diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-09-19 07:32:41 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-09-19 07:34:32 +0300 |
commit | 17a2820da8ad8ea23d336129f32e060e5746b047 (patch) | |
tree | 21f965c6f2d15a53fc67cd6dcad1a3a2a09df833 /source/blender/draw/engines/workbench | |
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/workbench')
6 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl index c5ad48191d1..690ba1b92bc 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl @@ -1,5 +1,5 @@ -/* TODO(fclem) deduplicate code. */ +/* TODO(fclem): deduplicate code. */ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map) { vec2 tile_pos = floor(co.xy); diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index 654587f5060..fcee8c270dd 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -156,7 +156,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata) const float *full_size = DRW_viewport_size_get(); const int size[2] = {max_ii(1, (int)full_size[0] / 2), max_ii(1, (int)full_size[1] / 2)}; -#if 0 /* TODO(fclem) finish COC min_max optimization */ +#if 0 /* TODO(fclem): finish COC min_max optimization. */ /* NOTE: We Ceil here in order to not miss any edge texel if using a NPO2 texture. */ int shrink_h_size[2] = {ceilf(size[0] / 8.0f), size[1]}; int shrink_w_size[2] = {shrink_h_size[0], ceilf(size[1] / 8.0f)}; @@ -168,7 +168,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata) &txl->coc_halfres_tx, size[0], size[1], GPU_RG8, DRW_TEX_FILTER | DRW_TEX_MIPMAP); wpd->dof_blur_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_RGBA16F, &draw_engine_workbench); -#if 0 /* TODO(fclem) finish COC min_max optimization. */ +#if 0 /* TODO(fclem): finish COC min_max optimization. */ wpd->coc_temp_tx = DRW_texture_pool_query_2d( shrink_h_size[0], shrink_h_size[1], GPU_RG8, &draw_engine_workbench); wpd->coc_tiles_tx[0] = DRW_texture_pool_query_2d( @@ -183,7 +183,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata) GPU_ATTACHMENT_TEXTURE(txl->dof_source_tx), GPU_ATTACHMENT_TEXTURE(txl->coc_halfres_tx), }); -#if 0 /* TODO(fclem) finish COC min_max optimization. */ +#if 0 /* TODO(fclem): finish COC min_max optimization. */ GPU_framebuffer_ensure_config(&fbl->dof_coc_tile_h_fb, { GPU_ATTACHMENT_NONE, @@ -218,7 +218,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata) float focus_dist = BKE_camera_object_dof_distance(camera); float focal_len = cam->lens; - /* TODO(fclem) deduplicate with eevee */ + /* TODO(fclem): deduplicate with eevee */ const float scale_camera = 0.001f; /* we want radius here for the aperture number */ float aperture = 0.5f * scale_camera * focal_len / fstop; @@ -290,7 +290,7 @@ void workbench_dof_cache_init(WORKBENCH_Data *vedata) DRW_shgroup_uniform_texture(grp, "inputCocTex", txl->coc_halfres_tx); DRW_shgroup_call_procedural_triangles(grp, NULL, 1); } -#if 0 /* TODO(fclem) finish COC min_max optimization */ +#if 0 /* TODO(fclem): finish COC min_max optimization */ { psl->dof_flatten_h_ps = DRW_pass_create("DoF Flatten Coc H", DRW_STATE_WRITE_COLOR); @@ -385,7 +385,7 @@ void workbench_dof_draw_pass(WORKBENCH_Data *vedata) GPU_framebuffer_recursive_downsample( fbl->dof_downsample_fb, 2, workbench_dof_downsample_level, psl); -#if 0 /* TODO(fclem) finish COC min_max optimization */ +#if 0 /* TODO(fclem): finish COC min_max optimization */ GPU_framebuffer_bind(fbl->dof_coc_tile_h_fb); DRW_draw_pass(psl->dof_flatten_h_ps); diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c index ed9cb17ae28..92ce5dddbc6 100644 --- a/source/blender/draw/engines/workbench/workbench_engine.c +++ b/source/blender/draw/engines/workbench/workbench_engine.c @@ -98,7 +98,7 @@ void workbench_cache_init(void *ved) workbench_volume_cache_init(vedata); } -/* TODO(fclem) DRW_cache_object_surface_material_get needs a refactor to allow passing NULL +/* TODO(fclem): DRW_cache_object_surface_material_get needs a refactor to allow passing NULL * instead of gpumat_array. Avoiding all this boilerplate code. */ static struct GPUBatch **workbench_object_surface_material_get(Object *ob) { @@ -422,7 +422,7 @@ void workbench_cache_finish(void *ved) WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PrivateData *wpd = stl->wpd; - /* TODO(fclem) Only do this when really needed. */ + /* TODO(fclem): Only do this when really needed. */ { /* HACK we allocate the in front depth here to avoid the overhead when if is not needed. */ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c index b3b9e11ae58..1c612404c95 100644 --- a/source/blender/draw/engines/workbench/workbench_shader.c +++ b/source/blender/draw/engines/workbench/workbench_shader.c @@ -384,7 +384,7 @@ void workbench_shader_depth_of_field_get(GPUShader **prepare_sh, datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define PREPARE\n"); e_data.dof_downsample_sh = DRW_shader_create_fullscreen_with_shaderlib( datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define DOWNSAMPLE\n"); -#if 0 /* TODO(fclem) finish COC min_max optimization */ +#if 0 /* TODO(fclem): finish COC min_max optimization */ e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen_with_shaderlib( datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define FLATTEN_VERTICAL\n"); e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen_with_shaderlib( diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c index 56a028d5a7e..881c186e3e5 100644 --- a/source/blender/draw/engines/workbench/workbench_shadow.c +++ b/source/blender/draw/engines/workbench/workbench_shadow.c @@ -157,7 +157,7 @@ void workbench_shadow_cache_init(WORKBENCH_Data *data) DRWState state = DRW_STATE_DEPTH_LESS | DRW_STATE_STENCIL_ALWAYS; #endif - /* TODO(fclem) Merge into one pass with subpasses. */ + /* TODO(fclem): Merge into one pass with subpasses. */ DRW_PASS_CREATE(psl->shadow_ps[0], state | depth_pass_state); DRW_PASS_CREATE(psl->shadow_ps[1], state | depth_fail_state); diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c index 94fcd8b5a9d..edeb17cd9a4 100644 --- a/source/blender/draw/engines/workbench/workbench_transparent.c +++ b/source/blender/draw/engines/workbench/workbench_transparent.c @@ -164,13 +164,13 @@ void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data) if (!DRW_pass_is_empty(psl->transp_depth_ps)) { GPU_framebuffer_bind(fbl->opaque_fb); - /* TODO(fclem) Disable writing to first two buffers. Unnecessary waste of bandwidth. */ + /* TODO(fclem): Disable writing to first two buffers. Unnecessary waste of bandwidth. */ DRW_draw_pass(psl->transp_depth_ps); } if (!DRW_pass_is_empty(psl->transp_depth_infront_ps)) { GPU_framebuffer_bind(fbl->opaque_infront_fb); - /* TODO(fclem) Disable writing to first two buffers. Unnecessary waste of bandwidth. */ + /* TODO(fclem): Disable writing to first two buffers. Unnecessary waste of bandwidth. */ DRW_draw_pass(psl->transp_depth_infront_ps); } } |