Since the development is in good shape, so I'm planning for the 1.0 release in the not-too-distant future.
This plan is related to D3D10/11 implementation only.
Update In Progress
Milestones: confirmed to be included in 1.0
| Description |
Notes |
Issue/PR |
| Stream-Output from Geometry Shader |
|
#28 |
UAV Counter Sub-allocation |
|
#157 |
| Misc: categorize all existing FIXME/TODOs |
Some of them might be outdated, and some assertions should be gracefully handled. Should also work out a list of feature parity. |
/ |
DXGI_SWAP_EFFECT_*_SEQUENTIAL |
|
|
| Null Binding |
|
#99 |
| Cross-Process Rendering |
Wine upstream changes required |
#166 |
Milestones: 1.0 candidates
They may or may not be a part of 1.0 release, depending on the demand and complexity of implementation.
| Description |
Notes |
Refactor: adopt dxbc-spirv as shader converter middle-end |
Used as a bytecode parser for SM<=5.1 shaders. It also provides lowering passes for several DXBC quirks. Despite the name contains spirv, we don't really use that part. |
| Shared Keyed Mutex |
Haven't encountered a real use-case |
| Refactor: Memory Management, Residency Set |
Sub-allocate resources from placement heaps, and potentially implement relocation & defragmentation |
| Default Texture Mapping |
Haven't encountered a real use-case |
| Latency Control |
Mimic e.g. D3D_Sleep/SetSleepMode in nvapi |
| Tessellation: Isoline Domain |
|
Milestones: post-1.0
No plan to work on them until 1.0 is ready.
| Description |
Notes |
| Tiled Resource |
|
| D3D11 Video Device |
|
| Metal 4 Backend |
|
| Tessellation-Geometry Pipeline |
|
Since the development is in good shape, so I'm planning for the 1.0 release in the not-too-distant future.
This plan is related to D3D10/11 implementation only.
Update In Progress
Milestones: confirmed to be included in 1.0
UAV Counter Sub-allocationDXGI_SWAP_EFFECT_*_SEQUENTIALMilestones: 1.0 candidates
They may or may not be a part of 1.0 release, depending on the demand and complexity of implementation.
dxbc-spirvas shader converter middle-endspirv, we don't really use that part.D3D_Sleep/SetSleepModein nvapiMilestones: post-1.0
No plan to work on them until 1.0 is ready.