TODO List
FaberSanZ opened this issue · comments
This is an overview of some major bullet points for improvements or unimplemented features in Vultaik:
-
Resource state transitioning: This is very fragile and needs improvement.
-
Memory allocator:
VK_EXT_memory_budget
|VK_KHR_dedicated_allocation
|VK_KHR_buffer_device_address
|VK_EXT_memory_priority
-
Multi-sampling support:
-
MIP-map generator:
-
Dynamic buffer updates: This is very fragile and needs improvement.
-
Push constants:
-
Ray Tracing:
VK_KHR_acceleration_structure
|VK_KHR_ray_tracing_pipeline
|VK_KHR_ray_query
|VK_KHR_pipeline_library
-
Conservative rasterization:
VK_EXT_conservative_rasterization
-
Multiview rendering:
VK_KHR_multiview
-
Conditional rendering
VK_EXT_conditional_rendering
-
Arithmetic 16Bit : This is very fragile and needs improvement.
VK_KHR_16bit_storage
-
Shading rate
-
Descriptor indexing:
VK_EXT_descriptor_indexing
-
Timeline semaphore
-
Synchronization2:
VK_KHR_synchronization2
-
GPU-Assisted Validation
-
Compute Shader
-
Geometry Shader
-
Tessellation Shader
-
Instancing, Indirect drawing
-
Post-AA (FXAA, SMAA and TAA)
-
Multithreaded rendering
-
Automatic descriptor set management
-
Shader reflection with SPIRV-Cross
-
Vulkan HLSL for shaders, shaders are compiled in runtime with DirectXShaderCompiler