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 | |
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')
53 files changed, 91 insertions, 91 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 88fd823bc72..fa97ffb306b 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -22,7 +22,7 @@ #include "DRW_render.h" -#include "draw_color_management.h" /* TODO remove dependency */ +#include "draw_color_management.h" /* TODO: remove dependency. */ #include "BLI_rand.h" @@ -189,7 +189,7 @@ static void eevee_cache_finish(void *vedata) /* As renders in an HDR offscreen buffer, we need draw everything once * during the background pass. This way the other drawing callback between * the background and the scene pass are visible. - * Note: we could break it up in two passes using some depth test + * NOTE: we could break it up in two passes using some depth test * to reduce the fillrate */ static void eevee_draw_scene(void *vedata) { diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index cdd66759308..9a85037ac77 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -75,7 +75,7 @@ (IRRADIANCE_MAX_POOL_SIZE / IRRADIANCE_SAMPLE_SIZE_X) * \ (IRRADIANCE_MAX_POOL_SIZE / IRRADIANCE_SAMPLE_SIZE_Y) -/* TODO should be replace by a more elegant alternative. */ +/* TODO: should be replace by a more elegant alternative. */ extern void DRW_opengl_context_enable(void); extern void DRW_opengl_context_disable(void); @@ -165,7 +165,7 @@ typedef struct EEVEE_LightBake { bool own_resources; /** If the light-cache was created for baking, it's first owned by the baker. */ bool own_light_cache; - /** ms. delay the start of the baking to not slowdown interactions (TODO remove) */ + /** ms. delay the start of the baking to not slowdown interactions (TODO: remove). */ int delay; /** Scene frame to bake. */ int frame; @@ -715,7 +715,7 @@ static void eevee_lightbake_create_resources(EEVEE_LightBake *lbake) * by the DRW mutex. */ lbake->lcache = eevee->light_cache_data; - /* TODO validate irradiance and reflection cache independently... */ + /* TODO: validate irradiance and reflection cache independently... */ if (!EEVEE_lightcache_validate( lbake->lcache, lbake->cube_len, lbake->ref_cube_res, lbake->grid_len, lbake->irr_size)) { eevee->light_cache_data = lbake->lcache = NULL; @@ -764,7 +764,7 @@ wmJob *EEVEE_lightbake_job_create(struct wmWindowManager *wm, if (old_lbake && (old_lbake->view_layer_input == view_layer) && (old_lbake->bmain == bmain)) { lbake = MEM_callocN(sizeof(EEVEE_LightBake), "EEVEE_LightBake"); /* Cannot reuse depsgraph for now because we cannot get the update from the - * main database directly. TODO reuse depsgraph and only update positions. */ + * main database directly. TODO: reuse depsgraph and only update positions. */ /* lbake->depsgraph = old_lbake->depsgraph; */ lbake->depsgraph = DEG_graph_new(bmain, scene, view_layer, DAG_EVAL_RENDER); @@ -838,7 +838,7 @@ void EEVEE_lightbake_job_data_free(void *custom_data) { EEVEE_LightBake *lbake = (EEVEE_LightBake *)custom_data; - /* TODO reuse depsgraph. */ + /* TODO: reuse depsgraph. */ /* if (lbake->own_resources) { */ DEG_graph_free(lbake->depsgraph); /* } */ @@ -923,7 +923,7 @@ static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lb stl->g_data->background_alpha = 1.0f; stl->g_data->render_timesteps = 1; - /* XXX TODO remove this. This is in order to make the init functions work. */ + /* XXX TODO: remove this. This is in order to make the init functions work. */ if (DRW_view_default_get() == NULL) { float winmat[4][4], viewmat[4][4]; unit_m4(viewmat); @@ -1010,7 +1010,7 @@ static void eevee_lightbake_render_world_sample(void *ved, void *user_data) float clamp = scene_eval->eevee.gi_glossy_clamp; float filter_quality = scene_eval->eevee.gi_filter_quality; - /* TODO do this once for the whole bake when we have independent DRWManagers. */ + /* TODO: do this once for the whole bake when we have independent DRWManagers. */ eevee_lightbake_cache_create(vedata, lbake); sldata->common_data.ray_type = EEVEE_RAY_GLOSSY; @@ -1133,7 +1133,7 @@ static void eevee_lightbake_render_grid_sample(void *ved, void *user_data) /* Use the