diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-07-03 16:08:40 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2021-07-03 17:43:40 +0300 |
commit | 9b89de2571b0c3fa2276b5c2ae589e0ec831d1f5 (patch) | |
tree | 63f1007a5262b4d6f1c1a96734c521d836eb6fc6 /source/blender/draw/engines/workbench | |
parent | 05f970847e12ce30e8c4c624677d94ae239ce2bc (diff) |
Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
Diffstat (limited to 'source/blender/draw/engines/workbench')
8 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index d0d52c8485b..9038aae533b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -43,7 +43,7 @@ void cavity_compute(vec2 screenco, /* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */ offset *= 0.5; - /* Note. Putting noise usage here to put some ALU after texture fetch. */ + /* NOTE: Putting noise usage here to put some ALU after texture fetch. */ vec2 rotX = noise.rg; vec2 rotY = vec2(-rotX.y, rotX.x); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 8f6940a6062..92d5df1a13a 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -394,7 +394,7 @@ void main() vec2 pixel_size = 0.5 / vec2(textureSize(halfResColorTex, 0).xy); vec2 uv = gl_FragCoord.xy * pixel_size; - /* TODO MAKE SURE TO ALIGN SAMPLE POSITION TO AVOID OFFSET IN THE BOKEH */ + /* TODO: MAKE SURE TO ALIGN SAMPLE POSITION TO AVOID OFFSET IN THE BOKEH. */ float depth = texelFetch(sceneDepthTex, ivec2(gl_FragCoord.xy), 0).r; float zdepth = linear_depth(depth); float coc = calculate_coc(zdepth); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index 9bd49bb84f8..48102b4dcca 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -198,7 +198,7 @@ void volume_properties(vec3 ls_pos, out vec3 scattering, out float extinction) scattering *= exp(clamp(log(shadows) * densityScale * 0.1, -2.5, 0.0)) * M_PI; # ifdef VOLUME_SMOKE - /* 800 is arbitrary and here to mimic old viewport. TODO make it a parameter */ + /* 800 is arbitrary and here to mimic old viewport. TODO: make it a parameter. */ scattering += emission.rgb * emission.a * 800.0; # endif #endif @@ -247,7 +247,7 @@ vec4 volume_integration(vec3 ray_ori, vec3 ray_dir, float ray_inc, float ray_max void main() { #ifdef VOLUME_SLICE - /* Manual depth test. TODO remove. */ + /* Manual depth test. TODO: remove. */ float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r; if (gl_FragCoord.z >= depth) { discard; diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c index 10a782c9987..8206add7412 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c +++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c @@ -247,7 +247,7 @@ void workbench_antialiasing_engine_init(WORKBENCH_Data *vedata) GPU_ATTACHMENT_TEXTURE(wpd->smaa_weight_tx), }); - /* TODO could be shared for all viewports. */ + /* TODO: could be shared for all viewports. */ if (txl->smaa_search_tx == NULL) { txl->smaa_search_tx = GPU_texture_create_2d( "smaa_search", SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 1, GPU_R8, NULL); diff --git a/source/blender/draw/engines/workbench/workbench_effect_cavity.c b/source/blender/draw/engines/workbench/workbench_effect_cavity.c index 199abe8cb2b..b294b9a62ca 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_cavity.c +++ b/source/blender/draw/engines/workbench/workbench_effect_cavity.c @@ -31,7 +31,7 @@ #include "BLI_rand.h" -#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */ +#include "../eevee/eevee_lut.h" /* TODO: find somewhere to share blue noise Table. */ #include "workbench_engine.h" #include "workbench_private.h" diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c index 0d7f2e67598..e9d6763fbe9 100644 --- a/source/blender/draw/engines/workbench/workbench_engine.c +++ b/source/blender/draw/engines/workbench/workbench_engine.c @@ -460,7 +460,7 @@ void workbench_cache_finish(void *ved) workbench_update_material_ubos(wpd); - /* TODO don't free reuse next redraw. */ + /* TODO: don't free reuse next redraw. */ for (int i = 0; i < 2; i++) { for (int j = 0; j < 2; j++) { for (int k = 0; k < WORKBENCH_DATATYPE_MAX; k++) { diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c index 99d945c311e..3386d9b6390 100644 --- a/source/blender/draw/engines/workbench/workbench_shadow.c +++ b/source/blender/draw/engines/workbench/workbench_shadow.c @@ -65,7 +65,7 @@ static void workbench_shadow_update(WORKBENCH_PrivateData *wpd) const float up[3] = {0.0f, 0.0f, 1.0f}; unit_m4(wpd->shadow_mat); - /* TODO fix singularity. */ + /* TODO: fix singularity. */ copy_v3_v3(wpd->shadow_mat[2], wpd->shadow_direction_ws); cross_v3_v3v3(wpd->shadow_mat[0], wpd->shadow_mat[2], up); normalize_v3(wpd->shadow_mat[0]); diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c index edeb17cd9a4..ad855cb284c 100644 --- a/source/blender/draw/engines/workbench/workbench_transparent.c +++ b/source/blender/draw/engines/workbench/workbench_transparent.c @@ -46,7 +46,7 @@ void workbench_transparent_engine_init(WORKBENCH_Data *data) DrawEngineType *owner = (DrawEngineType *)&workbench_transparent_engine_init; /* Reuse same format as opaque pipeline to reuse the textures. */ - /* Note: Floating point texture is required for the reveal_tex as it is used for + /* NOTE: Floating point texture is required for the reveal_tex as it is used for * the alpha accumulation component (see accumulation shader for more explanation). */ const eGPUTextureFormat accum_tex_format = GPU_RGBA16F; const eGPUTextureFormat reveal_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16F : GPU_RGBA32F; |