Summary: 50 instances, 46 unique Text Count // TODO: Add morph targets 1 bool geomOpaque = true; // TODO: This should be looked up with the triangle data. 1 case 5: // TODO: Convert TRIANGLE STRIP 1 // TODO: Shade each light using Forward+ tiles 1 // TODO: Implement pipeline state validation with runtime data 1 associationIterator.ResetAndSelectExport(exportName, (D3D12_STATE_SUBOBJECT_TYPE)-1); // TODO: Should make this an explicit type 1 // TODO: add GLB support by extracting JSON section and BIN sections 1 // TODO: move these to appropriate places (ShaderModel.cpp?) 1 // TODO: quantize/compress vertex data 1 // TODO: It is inefficient to look through this every time i.e. for each DeviceIndex. 2 // TODO: Hacky way to use the same code path for both bottom and top level 1 // TODO: 1 // TODO: add operand index for all the OpCodeClass. 1 // TODO: Consider making this use dispatch indirect instead. Due to the ambiguity in how 1 // TODO: It might be desired to compress or recompress existing DDS files 1 // TODO: Investigate better heuristics for node ordering 1 // TODO: Need to get instance flags 1 // TODO: Update BlobContainer.h to recognize 'RDAT' blob 1 // TODO: Should check scale for 1 or 3 negative values to reverse triangle winding 1 // TODO: What should we do if this fails? This is a catastrophic failure in which the app is trying to use more memory 1 case 6: // TODO: Convert TRIANGLE FAN 1 // TODO: Technically this should be primitive ID 1 enum class RuntimeDataPartType : uint32_t { // TODO: Rename: PartType 1 // A faster version of memcopy that uses SSE instructions. TODO: Write an ARM variant if necessary. 1 // TODO: Stop interleaving data 1 public: // TODO: Make these private once experimental code stops needing to point to this class, using reflection iterators instead. 1 //TODO: To be truely thread-safe this operation should be atomic to guard against 1 // TODO: error handling 2 ex->second->m_SubtreeValidShaderStageFlag |= pFuncInfo->ShaderStageFlag | 0xffffffff; // TODO: remove 0xfffffff when DXC supports this 1 // TODO: generate tangents/bitangents if missing 2 // TODO: Generate optimized depth-only streams 1 // TODO: This will largely inflate AABBs larger then they need to be. 1 // TODO: change opcodes. 1 // TODO: Consider starting this at a higher number 1 // TODO: near/far clipping planes seem to be falling apart at or near the max depth with infinite projections 1 // TODO: Think about how this might affect a multi-threaded situation. Suppose thread A 1 optimalCost[treeletBitmask] = CostOfRayBoxIntersection * optimalCost[treeletBitmask] + lowestCost; // TODO: Consider cost of flattening to triangle list 1 // Read normal map and convert to SNORM (TODO: convert all normal maps to R8G8B8A8_SNORM?) 1 assert(false); // TODO: support this 1 // TODO: Likely too large, but good enough for current validation 1 //TODO: My Nvidia card is not clearing UAVs with either Float or Uint variants. 2 // TODO: Increase or decrease the log range to better fit the range of values. 1 // TODO: Consider inlining into separate shaders 1 // TODO: Should check for negative determinant to reverse triangle winding 1 else if (!culled && TestLeafNodeIntersections( // TODO: We need to break out this function so we can run anyhit on each triangle 1 // TODO consider caching rcp(parentAABBSurfaceArea) 1