4d91a1b3c3
Increasing a reference count is able to always be relaxed. New references to an object can only be formed from an existing reference. The passing of an existing reference from one thread to another will already necessitate the use of synchronization primitives, so this is a safe change to make. Regardless, nothing other than the object itself directly relies on the reference count, so this will always be a suitably atomic operation, even in the face of no synchronization primitives. In the case of decrementing the reference count, it's sufficient to treat it with release semantics and follow it up with an atomic thread fence. This ensures that all accesses to the object in one thread will occur before the delete occurs in another thread (if the situation ever occurs). This should make for a slightly more efficient increment and decrement. |
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glslang@c374030e80 | ||
include/boo | ||
lib | ||
logvisor@dcd0ffcaec | ||
soxr | ||
test | ||
xxhash | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
FindIPP.cmake | ||
GLEW-LICENSE | ||
IPP-LICENSE | ||
InputDeviceClasses.cpp | ||
LICENSE | ||
README.md |
README.md
Boo
Boo is a cross-platform windowing and event manager similar to SDL or SFML, with additional 3D rendering functionality.
The primary focus of Boo is 2D/3D rendering using polygon-rasterization APIs like OpenGL or Direct3D. It exposes a unified command-queue API for calling the underlying graphics API.
The only per-platform responsibility of the client code is providing the shaders' source. Drawing, resource-management and state-switching are performed using the unified API; these may be written once for all platforms.
Boo also features a unified audio API for mixing voices and performing variable sample-rate-conversion. All audio computation occurs on the CPU, synchronously 'pumped' by the client each frame-iteration.
Client code is entered via the appMain
method supplied in a callback object.
This code executes on a dedicated thread with graphics command context available.
The API may be used to synchronize loops on the client thread with the display
refresh-rate.
Supported Graphics Backends
- OpenGL 3.3+
- Direct3D 11
- Metal 1.1 (OS X 10.11 only for now, iOS coming soon)
- Vulkan
Supported Audio Backends
- [Windows] WASAPI
- [OS X] Audio Queue Services
- [Linux] ALSA
Pro Logic II Encoding Support
The Boo audio engine supports real-time Pro Logic II surround matrixing for 5.1 client mixes.
Call IAudioVoiceEngine::enableLtRt(true);
to enable this functionality.
Note: Before building Boo, the Intel Integrated Performance Primitives must be installed for full surround-sound encoding capabilities. Without this library, only the left, right, and center channels will be encoded. The surround channels are phase-shifted 90-degrees using the Hilbert functions in the library.