cuburn/TODO

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2010-09-06 14:19:06 -04:00
Status: passes rudimentary tests
Current goals:
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- Draw some dang points!
- Allocate buffer (can it be pre-allocated?)
- Direct scatter linear points by GTID from flame number
- Re-enable preview window
- Execute frame, update texture, repeat
- Writeback of points to the buffer
- Define writeback class, args
- Do camera rotation across frameset
- Postpone other kinds of testing and address clamping for now
- Start xforms
- At first, fixed Sierpinski triangle or something
- xform selection, pre- and post-transform in xform
- first of the variations
Things to do (rather severely incomplete):
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- LaunchContext thread distribution based on generated code register count and
shared memory size
- qlocal storage
- Performance implications of different state spaces
- Shared / cache projected usage and its effect on above
- Implement qlocal storage, and hide the complexity
- The `Feature` class
- Transform count and per-transform code layout
- Filter size, oversample, final buffer size
- Buffer allocation, clearing, reading from device
- Preview window
- When/how to sample?
- OpenGL interop worth it?
- Implement
- Implement xforms
- Shuffle
- State space implications, you know the drill
- Implement
- Test effects on quality by masking off writes on all but one lane and
boosting the sample density to compensate (muuuuuch later on)
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- DE
Things to test:
- DeviceStream allocator and proper handling of corner cases
- Debug flag/dict/whatever for entire project in general
- Iteration counters for IterThread
Things to benchmark:
- Kernel invocation and/or interrupt times (will high load freeze X?)
- 1D/2D texture load+interpolation speeds vs constant memory loading
- Must test under high SFU load
- Tex uses separate cache? Has lower bandwidth penalty for gather?
- MWC float conversion
- The entire scatter process
- Radix sort of writeback coordinates
- Log-copy-histogram approach
- Direct reductions
- Surface loads, stores, reductions