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Finalize the implementation of the allocation cache (preferably through ID3D12Resource sub-allocations instead of just re-purposing d3d12_buffer objects in a free list)
Favor ID3D12Device::CopyDescriptors() over re-creating them fresh with ID3D12Device::Create*View()
On kernel dispatches, batch ResourceBarrier() calls in compute_barrier() instead of issue them one-by-one for each buffer
Determine whether argument buffers are read-only, write-only, or read-write, in order to bind them to SRV slots instead of UAV; this should also allow for less wait_until_ when synchronizing buffers, and more intelligent resource transitions and barriers.
ID3D12Resourcesub-allocations instead of just re-purposingd3d12_bufferobjects in a free list)ID3D12Device::CopyDescriptors()over re-creating them fresh withID3D12Device::Create*View()ResourceBarrier()calls incompute_barrier()instead of issue them one-by-one for each bufferwait_until_when synchronizing buffers, and more intelligent resource transitions and barriers.