d3d12: Add a TODO notice at the beginning

This commit is contained in:
vlj 2015-06-25 21:41:41 +02:00 committed by Vincent Lejeune
parent 141c7ef340
commit 5e33d5535d

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@ -17,6 +17,32 @@
// Some constants are the same between RSX and GL
#include <GL\GL.h>
/**
* TODO: If you want to improve this backend, a small list of things that are unimplemented atm :
* - Vertex texture
* It requires adding the reading command in D3D12FragmentProgramDecompiler,
* generates corresponding root signatures and descriptor heap binding, and ensure that code in
* D3D12Textures.cpp doesn't contain pixel shader specific code.
* - MSAA
* There is no support in the gl backend for MSAA textures atm so it needs to be implemented from scratch.
* - Depth buffer read
* The depth buffer can be currently properly read, but for some reasons it needs a conversion from depth16/24
* format to rgba8 format, which doesn't make sense since the PS3 doesn't make such conversion implicitly afaik.
* - Improve caching of vertex buffers and texture
* Vertex buffers are cached by range. This works but in some rare situation it may be wrong, for instance if 2
* draw call use the same buffer, but the first one doesn't use all the attribute ; then the second one will use
* the cached version and not have updated attributes. Same for texture, if format/size does change, the caching
* system is ignoring it.
* - Fix vertex buffer in The Guided Paradox
* The vertex info in the guided paradox are wrong, leading to missing character parts ingame (like leg or torso).
* It's because some vertex position are incorrect.
* - Improve sync between cell and RSX
* A lot of optimisation can be gained from using Cell and RSX latency. Cell can't read RSX generated data without
* synchronisation. We currently only cover semaphore sync, but there are more (like implicit sync at flip) that
* are not currently correctly signaled which leads to deadlock.
*/
class GSFrameBase2
{
public: