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Commits for Divide-Framework/trunk/Source Code/Platform/Video/GFXDeviceObjects.cpp

Diff revisions: vs.
Revision Author Commited Message
1012 Diff Diff IonutCava picture IonutCava Mon 15 Jan, 2018 17:21:32 +0000

- Update boost to v1.66
- Performance optimizations

996 Diff Diff IonutCava picture IonutCava Tue 12 Dec, 2017 17:16:54 +0000

- Update and improve SGN creation and destruction
- Fix cleanup issues
- Fix GPU object memory leaks
- Fix duplicate GUID values being generated
- Misc cleanups and optimizations

953 Diff Diff IonutCava picture IonutCava Sat 28 Oct, 2017 21:57:10 +0000

- Fix blinking issue by caching and hashing pipelines to that we don’t overwrite pipelines used by other elements

945 Diff Diff IonutCava picture IonutCava Wed 13 Sep, 2017 11:50:59 +0000

- Rework Task <-> TaskPool work status signalling
- Add UniqueLock typedef

911 Diff Diff IonutCava picture IonutCava Fri 30 Jun, 2017 21:08:09 +0000

- Use RTAttachmentDescriptor and RenderTargetDescriptor to initialise render targets.
— All formats and attachments need to be specified upfront!

909 Diff Diff IonutCava picture IonutCava Thu 29 Jun, 2017 23:57:18 +0000

- 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

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

- 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

895 Diff Diff IonutCava picture IonutCava Wed 21 Jun, 2017 21:10:26 +0000

- Reorder and cleanup OpenGL backend a bit.
- Small code cleanup
- Some small profile-guided optimizations

893 Diff Diff IonutCava picture IonutCava Sun 18 Jun, 2017 17:33:07 +0000

- 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

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

885 Diff Diff IonutCava picture IonutCava Mon 27 Mar, 2017 21:16:49 +0000

- Match terrain collision mesh with rendered mesh

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

- 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.

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

827 Diff Diff IonutCava picture IonutCava Sun 22 Jan, 2017 21:59:36 +0000

- 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

- 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

- 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)
788 Diff Diff IonutCava picture IonutCava Fri 21 Oct, 2016 16:11:37 +0000

- Added support for the Arena Allocator by Mamasha Knows (
— Used for GFX Related objects: Textures, shaders, etc

785 Diff Diff IonutCava picture IonutCava Tue 18 Oct, 2016 16:14:27 +0000

- Added better rendering debugging functionality (named render targets. Helps with GPU Profiling tools)
- Limit clip planes to the number of frustum planes (that should be enough and it also simplifies the code)

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

734 IonutCava picture IonutCava Tue 21 Jun, 2016 16:28:11 +0000

- Added a render target pool:
— All render targets are now allocated (and tracked) by the GFXDevice.
— Allocation routines return a slim RenderTargetHandle object that will be used later on in draw commands.

- Added a refraction render pass that will handle translucent objects that need refracted textures instead of clear transparency
— Both reflective nodes and refractive nodes are not gathered properly at this point

- All API specific objects (buffers, textures, etc) are now initialized in the GFXDevice class (see GFXDeviceObjects.cpp)
— This allowed for the slimming of the RenderAPIWrapper interface

- Improved ENABLE_GPU_VALIDATION macro utilization:
— It enabled shadow map split plane debugging
— It bypasses loading shaders from text cache