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vultaik's Introduction

Hello, Im Faber!

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Vulkan

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vultaik's People

Contributors

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vultaik's Issues

Custom enum

Map all enums to custom:

  • VkCullModeFlags -> CullMode:
  • VkPolygonMode -> FillMode : VkPolygonMode.Fill == FillMode.Solid , VkPolygonMode.Line == FillMode.Wireframe

This will allow for a cleaner API and helps avoid Ext errors. It will also make it easier to pass DX11 / 12 and HLSL projects.

TODO List

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

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