diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-09-19 07:32:41 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2020-09-19 07:34:32 +0300 |
commit | 17a2820da8ad8ea23d336129f32e060e5746b047 (patch) | |
tree | 21f965c6f2d15a53fc67cd6dcad1a3a2a09df833 /source/blender/draw/engines/eevee | |
parent | a78130c6101517c09eed14215087ab3dfe36bc5c (diff) |
Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
Diffstat (limited to 'source/blender/draw/engines/eevee')
10 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 0dea767ee3c..3671bea9ac0 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -377,7 +377,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2); DRW_shgroup_uniform_float_copy( grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f); - /* TODO (fclem) get rid of those UBO. */ + /* TODO(fclem): get rid of those UBO. */ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); @@ -402,7 +402,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex); DRW_shgroup_uniform_float_copy( shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f); - /* TODO (fclem) get rid of those UBO. */ + /* TODO(fclem): get rid of those UBO. */ DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index b6e20416dfb..3b525ba0742 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -909,7 +909,7 @@ static void material_renderpass_init(EEVEE_FramebufferList *fbl, /* Clear texture. */ if (do_clear) { const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - /* TODO(fclem) replace by GPU_texture_clear once it is fast. */ + /* TODO(fclem): replace by GPU_texture_clear once it is fast. */ GPU_framebuffer_texture_attach(fbl->material_accum_fb, *output_tx, 0, 0); GPU_framebuffer_bind(fbl->material_accum_fb); GPU_framebuffer_clear_color(fbl->material_accum_fb, clear); diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c index 5d3001c561b..f60c2661cb0 100644 --- a/source/blender/draw/engines/eevee/eevee_motion_blur.c +++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c @@ -413,7 +413,7 @@ void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata) switch (mb_geom->type) { case EEVEE_MOTION_DATA_HAIR: if (mb_step == MB_CURR) { - /* TODO(fclem) Check if vertex count mismatch. */ + /* TODO(fclem): Check if vertex count mismatch. */ mb_hair->use_deform = true; } else { diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index e731ed071b2..10f3314c573 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -709,7 +709,7 @@ typedef struct EEVEE_EffectsInfo { int motion_blur_max; /* Maximum distance in pixels a motion blured pixel can cover. */ float motion_blur_near_far[2]; /* Camera near/far clip distances (positive). */ bool cam_params_init; - /* TODO(fclem) Only used in render mode for now. + /* TODO(fclem): Only used in render mode for now. * This is because we are missing a per scene persistent place to hold this. */ struct EEVEE_MotionBlurData motion_blur; /* Velocity Pass */ diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c index df7a7ac3a84..618096fc992 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows.c +++ b/source/blender/draw/engines/eevee/eevee_shadows.c @@ -145,7 +145,7 @@ void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob) if (ob->base_flag & BASE_FROM_DUPLI) { /* Duplis will always refresh the shadowmaps as if they were deleted each frame. */ - /* TODO(fclem) fix this. */ + /* TODO(fclem): fix this. */ update = true; } else { @@ -257,7 +257,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } } - /* TODO(fclem) This part can be slow, optimize it. */ + /* TODO(fclem): This part can be slow, optimize it. */ EEVEE_BoundBox *bbox = backbuffer->bbox; BoundSphere *bsphere = linfo->shadow_bounds; /* Search for deleted shadow casters or if shcaster WAS in shadow radius. */ diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cube.c b/source/blender/draw/engines/eevee/eevee_shadows_cube.c index a355e7e0792..96cf032fe28 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cube.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cube.c @@ -209,7 +209,7 @@ void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, if (evli->light_type != LA_LOCAL && j == 4) { continue; } - /* TODO(fclem) some cube sides can be invisible in the main views. Cull them. */ + /* TODO(fclem): some cube sides can be invisible in the main views. Cull them. */ // if (frustum_intersect(g_data->cube_views[j], main_view)) // continue; diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index f9195e5861d..ae01aee5dae 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -313,7 +313,7 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (!DRW_pass_is_empty(psl->sss_translucency_ps)) { /* We sample the shadow-maps using normal sampler. We need to disable Comparison mode. - * TODO(fclem) avoid this by using sampler objects.*/ + * TODO(fclem): avoid this by using sampler objects.*/ GPU_texture_compare_mode(sldata->shadow_cube_pool, false); GPU_texture_compare_mode(sldata->shadow_cascade_pool, false); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 93701887b51..48e38a9c982 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -288,7 +288,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (grp) { DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - /* TODO (fclem): remove those (need to clean the GLSL files). */ + /* TODO(fclem): remove those (need to clean the GLSL files). */ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); @@ -530,7 +530,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, DRWShadingGroup *grp = DRW_shgroup_material_create(mat, vedata->psl->volumetric_objects_ps); - /* TODO(fclem) remove those "unnecessary" UBOs */ + /* TODO(fclem): remove those "unnecessary" UBOs */ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); @@ -707,7 +707,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) DRW_stats_group_start("Volumetrics"); /* We sample the shadow-maps using shadow sampler. We need to enable Comparison mode. - * TODO(fclem) avoid this by using sampler objects.*/ + * TODO(fclem): avoid this by using sampler objects.*/ GPU_texture_compare_mode(sldata->shadow_cube_pool, true); GPU_texture_compare_mode(sldata->shadow_cascade_pool, true); diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index c85eff92e37..724e63eaba8 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -89,7 +89,7 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, vec2 rand, f /* We use the full l_vector.xyz so that the spread is minimize * if the shading point is further away from the light source */ - /* TODO(fclem) do something better than this. */ + /* TODO(fclem): do something better than this. */ vec3 T, B; make_orthonormal_basis(L.xyz / L.w, T, B); diff --git a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl index e746acfdfa3..b19e50c9d31 100644 --- a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl @@ -61,7 +61,7 @@ void main() #ifdef USE_SSS float fac = float(!sssToggle); - /* TODO(fclem) we shouldn't need this. + /* TODO(fclem): we shouldn't need this. * Just disable USE_SSS when USE_REFRACTION is enabled. */ # ifdef USE_REFRACTION /* SSRefraction pass is done after the SSS pass. |