:11 +0000

- More path related work
- Initial code to centralize file I/O (does not compile yet)

831 Diff Diff IonutCava picture IonutCava Wed 25 Jan, 2017 23:52:34 +0000

- More path related updates

830 Diff Diff IonutCava picture IonutCava Wed 25 Jan, 2017 17:29:44 +0000

- Add a new Platform element: File
— Move all predefined paths to FileManagement System
- Split MathHelper into MathHelper and StringHelper

829 Diff Diff IonutCava picture IonutCava Tue 24 Jan, 2017 17:28:39 +0000

- Separate resourceLocation for resources into resourceLocation and resourceName.
- More XML config loading refactoring

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

- 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

- 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.

775 Diff Diff IonutCava picture IonutCava Wed 05 Oct, 2016 15:54:54 +0000

- Cleanup RenderTarget <-> RTAttachment relation
- Multisampled render target state is now deduced based on attachments used

758 Diff Diff IonutCava picture IonutCava Tue 02 Aug, 2016 16:05:09 +0000

- Added a cross platform method of naming threads (helps with debugging)
- Reduced dependency on VAR.dvd_drawID in shaders.
- Work on Single/Multi thread toggle for GFX resource loading (crashes, bugs, etc)
- Fix a bug in TaskPool where task states were never actually updated properly
- Change threadpool implementation to use std::thread instead of boost::thread

710 Diff Diff IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

709 Diff Diff IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

692 Diff Diff IonutCava picture IonutCava Wed 27 Apr, 2016 16:24:26 +0000

- Resource system cleanup:
— Resource name and resource file location (if any) is now passed only via explicit constructors! (ResourceDescriptors already contain this data, so why use setters?)
- Fix a bug with ortho projection matrix calculation (set m[3][3] to 1. this was skipped when the identity() call was changed to zero() in the ortho() function)
— This also fixed text rendering

652 Diff Diff IonutCava picture IonutCava Thu 25 Feb, 2016 17:13:10 +0000

- More work on compressed texture loading (DXT1, DXT3, DXT5)

624 Diff Diff IonutCava picture IonutCava Sun 17 Jan, 2016 21:03:25 +0000

- Improve multi-threaded loading System
- Fix missing pixels in logo
- Random small bug corrections

622 Diff Diff IonutCava picture IonutCava Thu 14 Jan, 2016 17:18:49 +0000

- Remove onCameraUpdate call from LightManager and SceneGraph as it’s not needed
- Remove special threading handlers from Resource class as very few derived classes use them for now
— Use ResourceState to check current loading state
- Use insertion sort for particles as most entries should already be sorted from the previous frame
- Use async RenderBin sorting system

618 Diff Diff IonutCava picture IonutCava Thu 07 Jan, 2016 17:12:22 +0000

- Terrain, Water and Vegetation migration to new command based system (incomplete)
— Added terrain geometry caching support

600 Diff Diff IonutCava picture IonutCava Tue 08 Dec, 2015 17:22:11 +0000

- Cleanup SceneGraphNode class
- Rework AABB calculation and update system and fix various AABB problems (e.g. light AABB, parent mesh AABB, etc)
- Create a list of closest shadow casting lights for faster shadow map generation
- Texture creation bug fixed (related to descriptor enum value)
- Better FPS and Frametime calculation system

591 Diff Diff 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

577 Diff Diff IonutCava picture IonutCava Fri 20 Nov, 2015 15:59:10 +0000

- Replace all string indexed maps with unsigned long long indexed maps and add both compile time and runtime hashing functions to convert strings to the proper indices
— Balancing the calls between _ID and _ID_RT can reduce map lookup overhead, especially with ParamHandler and Locale::get

567 Diff Diff IonutCava picture IonutCava Sun 15 Nov, 2015 18:37:02 +0000

- Reduce some virtual function call overhead:
— Remove HardwareResource and merge it’s responsibilities back into Resource
— GFXDevice class doesn’t need to inherit from RenderAPIWrapper as it’s not a rendering API

504 Diff Diff IonutCava picture IonutCava Tue 25 Aug, 2015 16:17:38 +0000

- Better caching of draw commands (W.I.P.)
- Remove unused occlusion culling code. Will be replaced with Hi-Z based culling

460 Diff Diff IonutCava picture IonutCava Tue 02 Jun, 2015 22:11:41 +0000

- Linux port work

450 Diff Diff IonutCava picture IonutCava Wed 27 May, 2015 16:06:41 +0000

- Window size != game resolution
- Always draw to a render target and always load PostFX data.
— PostFX enable/disable toggles batch processing on and off
- Added a resize method to textures that allows texture dimension changes without creating new resources

444 Diff Diff IonutCava picture IonutCava Thu 21 May, 2015 16:06:53 +0000

- More platform independent code cleanup:
— Moved platform specific defines to their respective header files (e.g. THREAD_LOCAL)
— Moved most preprocessor defines from the VisualC++ projects into source code
— Removed compiler specific code (e.g. warning disables) and fixed most warning resulting from this

366 Diff Diff IonutCava picture IonutCava Tue 10 Mar, 2015 16:56:30 +0000

- More type safe enum replacement

364 IonutCava picture IonutCava Fri 06 Mar, 2015 16:55:21 +0000

- Part 1 of type safe enum replacement (does not compile)