Vkd3d-todo
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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.
- Finish API for scanning/gathering info from shaders (registers used, bindings used, parameters used, required limits, extensions).
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).
- Implement ID3D12Resource::ReadFromSubresource() for Metro Exodus.
libvkd3d-shader
- Add support for capturing components with stream output.
- Finish and fix tessellation shaders.
- Import SM4 to GLSL shader translation from wined3d.
TPF validation
- Interpolation mode is the same for all variables in the register.