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Vkd3d-todo: Difference between revisions

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* Avoid artificial limits in the API, e.g. VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS.
* Avoid artificial limits in the API, e.g. VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS.
* Should shader translation to GLSL use the same exported function as SPIR-V translator?
* Should shader translation to GLSL use the same exported function as SPIR-V translator?
* Should DXGIL use the same exported function as TPF (DXBC)?
* Should DXIL use the same exported function as TPF (DXBC)?
* Consider renaming vkd3d_shader_compile_dxbc() to vkd3d_shader_compile_tpf() (Tokenized Program Format).
* Consider renaming vkd3d_shader_compile_dxbc() to vkd3d_shader_compile_tpf() (Tokenized Program Format).
* Consider addding tests for OpenGL SPIR-V.
* Consider addding tests for OpenGL SPIR-V.

Revision as of 21:52, 1 May 2019

libvkd3d-shader release

  • Finish API for flexible shader parameters.
  • Add API for enabling optional features/extensions, e.g. SPIR-V extensions, GLSL extensions.
  • Avoid artificial limits in the API, e.g. VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS.
  • Should shader translation to GLSL use the same exported function as SPIR-V translator?
  • Should DXIL use the same exported function as TPF (DXBC)?
  • Consider renaming vkd3d_shader_compile_dxbc() to vkd3d_shader_compile_tpf() (Tokenized Program Format).
  • Consider addding tests for OpenGL SPIR-V.
  • Review API for consistency and extensibility.
  • Add support for resource arrays.
  • Add or consider support for Shader Model 5.1 and 6.0+.
  • Add or consider support for UAV in vertex processing shader stages.

libvkd3d

  • Re-implement descriptor heaps on top of VK_EXT_descriptor_indexing.
  • Try to use VK_EXT_buffer_device_address for GPU addresses (re-implement root descriptors).
This page was last edited on 1 May 2019, at 21:52.