previous bounce for rendering this bounce. */ SWAP(GPUTexture *, lbake->grid_prev, lcache->grid_tx.tex); - /* TODO do this once for the whole bake when we have independent DRWManagers. + /* TODO: do this once for the whole bake when we have independent DRWManagers. * Warning: Some of the things above require this. */ eevee_lightbake_cache_create(vedata, lbake); @@ -1210,7 +1210,7 @@ static void eevee_lightbake_render_probe_sample(void *ved, void *user_data) float clamp = scene_eval->eevee.gi_glossy_clamp; float filter_quality = scene_eval->eevee.gi_filter_quality; - /* TODO do this once for the whole bake when we have independent DRWManagers. */ + /* TODO: do this once for the whole bake when we have independent DRWManagers. */ eevee_lightbake_cache_create(vedata, lbake); /* Disable specular lighting when rendering probes to avoid feedback loops (looks bad). */ @@ -1420,7 +1420,7 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float /* HACK: Sleep to delay the first rendering operation * that causes a small freeze (caused by VBO generation) * because this step is locking at this moment. */ - /* TODO remove this. */ + /* TODO: remove this. */ if (lbake->delay) { PIL_sleep_ms(lbake->delay); } diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index e2e865bcfad..8598655477f 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -59,7 +59,7 @@ static struct { /* *********** FUNCTIONS *********** */ -/* TODO find a better way than this. This does not support dupli objects if +/* TODO: find a better way than this. This does not support dupli objects if * the original object is hidden. */ bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data) { @@ -94,11 +94,11 @@ static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref) EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *fx = stl->effects; - /* XXX TODO OPTIMIZATION: This is a complete waist of texture memory. + /* XXX TODO: OPTIMIZATION: This is a complete waist of texture memory. * Instead of allocating each planar probe for each viewport, * only alloc them once using the biggest viewport resolution. */ - /* TODO get screen percentage from layer setting */ + /* TODO: get screen percentage from layer setting. */ // const DRWContextState *draw_ctx = DRW_context_state_get(); // ViewLayer *view_layer = draw_ctx->view_layer; int screen_divider = 1; @@ -1133,7 +1133,7 @@ void EEVEE_lightbake_filter_visibility(EEVEE_ViewLayerData *sldata, EEVEE_LightProbesInfo *pinfo = sldata->probes; LightCache *light_cache = vedata->stl->g_data->light_cache; - pinfo->samples_len = 512.0f; /* TODO refine */ + pinfo->samples_len = 512.0f; /* TODO: refine. */ pinfo->shres = vis_size; pinfo->visibility_range = vis_range; pinfo->visibility_blur = vis_blur; diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index e23a5a81169..afaf604322c 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -88,7 +88,7 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli) /* Make illumination power constant */ if (la->type == LA_AREA) { power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) * /* 1/(w*h*Pi) */ - 0.8f; /* XXX : Empirical, Fit cycles power */ + 0.8f; /* XXX: Empirical, Fit cycles power. */ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) { /* Scale power to account for the lower area of the ellipse compared to the surrounding * rectangle. */ @@ -99,7 +99,7 @@ static float light_shape_power_get(const Light *la, const EEVEE_Light *evli) power = 1.0f / (4.0f * evli->radius * evli->radius * M_PI * M_PI); /* `1/(4*(r^2)*(Pi^2))` */ /* for point lights (a.k.a radius == 0.0) */ - // power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */ + // power = M_PI * M_PI * 0.78; /* XXX: Empirical, Fit cycles power. */ } else { /* LA_SUN */ power = 1.0f / (evli->radius * evli->radius * M_PI); diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index a9998b33b7e..f4dc553e982 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -205,7 +205,7 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, stl->lookdev_lightcache = EEVEE_lightcache_create( 1, 1, cube_res, 8, (int[3]){grid_res, grid_res, 1}); - /* XXX: Fix memleak. TODO