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Commits for Divide-Framework/trunk/Source Code/Platform/Video/OpenGL/Shaders/glShader.cpp

Diff revisions: vs.
Revision Author Commited Message
839 Diff Diff IonutCava picture IonutCava Tue 31 Jan, 2017 17:28:13 +0000

[IonutCava]
- Add simplefilewatcher libary: https://github.com/jameswynn/simplefilewatcher
- Use simplefilewatcher to automatically recompile shaders after save without restarting the app!
— Shaders can now be edited on the fly with automatic rebuild if they used one of the modified atoms.

832 Diff Diff IonutCava picture IonutCava Thu 26 Jan, 2017 17:23:11 +0000

[IonutCava]
- 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

[IonutCava]
- More path related updates

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

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

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.

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.

799 Diff Diff IonutCava picture IonutCava Thu 24 Nov, 2016 22:55:23 +0000

[IonutCava]
- Performance analysis guided optimizations.

798 Diff Diff IonutCava picture IonutCava Thu 24 Nov, 2016 19:18:39 +0000

[IonutCava]
- Small correction to shader loading.

796 Diff Diff IonutCava picture IonutCava Wed 23 Nov, 2016 20:04:11 +0000

[IonutCava]
- Fix a bad if statement in the RenderingComponent class relating additional texture dependencies that prevented non-Debug builds from using additional textures
- Fix a race condition relating to texture loading
- Small code cleanup

795 Diff Diff IonutCava picture IonutCava Wed 23 Nov, 2016 17:14:33 +0000

[IonutCava]
- Remove ULL. Use U64 instead
- Various small bug fixes and typos.

793 Diff Diff IonutCava picture IonutCava Sat 19 Nov, 2016 19:02:19 +0000

[IonutCava]
- Improve attachment count for RTAttachmentPool
- Improve shader compilation error message system
- First part of adding RenderDoc integration (add render doc files to the “RenderDoc” folder

776 Diff Diff IonutCava picture IonutCava Thu 06 Oct, 2016 15:57:56 +0000

[IonutCava]
- Improve the CommandBuffer system to include the notion of a RenderPass /RenderSubPass with output render target info stored in them (not used yet)

757 Diff Diff IonutCava picture IonutCava Mon 01 Aug, 2016 16:13:27 +0000

[IonutCava]
- Add glObjectLabel calls for easier debugging
- Add config option to disable all multithreaded rendering API calls

748 Diff Diff IonutCava picture IonutCava Thu 30 Jun, 2016 18:59:05 +0000

[IonutCava]
- Bug fixing for the new shader recompile system

747 Diff Diff IonutCava picture IonutCava Thu 30 Jun, 2016 15:32:46 +0000

[IonutCava]
- Rework shader recompilation system
— Added a recompile all system for shaders
— Added a recompile selected for materials
— Still buggy

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

718 Diff Diff IonutCava picture IonutCava Thu 02 Jun, 2016 16:02:48 +0000

[IonutCava]
- Code cleanup:
— Rename Framebuffer to RenderTarget. Only OpenGL uses the Framebuffer nomenclature.
— Remove base Shader class as only OpenGL will have separate shaders (and eventually move to pipeline objects) as Direct3D uses FX files and may end up with different structure
— Remove drawBox3D, drawSphere3D and drawLines from GFXDevice class and add them as member functions to the IMPrimitive class (renamed to fromXYZ)
— Pull some elements from SceneManager and move them to standalone classes (W.I.P.)

716 Diff Diff IonutCava picture IonutCava Tue 31 May, 2016 16:08:29 +0000

[IonutCava]
- Multithreaded scene load/unload fixes:
— Added postLoadMainThread call for scenes for thread sensitive loading steps
— GUI element adding is a thread sensitive loading step (a fast one) because CEGUI doesn’t handle threading
- Added REALTIME_WITH_CALLBACK task priority for tasks that need an immediate callback when they complete instead of using the flushCallbackQueue system.
- Some work on shadow mapping for getting it to work again
- ShaderPrograms that fail to load can cause a LockManager infinite wait. Delete the lockManager if the shader didn’t load to avoid waiting on commands that never get called.

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

[IonutCava]
- 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

[IonutCava]
- 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)

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

670 Diff Diff IonutCava picture IonutCava Wed 06 Apr, 2016 16:21:35 +0000

[IonutCava]
- getInstance() renamed to instance() for simplicity (should really go away altogether, but that’s a different issue)
- some particle emitter threading updates

667 Diff Diff IonutCava picture IonutCava Fri 01 Apr, 2016 16:12:16 +0000

[IonutCava]
- replaced more strings with _ID equivalent
- streamlined shader include preprocessing
- improved intersection test performance for the Octree system at the cost of some memory

633 Diff Diff IonutCava picture IonutCava Wed 27 Jan, 2016 16:54:12 +0000

[IonutCava]
- Improve load times by using ShaderCache files to avoid re-parsing atoms multiple times
- Z_PRE_PASS and multi-threaded asset loading is disabled automatically for AMD only (until driver issues are resolved)

591 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