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=OCL librt TODO= | =OCL librt TODO= | ||
* Split <code>struct hit</code> in common.cl into two structs. One for <code>shot()</code> results and another for <code>norm()</code> results. This will reduce the amount of memory used to store temporary results between stages. | * Split <code>struct hit</code> in common.cl into two structs. One for <code>shot()</code> results and another for <code>norm()</code> results. This will reduce the amount of memory used to store temporary results between stages. | ||
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* Refactor code so single-hit and multi-hit don't require recompiling all the sources twice. | * Refactor code so single-hit and multi-hit don't require recompiling all the sources twice. | ||
− | * | + | * Don't intersect primitives twice. This requires a dynamic memory allocator. |
+ | * Execute prefix sums and reductions in <code>clt_frame()</code> on the device. | ||
* Quadrics Primitives: HYP, SUPERELL. | * Quadrics Primitives: HYP, SUPERELL. | ||
− | * Grids Primitives: | + | * Grids Primitives: DSP, EBM, VOL. |
− | * Composite Primitives: | + | * Composite Primitives: EXTRUDE, REVOLVE, PIPE, METABALL. |
* Instancing Primitive: SUBMODEL. | * Instancing Primitive: SUBMODEL. | ||
* Make Phong shader results look 100% similar to ANSI C librt. | * Make Phong shader results look 100% similar to ANSI C librt. | ||
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* Spatial partitioning (perhaps a hybrid Kd-tree) in order to have early exit on scenes with high depth complexity. | * Spatial partitioning (perhaps a hybrid Kd-tree) in order to have early exit on scenes with high depth complexity. | ||
* UV routines for all OCL implemented primitives. | * UV routines for all OCL implemented primitives. | ||
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* BOT plate mode. | * BOT plate mode. | ||
* FASTGEN support (both CLINE primitive and bool.cl code). | * FASTGEN support (both CLINE primitive and bool.cl code). | ||
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=OCL librt Development Status= | =OCL librt Development Status= | ||
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* OCL lighting modes: Phong, Diffuse, Surface Normals. | * OCL lighting modes: Phong, Diffuse, Surface Normals. | ||
* OCL lighting modes: Multi-hit transparent (Single Stage Render Pipeline only). | * OCL lighting modes: Multi-hit transparent (Single Stage Render Pipeline only). | ||
− | * ARB8 | + | * ARB8, EHY, ELL, EPA, ETO, PART, REC, RHC, RPC, SPH, TGC, TOR shot routines in OCL. |
* Surface normal routines for all OCL implemented primitives. | * Surface normal routines for all OCL implemented primitives. | ||
* CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals. | * CPU HLBVH BOT shot construction with OCL traversal and interpolated per pixel normals. |