find out why. */ + /* XXX: Fix memleak. TODO: find out why. */ MEM_SAFE_FREE(stl->lookdev_cube_mips); /* We do this to use a special light cache for lookdev. diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 7dd3449ad6e..9ecb737192e 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -70,7 +70,7 @@ typedef struct EeveeMaterialCache { /* *********** FUNCTIONS *********** */ -/* XXX TODO define all shared resources in a shared place without duplication */ +/* XXX TODO: define all shared resources in a shared place without duplication. */ struct GPUTexture *EEVEE_materials_get_util_tex(void) { return e_data.util_tex; @@ -691,7 +691,7 @@ static EeveeMaterialCache material_transparent(EEVEE_Data *vedata, } { /* Shading */ - int ssr_id = -1; /* TODO transparent SSR */ + int ssr_id = -1; /* TODO: transparent SSR. */ int mat_options = VAR_MAT_MESH | VAR_MAT_BLEND; SET_FLAG_FROM_TEST(mat_options, use_ssrefract, VAR_MAT_REFRACT); GPUMaterial *gpumat = EEVEE_material_get(vedata, scene, ma, NULL, mat_options); @@ -866,7 +866,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, continue; } - /* XXX TODO rewrite this to include the dupli objects. + /* XXX TODO: rewrite this to include the dupli objects. * This means we cannot exclude dupli objects from reflections!!! */ EEVEE_ObjectEngineData *oedata = NULL; if ((ob->base_flag & BASE_FROM_DUPLI) == 0) { diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index ab297620afe..a922ec7cd7d 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -44,12 +44,12 @@ struct RenderLayer; extern struct DrawEngineType draw_engine_eevee_type; /* Minimum UBO is 16384 bytes */ -#define MAX_PROBE 128 /* TODO : find size by dividing UBO max size by probe data size */ -#define MAX_GRID 64 /* TODO : find size by dividing UBO max size by grid data size */ -#define MAX_PLANAR 16 /* TODO : find size by dividing UBO max size by grid data size */ -#define MAX_LIGHT 128 /* TODO : find size by dividing UBO max size by light data size */ +#define MAX_PROBE 128 /* TODO: find size by dividing UBO max size by probe data size. */ +#define MAX_GRID 64 /* TODO: find size by dividing UBO max size by grid data size. */ +#define MAX_PLANAR 16 /* TODO: find size by dividing UBO max size by grid data size. */ +#define MAX_LIGHT 128 /* TODO: find size by dividing UBO max size by light data size. */ #define MAX_CASCADE_NUM 4 -#define MAX_SHADOW 128 /* TODO : Make this depends on GL_MAX_ARRAY_TEXTURE_LAYERS */ +#define MAX_SHADOW 128 /* TODO: Make this depends on #GL_MAX_ARRAY_TEXTURE_LAYERS. */ #define MAX_SHADOW_CASCADE 8 #define MAX_SHADOW_CUBE (MAX_SHADOW - MAX_CASCADE_NUM * MAX_SHADOW_CASCADE) #define MAX_BLOOM_STEP 16 @@ -238,7 +238,7 @@ typedef struct EEVEE_PlanarReflection { float clip_edge_y_pos, clip_edge_y_neg; float facing_scale, facing_bias, clipsta, pad; float reflectionmat[4][4]; /* Used for sampling the texture. */ - float mtx[4][4]; /* Not used in shader. TODO move elsewhere. */ + float mtx[4][4]; /* Not used in shader. TODO: move elsewhere. */ } EEVEE_PlanarReflection; /* --------------------------------------- */ @@ -1000,7 +1000,7 @@ typedef struct EEVEE_PrivateData { struct DRWShadingGroup *shadow_accum_shgrp; struct DRWCallBuffer *planar_display_shgrp; struct GHash *material_hash; - float background_alpha; /* TODO find a better place for this. */ + float background_alpha; /* TODO: find a better place for this. */ /* Chosen lightcache: can come from Lookdev or the viewlayer. */ struct LightCache *light_cache; /* For planar probes */ diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index aaa087f9eb4..d214409c458 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -114,7 +114,7 @@ bool EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * /* XXX overriding viewport size. Simplify things but is not really 100% safe. */ DRW_render_viewport_size_set(final_res); - /* TODO 32 bit depth */ + /* TODO: 32 bit depth. */ DRW_texture_ensure_fullscreen_2d(&dtxl->depth, GPU_DEPTH24_STENCIL8, 0); DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA32F, DRW_TEX_FILTER); diff --git a/source/blender/draw/engines/eevee/eevee_renderpasses.c