Subversion Repository Public Repository


This repository has no backups
This repository's network speed is throttled to 100KB/sec

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Headers/GFXRTPool.h

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

- Update copyright notices

935 Diff Diff IonutCava picture IonutCava Tue 15 Aug, 2017 21:10:25 +0000

- Added debug scope (GL’s debug group) commands
- More bug fixes and optimizations

927 Diff Diff IonutCava picture IonutCava Thu 10 Aug, 2017 21:55:10 +0000

- Cleanup Text rendering and text related structs
- Add labels to DebugViews

924 Diff Diff IonutCava picture IonutCava Wed 02 Aug, 2017 20:29:19 +0000

- Rework RenderTarget binding. Now access is only available via the GFXRTPool
- Split RenderPassManager::doCustomPass into multiple steps for easier debugging and cleaner code
- Other small code cleanups

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

- Optimise static casts

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

- 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.

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

- Update copyright notice

824 Diff Diff IonutCava picture IonutCava Thu 19 Jan, 2017 17:18:03 +0000

- Prev Frame attachment system removed from RenderTargets
— Concept too high level for RT. Moved prev depth buffer to GFX class
- Other small optimizations.

815 Diff Diff IonutCava picture IonutCava Thu 12 Jan, 2017 23:33:01 +0000

- Fixed viewport alignment issue
- Added per-player RenderTargets (added index support to GFXRTPool)
- Initial implementation of per-player cameras
— Removed defaultCamera
— Scenes now use a baseCamera as a template for new player cameras

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

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

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

770 Diff Diff IonutCava picture IonutCava Tue 20 Sep, 2016 16:12:27 +0000

- Prepare velocity map calculation (later used for temporal AA and motion blur):
— Add a previous depth buffer render target that blits the main depth buffer at the end of the frame
— Add a new render target to the screen FBO: velocity map
- Store normals as RG instead of RGB and pack/unpack in shaders. (compute >>>> bandwith)
- Rename Forward+ renderer to something more descriptive

(Requires deletion of all parsed & cached data)

769 Diff Diff IonutCava picture IonutCava Fri 16 Sep, 2016 15:18:09 +0000

- Clean up camera class:
— Remove “reflection” specific code and add a generic “reflect” method to allow the calling code to handle camera placements and reflections. This got rid of the “reflectionPlane” member in the RenderParams struct
— Remove some member variables and replace them with on-demand computed variables on the stack.
— Add a “destroyCamera” call to the CameraManager to allow better resource cleanup when needed
- Prepare a rendering system overhaul:
— Add dual screen render targets: current frame and previous frame. Used for future features such as TXAA and Motion Blur.
— Prepare code for an implementation similar to the Doom (2016) system: (the code was already going in that direction)

750 Diff Diff IonutCava picture IonutCava Thu 07 Jul, 2016 16:02:03 +0000

- Static analysis based fixes and improvements

749 Diff Diff IonutCava picture IonutCava Mon 04 Jul, 2016 16:01:34 +0000

- Added initial environment mapping code:
— Allow adding, per scene, of multiple environment probes that generate cube map reflections
— Support 2 types of probes: infinite (such as sky only probes) and local. Local probes use an AABB that will later be used for parallax correction
— Probes are held in a scene specific pool, can be updated at different rates and their results can be passed on to materials (if materials don’t need specific reflection systems such as for water or mirrors)
- ToDo:
— Blend between probes (currently, only the closes one is selected)
— Reduce VRAM usage
— Set as fallback for screen space reflections

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