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Commits for Divide-Framework/trunk/Source Code/Platform/Video/Headers/GFXDevice.inl

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

988 Diff Diff IonutCava picture IonutCava Thu 30 Nov, 2017 23:08:51 +0000

[Ionut]
- Add a Rect class (basic wrapper around a vec4)
- More work on MouseEvent system

984 Diff Diff IonutCava picture IonutCava Mon 27 Nov, 2017 17:42:23 +0000

[Ionut]
- Fix viewport adjustment on window resize

978 Diff Diff IonutCava picture IonutCava Mon 20 Nov, 2017 23:42:23 +0000

[Ionut]
- More decoupling between window size and render resolution.
- Attempt to preserve render target aspect on window resize events

  • Resolution change is currently broken *
966 Diff Diff IonutCava picture IonutCava Mon 06 Nov, 2017 17:10:01 +0000

[Ionut]
- Remove old “add2DRenderFunction” and use command buffers instead
- Allow frame to blit to the screen or a render target of choice

933 Diff Diff IonutCava picture IonutCava Tue 15 Aug, 2017 00:02:05 +0000

[Ionut]
- CommandBuffer Part 2/3: code compiles and splash screen renders and application doesn’t crash (still has drawing issues)

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

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

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

890 Diff Diff IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

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

872 Diff Diff IonutCava picture IonutCava Mon 06 Mar, 2017 23:23:20 +0000

[IonutCava]
- Optimise static casts

867 Diff Diff IonutCava picture IonutCava Mon 20 Feb, 2017 17:01:12 +0000

[IonutCava]
- Rename to_XNN and to_const_XNN functions to reflect the target data type they are converting to.
- Cleanup Angle namespace and remove all “inDegrees” parameters from rotation functions. Use aliases to differentiate between Degree and Radian parameters.
- Profile guided optimizations.

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

851 Diff Diff IonutCava picture IonutCava Mon 06 Feb, 2017 23:38:14 +0000

[IonutCava]
- Replaced most RenderStage params with RenderStagePass types
- More work on water rendering

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

[IonutCava]
- Update copyright notice

817 Diff Diff IonutCava picture IonutCava Sun 15 Jan, 2017 21:29:59 +0000

[IonutCava]
- Add a new Unit component to SGNs that holds NPC/Player/etc. objects
- Add support for multiple keyboard+mouse combos and joysticks and add mapping between these and players

809 Diff Diff IonutCava picture IonutCava Tue 10 Jan, 2017 17:16:26 +0000

[IonutCava]
- Move velocity calc to the normal colour pass.
- Optimise glFramebuffer and cleanup RTAttachment class

806 Diff Diff IonutCava picture IonutCava Sun 08 Jan, 2017 22:00:48 +0000

[IonutCava]
- Finish implementing per-fragment velocity computation using a compute shader
— Further tuning still needed
- Add VS2017 build targets

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.

800 Diff Diff IonutCava picture IonutCava Fri 25 Nov, 2016 17:04:02 +0000

[IonutCava]
- More profile-guided optimizations
- Added GLSL normal map blending methods from: http://blog.selfshadow.com/sandbox/normals.html
- Added more profile timers

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

[IonutCava]
- 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)

781 Diff Diff IonutCava picture IonutCava Wed 12 Oct, 2016 16:03:46 +0000

[IonutCava]
- ShaderComputeQueue <-> Material shader request bug fix (element stuck in QUEUED state)
- More Camera class cleanups
- Add a method of removing EnvironmentProbes from their Pool

778 Diff Diff IonutCava picture IonutCava Mon 10 Oct, 2016 15:18:32 +0000

[IonutCava]
- Rendering abstraction cleanup

777 Diff Diff IonutCava picture IonutCava Fri 07 Oct, 2016 16:14:48 +0000

[IonutCava]
- Continue to implement CommandBuffer / RenderPass / RenderSubPass system.
— Rendering artefacts are still present.

771 IonutCava picture IonutCava Tue 27 Sep, 2016 15:39:49 +0000

[IonutCava]
- Modify GFXDevice::flushRenderQueues so that it creates command buffers instead of directly calling rendering calls:
— Command buffers contain buffer, shader, texture and geometry info
— Command buffer state is now parsed and set at the API level instead of GFXDevice level
— This will allow easier porting to low level APIs later on
- Indirect draw is now a GenericDrawCommand render option instead of an explicit buffer draw parameter