Xultaik
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TODO List
This is an overview of some major bullet points for improvements or unimplemented features in Vultaik:
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[ ] Resource state transitioning: This is very fragile and needs improvement.
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[ ] Memory allocator:
VK_EXT_memory_budget
|VK_KHR_dedicated_allocation
|VK_KHR_buffer_device_address
|VK_EXT_memory_priority
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[ ] Multi-sampling support:
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[ ] MIP-map generator:
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[x] Dynamic buffer updates: This is very fragile and needs improvement.
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[x] Push constants:
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[ ] Ray Tracing:
VK_KHR_acceleration_structure
|VK_KHR_ray_tracing_pipeline
|VK_KHR_ray_query
|VK_KHR_pipeline_library
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[ ] Conservative rasterization:
VK_EXT_conservative_rasterization
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[ ] Multiview rendering:
VK_KHR_multiview
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[ ] Conditional rendering
VK_EXT_conditional_rendering
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[x] Arithmetic 16Bit : This is very fragile and needs improvement.
VK_KHR_16bit_storage
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[ ] Shading rate
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[x] Descriptor indexing:
VK_EXT_descriptor_indexing
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[ ] Timeline semaphore
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[ ] Synchronization2:
VK_KHR_synchronization2
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[x] GPU-Assisted Validation
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[x] Compute Shader
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[x] Geometry Shader
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[x] Tessellation Shader
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[ ] Instancing, Indirect drawing
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[ ] Post-AA (FXAA, SMAA and TAA)
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[ ] Multithreaded rendering
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[x] Automatic descriptor set management
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[x] Shader reflection with SPIRV-Cross
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[x] Vulkan HLSL for shaders, shaders are compiled in runtime with DirectXShaderCompiler