Open lachbr opened 4 years ago
I've overhauled state changing and state management to be as fast as possible. From my observation, the DX11 implementation is 10-20% faster on average than the DX9 implementation.
I've fixed software and hardware facial animation and other bugs with vertex/index buffers. I've continued to port shaders and fix various bugs.
I’m writing a DirectX 11 Shader API and porting all existing shaders to DirectX 11 and Shader Model 4.
Todo as of 3/16/2020
[x] Performance >= DX9
[ ] Fix cubemap textures
[x] Fix anisotropic filtering
[ ] Fix antialiasing
[x] Fix software skinning (including flex)
[ ] Port the rest of the rendering shaders
[ ] Port the post-processing shaders
[ ] Create a better and more abstract interface for specifying vertex format, vertex data, and streams for a mesh. Right now, any custom vertex data has to be hard-coded into the mesh class (color meshes, flex meshes, etc), which doesn't allow for users to easily create custom vertex data.
[ ] Multithreading
[ ] Move certain code to shared classes for future shader APIs (mesh, vertex/index buffer, certain shader API functions)