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					# Cuburn
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					This project is a fractal flame renderer. It is still under development, but
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					already implements most of the genome parameters that [flam3](http://flam3.com)
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					supports, and beats CPU by a healthy margin (20-40x in most cases).
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					This project is licensed under the GPL version 3.
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Status: passes rudimentary tests
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Current goals:
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- Start xforms
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    - xform selection, pre- and post-transform in xform
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    - first of the variations
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Things to do (rather severely incomplete):
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- LaunchContext thread distribution based on generated code register count and
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  shared memory size
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- qlocal storage
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    - Performance implications of different state spaces
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    - Shared / cache projected usage and its effect on above
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    - Implement qlocal storage, and hide the complexity
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- The `Feature` class
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    - Transform count and per-transform code layout
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    - Filter size, oversample, final buffer size
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- Buffer allocation, clearing, reading from device
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- Preview window
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    - When/how to sample?
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    - OpenGL interop worth it?
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    - Implement
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- Implement xforms
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- Shuffle
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    - State space implications, you know the drill
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    - Implement
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    - Test effects on quality by masking off writes on all but one lane and
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      boosting the sample density to compensate (muuuuuch later on)
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- DE
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- Clean up code (particularly DSL stuff incl. injector)
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Things to test:
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- Debug flag/dict/whatever for entire project in general
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    - Iteration counters for IterThread
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Things to benchmark:
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- Kernel invocation and/or interrupt times (will high load freeze X?)
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- MWC float conversion
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- The entire scatter process
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    - Radix sort of writeback coordinates
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    - Log-copy-histogram approach
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    - Direct reductions
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    - Surface loads, stores, reductions
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