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no_gfx Tracking Issue #44

Description

@leotmp

NOTE: If you want to attempt to implement any major feature, discuss the API with me first.

Minor:

  • cmd_copy_from_texture
  • Expose present modes (fifo, immediate, mailbox, ...)
  • Add missing validations, add debug naming info to vulkan objects
  • Named debug markers
  • Shadow samplers?

Major:

  • Proper cubemap, 3D textures and texture array support
  • C bindings (+ other languages)
  • Specialization constants
  • Mesh shaders
  • Opacity micromaps (as an optional feature) - I don't expect this to be that much work
  • Hand-written introduction and docs
  • Virtual memory and virtual textures?

Maybe (Discuss here whether we should have these features or not):

  • raytracing using SBT (not ray queries) - seems kind of annoying to implement, but maybe not. Not a fan the number of new shader types this would add, but those could be separated in the same way we separate graphics vs compute shaders, so people only using the standard raster stuff can just look at Shader_Type_Graphics.
  • DLSS and others - Personally not a huge fan of these, but they seem to be better than TAA at least, for antialiasing. I have no experience with any of these.

If you want any other features feel free to let me know in this thread or privately.

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