From 8d552b5d946f710a42cbbe23c769c7b004041ced Mon Sep 17 00:00:00 2001 From: Ivan Avdeev Date: Tue, 21 Dec 2021 21:37:36 -0800 Subject: [PATCH] update todo --- ref_vk/TODO.md | 22 ++++++++++++---------- 1 file changed, 12 insertions(+), 10 deletions(-) diff --git a/ref_vk/TODO.md b/ref_vk/TODO.md index 402e87e6..d6253dfb 100644 --- a/ref_vk/TODO.md +++ b/ref_vk/TODO.md @@ -2,10 +2,7 @@ - [ ] remove surface visibility cache - [ ] rtx: remove lbsp - [ ] rtx: rename point lights to lampochki -- [x] rtx: move entity parsing to its own module - [ ] rtx: rename emissive surface to surface lights -- [ ] rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ... -- [ ] rtx: simple convolution denoise (bilateral?) - [ ] rtx: dynamically sized light clusters Split into 2 buffers: struct LightCluster { uint16 offset, length; } @@ -38,7 +35,7 @@ - [ ] studio model types: - [x] normal - [ ] float - - [ ] chrome + - [x] chrome - [ ] more beams types - [ ] more particle types - [ ] rtx: better mip lods: there's a weird math that operates on fov degrees (not radians) that we copypasted from ray tracing gems 2 chapter 7. When the book is available, get through the math and figure this out. @@ -53,11 +50,7 @@ - [ ] robust tracking of memory hierarchies: global/static, map, frame - or just do a generic allocator with compaction? - [ ] rtx: coalesce all these buffers -- [ ] crash in PM_RecursiveHullCheck. havent seen this in a while - [ ] rtx: entity lights -- [ ] run under asan -- [x] rtx: map name to rad files mapping -- [x] rtx: live rad file reloading (or other solution for tuning lights) - [ ] rtx: do not rebuild static studio models (most of them). BLAS building takes most of the frame time (~12ms where ray tracing itself is just 3ms) - [ ] rtx: importance-sample sky light; there are sky surfaces that we can consider light sources - [ ] cull water surfaces (see c3a2a) @@ -72,7 +65,6 @@ - [ ] ... - [ ] rtx: add fps: rasterize into G-buffer, and only then compute lighting with rtx - [ ] rtx: bake light visibility in compute shader -- [ ] rtx: cull light sources (dlights and light textures) using bsp - [ ] dlight for flashlight seems to be broken - [ ] make 2nd commad buffer for resource upload - [ ] fix sprite blending; there are commented out functions that we really need (see tunnel before the helicopter in the very beginning) @@ -98,7 +90,6 @@ - [ ] rtx: non-realtime unbiased mode: make "ground truth" screenshots that take 1e5 samples per pixels and seconds to produce. what for: semi-interactive material tuning, comparison w/ denoise, etc. # Someday -- [x] rtx: dynamic rtx/non-rtx switching breaks dynamic models (haven't seen this in a while) - [ ] more than one lightmap texture. E.g. sponza ends up having 3 lightmaps - [ ] nvnsight into buffer memory and stuff - [ ] start building command buffers in beginframe @@ -387,3 +378,14 @@ ## 2021-10-26 E156 - [x] enable entity-parsed lights by lightstyles + +## 2021-12-21 DONE SOMEWHEN +- [x] rtx: dynamic rtx/non-rtx switching breaks dynamic models (haven't seen this in a while) +- [x] run under asan +- [x] rtx: map name to rad files mapping +- [x] rtx: live rad file reloading (or other solution for tuning lights) +- [x] rtx: move entity parsing to its own module +- [x] rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ... +- [x] rtx: simple convolution denoise (bilateral?) +- [x] rtx: cull light sources (dlights and light textures) using bsp +- [-] crash in PM_RecursiveHullCheck. havent seen this in a while