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d3d12: Add a TODO notice at the beginning
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@ -17,6 +17,32 @@
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// Some constants are the same between RSX and GL
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#include <GL\GL.h>
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/**
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* TODO: If you want to improve this backend, a small list of things that are unimplemented atm :
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* - Vertex texture
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* It requires adding the reading command in D3D12FragmentProgramDecompiler,
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* generates corresponding root signatures and descriptor heap binding, and ensure that code in
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* D3D12Textures.cpp doesn't contain pixel shader specific code.
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* - MSAA
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* There is no support in the gl backend for MSAA textures atm so it needs to be implemented from scratch.
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* - Depth buffer read
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* The depth buffer can be currently properly read, but for some reasons it needs a conversion from depth16/24
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* format to rgba8 format, which doesn't make sense since the PS3 doesn't make such conversion implicitly afaik.
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* - Improve caching of vertex buffers and texture
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* Vertex buffers are cached by range. This works but in some rare situation it may be wrong, for instance if 2
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* draw call use the same buffer, but the first one doesn't use all the attribute ; then the second one will use
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* the cached version and not have updated attributes. Same for texture, if format/size does change, the caching
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* system is ignoring it.
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* - Fix vertex buffer in The Guided Paradox
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* The vertex info in the guided paradox are wrong, leading to missing character parts ingame (like leg or torso).
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* It's because some vertex position are incorrect.
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* - Improve sync between cell and RSX
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* A lot of optimisation can be gained from using Cell and RSX latency. Cell can't read RSX generated data without
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* synchronisation. We currently only cover semaphore sync, but there are more (like implicit sync at flip) that
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* are not currently correctly signaled which leads to deadlock.
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*/
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class GSFrameBase2
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{
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public:
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