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TODO.md

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Abstract Renderer

  • Definir coding rules, à minima sur le nommage des fontions/classe, attribut membre/local/static
  • Mesh loader
  • No STL (ou juste algorithm) EASTL?
  • Minimal math : Vec3 / Matrix ...

App

  • Abstract mouse/keyboard event
  • ...

Vulkan Renderer

  • Init
  • Swapchain
  • Vertex Buffer / Index Buffer
  • Shader
  • Texture
  • Submit command
  • Capturer avec NSIGHT et/ou Renderdoc
  • native ImGui impl dans notre renderer

TODO list / bugs

  • Double buffer command in order to remove vkDeviceWaitIdle in main loop
  • Double buffered the CommandPool (i forgot this)
  • Add stage buffer to upload Data (Vertex/IndexBuffer etc) in device memory for non unified memory device
  • Try UBO/SBO / descriptor set / descriptor bind
  • Try ConstantBuffer (small sized buffer use for high frequency update, for ModelView matrix)
  • Manage the Push descriptor extension instead of BindDescriptor
  • Clean/refactor all the code in different file
  • Add the possibility to use include directive in GLSL (use the GOOGLE extension at the moment)
  • Add reflection
  • Add texture binding
  • Bench the way i manage the double buffering synchronisation by mesure with no double buffer
  • Use 1.2 synchronization object, VkSemaphore, VK_KHR_timeline_semaphore comme mecanisme de synchronisation