b/source/blender/draw/engines/eevee/eevee_renderpasses.c index 5ada53ab98c..aa42deb13fa 100644 --- a/source/blender/draw/engines/eevee/eevee_renderpasses.c +++ b/source/blender/draw/engines/eevee/eevee_renderpasses.c @@ -23,7 +23,7 @@ #include "DRW_engine.h" #include "DRW_render.h" -#include "draw_color_management.h" /* TODO remove dependency. */ +#include "draw_color_management.h" /* TODO: remove dependency. */ #include "BKE_global.h" /* for G.debug_value */ diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 7af0f60748b..17cc1a46e23 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -76,7 +76,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const int divisor = (effects->reflection_trace_full) ? 1 : 2; int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor}; const int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - const bool high_qual_input = true; /* TODO dither low quality input */ + const bool high_qual_input = true; /* TODO: dither low quality input. */ const eGPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8; tracing_res[0] = max_ii(1, tracing_res[0]); diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index a4e4352ac16..56ae7185b51 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -1439,7 +1439,7 @@ static void eevee_material_post_eval(GPUMaterial *mat, const bool is_mesh = (options & VAR_MAT_MESH) != 0; /* Force geometry usage if GPU_BARYCENTRIC_DIST or GPU_BARYCENTRIC_TEXCO are used. - * Note: GPU_BARYCENTRIC_TEXCO only requires it if the shader is not drawing hairs. */ + * NOTE: GPU_BARYCENTRIC_TEXCO only requires it if the shader is not drawing hairs. */ if (!is_hair && is_mesh && GPU_material_flag_get(mat, GPU_MATFLAG_BARYCENTRIC) && *geom_code == NULL) { *geom_code = e_data.surface_geom_barycentric; @@ -1493,7 +1493,7 @@ static struct GPUMaterial *eevee_material_get_ex( return mat; } -/* Note: Compilation is not deferred. */ +/* NOTE: Compilation is not deferred. */ struct GPUMaterial *EEVEE_material_default_get(struct Scene *scene, Material *ma, int options) { Material *def_ma = (ma && (options & VAR_MAT_VOLUME)) ? BKE_material_default_volume() : diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c index 5060c209b8b..ee1a6652809 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows.c +++ b/source/blender/draw/engines/eevee/eevee_shadows.c @@ -193,7 +193,7 @@ void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob) static bool sphere_bbox_intersect(const BoundSphere *bs, const EEVEE_BoundBox *bb) { /* We are testing using a rougher AABB vs AABB test instead of full AABB vs Sphere. */ - /* TODO test speed with AABB vs Sphere. */ + /* TODO: test speed with AABB vs Sphere. */ bool x = fabsf(bb->center[0] - bs->center[0]) <= (bb->halfdim[0] + bs->radius); bool y = fabsf(bb->center[1] - bs->center[1]) <= (bb->halfdim[1] + bs->radius); bool z = fabsf(bb->center[2] - bs->center[2]) <= (bb->halfdim[2] + bs->radius); diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c index 6cb4b39fafa..22ee821933c 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c @@ -112,7 +112,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3], } } - /* TODO try to reduce the radius further by moving the center. + /* TODO: try to reduce the radius further by moving the center. * Remember we need a __stable__ solution! */ /* Try to reduce float imprecision leading to shimmering. */ diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index 129822ed8a9..23893d79090 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -198,7 +198,7 @@ void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata, /* Limit of 8 bit stencil buffer. ID 255 is refraction. */ if (effects->sss_surface_count >= 254) { - /* TODO : display message. */ + /* TODO: display message. */ printf("Error: Too many different Subsurface shader in the scene.