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  • Add handling of acceleration structures to the generator, as right now the reflection system could handle them but we can't actually use/generate them
  • Add unit and integration tests
  • Identify how much more info we can pack into the YAML file to allow for the definition of PSOs entirely in data
    • Will need to identify in these requests what vulkan extensions and features are needed to do this, and save them in the data as well
  • Identify a new binary format for the generated content
  • Generator now needs to extract type information and a name from the specialization constants it parses, so that we can correlate that with what reflection finds
    • Reflection system no longer gives type info, but does give name and binding index. This will allow us to reduce it down to only use SPCs, at least.
  • Structure support for interface inputs and outputs: Will help with possible eventual HLSL support, and will let us clean things up a bit.
    • Potentially look at making it so we auto-generate locations even in cases of interface overrides if we use this
  • Add a circular buffer caching retrievals of large vectors from client-level API calls, and move things internally so that clients and the internal API use a different function to retrieve data from other objects.
    • This means client code won't be constantly locking, and also that the two-step call functionality required by the DLL will proceed much faster (as the data is cached)
    • But internal API calls will still retrieve the most up to date version of the data, and can also be used to clear or reset the cache