To The Rescue of Your FPS - BAW Irrlicht (GIT repo, v 0.2.2)

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.

Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, v 0.

Postby devsh » Thu Mar 16, 2017 6:48 pm

currently working on:
1) Getting rid of fast_atof.h
2) using stdint.h instead of irrlicht types (removal of irrlicht types like s8,u8,c8 etc.)
3) booting out core::string and io::path
4) Quaternion only rotations
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, v 0.

Postby devsh » Sat Mar 18, 2017 5:25 pm

For now the plan is to make Irrlicht compile with LTO, gold and to omit frame pointers

And include either jemalloc or tcmalloc as the memory allocators, patched to force 512-bit alignment on *alloc.

Finally we will explore aligned memory pools for items requiring a lot of reallocation... (and custom STL allocators to go with it)
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, v 0.

Postby devsh » Fri May 26, 2017 9:06 pm

Removed glPolygonOffset , but left the SMaterial variables (which are useless without a shader making use of them).

Polygon offsetting to be done by user in a shader.

Here is an example assuming the irrBAW-default (reverse) Z-Buffer is used.
cpp Code: Select all
gl_FragDepth = intBitsToFloat(floatBitsToInt(gl_FragCoord.z)+32768)+0.5*fwidth(gl_FragCoord.z);
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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Re: To The Rescue of Your FPS - BAW Irrlicht (GIT repo, v 0.

Postby devsh » Thu Jun 22, 2017 9:17 am

Work on version 0.3 underway, done so far:
1) Improvement on glSyncFences
2) Removed PolygonOffset
3) Implemented certain ISceneNode s blocking or skipping rendering depending on a glFence
4) removed core::string
5) Simplified creating Auxillary contexts (no longer need user-specified linear thread-context IDs)
6) removed of irrlicht types like s8,u8,c8 etc.
7) Fixed the getCPUMhz function to work on Linux (irr 1.8.x doesn't have that)


Work not yet complete:
A) Separation of BaseMaterial (essentially Blend State) from actual shader programs
B) New Material State Tracking system
C) Shader Subroutines and Uniform Buffers
D) GPU Boned and Instanced Skinned Meshes
E) Quaternion only rotations
F) SDL2 device
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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