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fancy's Issues

Evaluate switch from STL to EASTL

The EASTL is generally considered to be a better fit for high-performance applications such as games and renderers than the STL. However, at this point, we already have some select specialized containers. The main thing missing is a kind of "hybrid array" that could replace many/all usages of static and dynamic arrays since the avg. number of elements is usually known in most places.

Add a benchmark example project

We don't have much visual things to show yet - just some small test-projects that are meant for continous testing of the underlying API. We should add a small benchmark example project to change that. In its first iteration, it could be a simple scene with basic PBR lighting. In the future, it could be used to incorporate more and more features and eventually becomes a dedicated project that can be separated from FANCY and just uses it as a library.

Vulkan Memory Manager

Vulkan needs the same kind of linear memory allocator that is already in place for DX12. The memory visualization example should also be updated to suppport Vulkan

Refactor CommandContext allocation to be less C-style

The current approach to Allocate/Free commandContext-pointers is error-prone (e.g. when forgetting to free a context) and smells a bit like C in a C++ environment.
Maybe refactor it to directly allocate / free the internal context-resources in the constructor/destructor?

Support flexible vertex-buffer binding and instancing

At the time of writing, there can only be one single vertex buffer that assumes the same layout and binding as expected by the shader. We should add a way to specify vertex-buffer sources on the API-level and also support instancing.

Cached resource binding

Resources should only be re-bound if their CPU-side shadow-state change. The implementation in the DX12/Vulkan commandlist should roughly follow the same code-style and naming conventions.

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