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- remove surface visibility cache
- rtx: rename point lights to lampochki
- rtx: rename emissive surface to surface lights
- rtx: dynamically sized light clusters Split into 2 buffers: struct LightCluster { uint16 offset, length; } uint8_t data[];
Planned
- rtx: shrink payload between shaders
- improve nonuniformEXT usage: https://github.com/KhronosGroup/Vulkan-Samples/pull/243/files#diff-262568ff21d7a618c0069d6a4ddf78e715fe5326c71dd2f5cdf8fc8da929bc4eR31
- rtx: experiment with refraction index and "refraction roughness"
- emissive beams
- emissive particles/sprites
- issue: transparent brushes are too transparent (train ride)
- (test_shaders_basic.bsp) shows that for brushes at least there are the following discrepancies with gl renderer:
- traditional:
- anything textured transparent is slightly darker in ref_vk
- "Color" render mode should not sample texture at all and use just color
- "Texture" looks mostly correct, but ~2x darker than it should be
- "Glow" looks totally incorrect, it should be the same as "Texture" (as in ref_gl)
- "Additive" is way too dark in ref_vk
- traditional:
- rtx: - [ ] "Color" should use solid color instead of texture - [ ] "Color", "Texture", ("Glow"?) should be able to reflect and refract, likely not universally though, as they might be used for different intended effects in game. figure this out on case-by-case basis. maybe we could control it based on texture names and such. - [ ] "Additive" should just be emissive and not reflective/refractive
- (test_shaders_basic.bsp) shows that for brushes at least there are the following discrepancies with gl renderer:
- rtx: split ray tracing into modules: pipeline mgmt, buffer mgmt
- rtx: filter things to render, e.g.: some sprites are there to fake bloom, we don't need to draw them in rtx mode
- possibly split vk_render into (a) rendering/pipeline, (b) buffer management/allocation, (c) render state
- rtx: light styles: need static lights data, not clear how and what to do
- studio models: fix lighting: should have white texture instead of lightmap OR we could write nearest surface lightmap coords to fake light
- make it look correct lol
- studio model types:
- normal
- float
- 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.
- sane texture memory management: do not allocate VKDeviceMemory for every texture
- rtx: transparency layering issue, possible approaches:
- trace a special transparent-only ray separately from opaque. This can at least be used to remove black texture areas
- rtx: sky light/emissive skybox:
- consider baking it into a single (or a few localized) kusok that has one entry in light cluster
- just ignore sky surfaces and treat not hitting anything as hitting sky. importance-sample by sun direction
- pre-compute importance sampling direction by searching for ray-miss directions
- rtx: better memory handling
- robust tracking of memory hierarchies: global/static, map, frame
- or just do a generic allocator with compaction?
- rtx: coalesce all these buffers
- rtx: entity 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)
- create water surfaces once in vk_brush
- consider doing per-geometry rendermode: brushes can be built only once; late transparency depth sorting for vk render;
- rtx: too many emissive lights in c3a1b
- studio models: pre-compute buffer sizes and allocate them at once
- rtx: denoise
- non local means ?
- reprojection
- SVG+
- ...
- rtx: add fps: rasterize into G-buffer, and only then compute lighting with rtx
- rtx: bake light visibility in compute shader
- 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)
- fix projection matrix differences w/ gl render
- bad condition for temp vs map-permanent buffer error message
- fix brush blending
- sprite depth offset
- fix incorrect viewport sprite culling
- improve g_camera handling; trace SetViewPass vs RenderScene ...
- studio model lighting
- move all consts to vk_const
- what is GL_Backend*/GL_RenderFrame ???
- particles
- decals
- render skybox
- lightmap dynamic styles
- better flashlight: spotlight instead of dlight point
- fog
- 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
- 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
- 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
- multiple frames in flight (#nd cmdbuf, ...)
- cleanup unused stuff in vk_studio.c
- 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?
- brush geometry is not watertight
- 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
- loading to the same map breaks geometry
- (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
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
2021-03-08
- studio models normals
- rtx: geometry indexing
2021-03-10
- rtx: dlights
- rtx: dlight shadows
- rtx: dlight soft shadows
2021-03-13
- rtx: blend normals according to barycentrics
- rtx: (debug/dev) shader reload
- rtx: make projection matrix independent render global/current/static state
- rtx: model matrices
- rtx: light entities -- still not enough to enlight maps :(
- rtx: path tracing
2021-03-15
- rtx: control bounces with cvars
- rtx: device-local buffers -- doesn't affect perf noticeably :(
- rtx: emissive materials
- rtx: emissive textures
- rtx: emissive beams
2021-03-17..20
- rtx: lower resolution framebuffer + upscale
- rtx: importance sample emissive surface
- rtx: remove entnity-parsed lights
- rtx: naive temporal denoise: mix with previous frame
2021-03-22
- rtx: traverse bsp for science!
2021-03-28
- bake s/d-lights visibility data into bsp leaves
2021-04-06..08
- persistent models
- load brushes into render model
- destroy brushes when time comes (when?)
