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https://github.com/w23/xash3d-fwgs
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77288a205b
Had to align vec3 fields of vk_vertex_t.
4.1 KiB
4.1 KiB
2021-03-08
- studio models normals
- (RTX) geometry indexing
Next
- (RTX) dlights
- (RTX) textures
Planned
- restore render debug labels
- 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)
- RTX: make projection matrix independent render global/current/static state
- fix projection matrix differences w/ gl render
- bad condition for temp vs map-permanent buffer error message
- draw more types of beams
- fix brush blending
- sprite depth offset
- fix incorrect viewport sprite culling
- improve g_camera handling; trace SetViewPass vs RenderScene ...
- loading to the same map breaks geometry
- studio model lighting
- move all consts to vk_const
- what is GL_Backend*/GL_RenderFrame ???
- particles
- decals
- issue: transparent brushes are too transparent (train ride)
- render skybox
- mipmaps
- lightmap dynamic styles
- flashlight
- screenshot
- fog
- RTX
- studio models survive NewMap; need to compactify buffers after removing all brushes
- sometimes it gets very slow (1fps) when ran under lldb (only on stream?)
- optimize perf: cmdbuf managements and semaphores, upload to gpu, ...
- RTX: studio models should not pre-transform vertices with modelView matrix
Someday
- start building command buffers in beginframe
- multiple frames in flight (#nd cmdbuf, ...)
- cleanup unused stuff in vk_studio.c
- (helps with RTX?) unified rendering (brush/studio models/...), each model is instance, instance data is read from storage buffers, gives info about vertex format, texture bindings, etc; which are read from another set of storage buffers, ..
- waf shader build step -- get from upstream
- embed shaders into binary
- verify resources lifetime: make sure we don't leak and delete all textures, brushes, models, etc between maps
- custom allocator for vulkan
- stats
- better 2d renderer: fill DRAWQUAD(texture, color, ...) command into storage buffer instead of 4 vertices
- auto-atlas lots of smol textures: most of model texture are tiny (64x64 or less), can we not rebind them all the time? alt: bindless texture array
- can we also try to coalesce sprite draw calls?
- not visibly watertight map brushes
- collect render_draw_t w/o submitting them to cmdbuf, then sort by render_mode, trans depth, and other parameters, trying to batch as much stuff as possible; only then submit
Previously
2021-02-06
- alpha test
- compare w/ gl R_SetRendeMode
- raster state
- color constants
- culling
- shaders s/map/brush/
- pipeline cache
- swapchain getting stale
- HUD sprites
- issue: lightmap sometimes gets corrupted on map load
2021-02-08
- move entity rendering-enumeration into vk_scene
2021-02-10
- refactor brush into brushes and separate rendering/buffer management
- animated textures (accept PR)
2021-02-13
- move pipelines from brush to render
- render temp buffer api
- draw studio models somehow
- studio models vk debug markers
- studio models white texture as lightmap
- studio models fixes
2021-02-15
- weapon models -- viewmodel
- coalesce studio model draw calls
- initual sprite support
2021-02-17
- draw some beams
2021-02-20
- refactor vk_render interface:
- move uniform_data_t to global render state ~inside render_draw_t, remove any mentions of uniform/slots from api; alt: global render state?~
- rename RenderDraw to SubmitDraw
- ~add debug label to render_draw_t?;~ alt: VK_RenderDebugNameBegin/End
- perform 3d rendering on corresponding refapi calls, not endframe
- fix sprite blending
2021-02-22
- RTX: load extensions with -rtx arg
- vk_render: buffer-alloc-centric upload and draw api
2021-03-06
- (RTX; common) Staging vs on-GPU buffers
- (RTX) BLAS construction on buffer unlock
- (RTX) ray trace compute shader
- dlight test