diff --git a/todo.txt b/todo.txt deleted file mode 100644 index ffa561e1..00000000 --- a/todo.txt +++ /dev/null @@ -1,34 +0,0 @@ -- Match bokeh size between post-process and RT -- Have separate resource debug name arrays for frames in flight? - - Is there problem with having just one array that's cleared at the start of each frame? -- Document coverage for required features/limits from gpuinfo -- Use better compression scheme for normals -- Optimize cache generation - - When low-hanging fruits have been picked, parallelize cache generation - - Either convert assets in parallel or run texture compression wide one texture at a time -- In asserted_cast do - else if (!std::is_same) static_assert(!"No bounds check happen between these types"); - instead of just asserting !floatingpoint -- Reflect RT/AS layout and writes from shader - - Requires some thought for how the pNext chain and non-uniform stage flags - within a set are handled in a generic way -- IBL - - Apply the reflection adjustment from the Frostbite siggraph14 course notes - - A Multiple-Scattering Microfacet Model for Real-Time Image-based Lighting -- RayTracingPass - - RtReference and RtDirectIllumination are 90% the same code -- All passes' shaders - - Cull unused includes - - Then, cull unused binding sets -- Better shadow/reflection offset - - One of the Ray Tracing Gems had a solution -- Get rid of more includes in .hpps - - ShaderReflection - - unique_ptr? is the indirection expensive? - - or store reflections per shader handle in device and query each time they are used? - more expensive? -- Per-mesh frustum culling before meshlet draw list generation -- Pipeline cache - - https://zeux.io/2019/07/17/serializing-pipeline-cache/ -- Have texture and mesh cache both next to the scene instead of textures being - next to the textures?