- rasterize models in renderer
2021-04-09
- rtx: build AS for model
- rtx: include pre-built models in TLAS
2021-04-10
- rtx: fix tlas rebuild
- rtx: upload kusochki metadata
w/ leaves - rtx: add fps
- rtx: don't group brush draws by texture
- better AS structure (fewer blases, etc)
2021-04-11
- vscode build and debug
2021-04-12
- rtx: fix surface-kusok index mismatch
- rtx: try to use light visibility data
- too few slots for light sources
- some areas have too many naively visible lights
- rtx: fix light shadow artefacts
2021-04-13
- rtx: "toilet error": attempting to get AS device address crashes the driver
- rtx: fix blas destruction on exit
- rtx: sometimes we get uninitialized models
2021-04-14..16
- rtx: grid-based light clusters
2021-04-17
- rtx: read rad file data
2021-04-19
- rtx: light intensity-based light clusters visibility
- rtx: check multiple variants of texture name (wad and non-wad)
- rtx: rad liquids/xeno/... textures
2021-04-22
- rtx: fix backlight glitch
- rtx: textures
2021-04-24, E86
- rtx: restore studio models
2021-05-01, E89
- make a wrapper for descriptor sets/layouts
2021-05-03, E90
- make map/frame lifetime aware allocator and use it everywhere: render, rtx buffers, etc
2021-05-08, E92
- rtx: weird purple bbox-like glitches on dynamic geometry (tlas vs blas memory corruption/aliasing)
- rtx: some studio models have glitchy geometry
2021-05-10, E93
- rtx: don't recreate tlas each frame
- rtx: dynamic models AS caching
2021-05-..-17, E93, E94
- rtx: improve AS lifetime/management; i.e. pre-cache them, etc
- add debug names to all of the buffers
2021-05-22, E97
- add nvidia aftermath sdk
2021-05-24, E98
- rtx: simplify AS tracking
2021-05-26, E99
- rtx: fix device lost after map load
2021-05-28, E100
- rtx: build acceleration structures in a single queue/cmdbuf
2021-06-05, E103
- rtx: dynamic surface lights / dynamic light clusters
- rtx: animated textures
- rtx: attenuate surface lights by normal
2021-06-07, E104..
- fix CI for vulkan branch
2021-06-09..12, E105..106
- c3a2a: no water surfaces in vk (transparent in gl: *45,*24,*19-21)
- water surfaces
2021-06-14, E107
- rtx: optimize water normals. now they're very slow because we R/W gpu mem? yes
- cull bottom water surfaces (they're PLANE_Z looking down)
- fix water normals
2021-06-23, E109
- rtx: ray tracing shaders specialization, e.g. for light clusters constants
- rtx: restore dynamic stuff like particles, beams, etc
- rtx: c3a1b: assert model->size >= build_size.accelerationStructureSize failed at vk_rtx.c:347
2021-07-17, E110..120
- rtx: ray tracing pipeline
- rtx: fix rendering on AMD
- rtx: split models into a separate module
- rtx: alpha test
2021-07-31, E121
- rtx: alpha blending -- did a PoC
2021-08-02..04, E122-123
- mipmaps
- rtx: better random
2021-08-07, E124
- anisotropic texture sampling
- studio model lighting prep
- copy over R_LightVec from GL renderer
- add per-vertex color attribute
- support per-vertex colors
- disable lightmaps, or use white texture for it instead
2021-08-11, E125
- simplify buffer api: do alloc+lock as a single op
2021-08-15, E126
- restore render debug labels
- restore draw call concatenation; brush geoms are generated in a way that makes concatenating them impossible
2021-08-16, E127
- better device enumeration
2021-08-18, E128
- rtx: fix maxVertex for brushes
2021-08-22, E129
- fix depth test for glow render mode
- screenshots
2021-08-26, E131
- rtx: material flags for kusochki
2021-09-01, E132
- rtx: ingest brdfs from ray tracing gems 2
- rtx: directly select a triangle for light sampling
2021-09-04, E133
- rtx: different sbts for opaque and alpha mask
- include common headers with struct definitions from both shaders and c code
2021-09-06, E134
- rtx: pass alpha for transparency
- rtx: remove additive/refractive flags in favor or probability of ray continuing further instead of bouncing off
- make a list of all possible materials, categorize them and figure out what to do
E149
-
rtx: remove sun
-
rtx: point lights:
- static lights
- intensity "fix"
- dlights
- elights
- intensity fix for d/elights?
- point light clusters
- bsp:
- leaf culling
- pvs
- static lights
-
rtx: better light culling: normal, bsp visibility, (~light volumes and intensity, sort by intensity, etc~)
-
rtx: cluster dlights
2021-10-24 E155
- rtx: static lights
- point lights
- surface lights
2021-10-26 E156
- enable entity-parsed lights by lightstyles
2021-12-21 DONE SOMEWHEN
- rtx: dynamic rtx/non-rtx switching breaks dynamic models (haven't seen this in a while)
- run under asan
- rtx: map name to rad files mapping
- rtx: live rad file reloading (or other solution for tuning lights)
- rtx: move entity parsing to its own module
- rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ...
- rtx: simple convolution denoise (bilateral?)
- rtx: cull light sources (dlights and light textures) using bsp
- [-] crash in PM_RecursiveHullCheck. havent seen this in a while
- rtx: remove lbsp