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Luma Framework TODO #3

@Filoppi

Description

@Filoppi

Upcoming:

  • Split up the main code file into chunks (cpp files)
  • Finish LUT extrapolation
  • Add global standardized Luma passes for AA (SMAA?), AO and Bloom, so multiple games that didn't have good implementations could use them
  • Force apply formatting to all code, including shaders
  • Add HDR in SDR mode, by normalizing the peak brightness of the monitor EDID
  • Add HDR10+ (add gamut mapping to your display exact gamut at the end)
  • Do a struct to hold all the cbuffer mod settings and their ImGUI code (sliders min/max etc)
  • Clean display composition shader (and improve UI composition etc)
  • Add UI background mip map based brightness scale to boost visibility
  • Add LUT upscaling+smoothing shader (fix banding)

Later:

  • Add DX12 support? Other APIs? 9/10?
  • Make a generic mod that works on all games
  • Move the core.hpp code in a static or dynamic library, instead of including it as code in every game specific project. Probably not possible to do it nicely
  • Live upscale (sharpen) textures?
  • Add a native shader decompiler (to hlsl) directly in the app?
  • Add some kind of shader compilation verification step after every commit?
  • Add precompiled shaders permutations to publishing builds so to hide the source files but still allow dynamic shader defines?
  • Add performance tracing?
  • Add MSAA and SuperSampling support? Unlikely to ever work
  • Add some tonemapper in and out 2D visualization on the top right (to show the tonemapping curve and all). Also a hue shift visualization, of how every color hue shifts with ACES etc
  • Add head tracking for games where we hooked projection matrices
  • Add 3D display support, generating the other eye image from depth buffer and maybe motion vectors
  • Build all with Clang? (it's supported now)
  • Release the new Pumbo's AutoHDR mod with bloom/antibloom detection 👷
  • Rename shader includes to hlsli

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