\n"); return; } diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c index e30f5d52d56..b03172a1270 100644 --- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c @@ -197,7 +197,7 @@ void EEVEE_temporal_sampling_matrices_calc(EEVEE_EffectsInfo *effects, const dou } /* Update the matrices based on the current sample. - * Note: `DRW_MAT_PERS` and `DRW_MAT_VIEW` needs to read the original matrices. */ + * NOTE: `DRW_MAT_PERS` and `DRW_MAT_VIEW` needs to read the original matrices. */ void EEVEE_temporal_sampling_update_matrices(EEVEE_Data *vedata) { EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl; @@ -407,7 +407,7 @@ void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata) GPU_framebuffer_blit(fbl->main_fb, 0, fbl->double_buffer_depth_fb, 0, GPU_DEPTH_BIT); /* Do reprojection for noise reduction */ - /* TODO : do AA jitter if in only render view. */ + /* TODO: do AA jitter if in only render view. */ if (!DRW_state_is_image_render() && (effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0 && stl->g_data->valid_taa_history) { GPU_framebuffer_bind(effects->target_buffer); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 56c5b367f7e..47e8aeeb6e2 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -129,7 +129,7 @@ void EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->vol_coord_scale[2] = 1.0f / viewport_size[0]; common_data->vol_coord_scale[3] = 1.0f / viewport_size[1]; - /* TODO compute snap to maxZBuffer for clustered rendering */ + /* TODO: compute snap to maxZBuffer for clustered rendering. */ if ((common_data->vol_tex_size[0] != tex_size[0]) || (common_data->vol_tex_size[1] != tex_size[1]) || (common_data->vol_tex_size[2] != tex_size[2])) { @@ -554,8 +554,8 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata, } } - /* TODO Reduce to number of slices intersecting. */ - /* TODO Preemptive culling. */ + /* TODO: Reduce to number of slices intersecting. */ + /* TODO: Preemptive culling. */ DRW_shgroup_call_procedural_triangles(grp, ob, sldata->common_data.vol_tex_size[2]); vedata->stl->effects->enabled_effects |= (EFFECT_VOLUMETRIC | EFFECT_POST_BUFFER); diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl index 4fcfac36376..e0f52338914 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -116,7 +116,7 @@ vec3 sample_uniform_cone(vec3 rand, float angle) vec3 sample_uniform_cone(vec3 rand, float angle, vec3 N, vec3 T, vec3 B) { vec3 Ht = sample_uniform_cone(rand, angle); - /* TODO pdf? */ + /* TODO: pdf? */ return tangent_to_world(Ht, N, T, B); } diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl index da34b221104..e5b68637563 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl @@ -324,7 +324,7 @@ float dof_coc_max_slight_focus(float coc1, float coc2) struct DofGatherData { vec4 color; float weight; - float dist; /* TODO remove */ + float dist; /* TODO: remove. */ /* For scatter occlusion. */ float coc; float coc_sqr; diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl index 6f2619127e3..7689e730bf3 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl @@ -40,9 +40,9 @@ vec4 ssr_get_scene_color_and_mask(vec3 hit_vP, int planar_index, float mip) } else { /* Find hit position in previous frame. */ - /* TODO Combine matrices. */ + /* TODO: Combine matrices. */ vec3 hit_P = transform_point(ViewMatrixInverse, hit_vP); - /* TODO real reprojection with motion vectors, etc... */ + /* TODO: real reprojection with motion vectors, etc... */ uv = project_point(pastViewProjectionMatrix, hit_P).xy * 0.5 + 0.5; } diff --git a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl index cd574c6c9fd..2f1efd588f7 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl @@ -89,7 +89,7 @@ void main() if (fade > 0.5) { /* Find view vector / reflection plane intersection. */ - /* TODO optimize, use view space for all. */ + /* TODO: optimize, use view space for all. */ vec3 P_plane = line_plane_intersect(P, V, pd.pl_plane_eq); vP = transform_point(ViewMatrix, P_plane); diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl index b79cd17c567..58bbb825043 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl @@ -23,7 +23,7 @@ layout(location = 0) out vec4 sssRadiance; void main(void) { - vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */ + vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO: precompute. */ vec2 uvs = gl_FragCoord.xy * pixel_size; vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb; float sss_radius = texture(sssRadius, uvs).r * radii_max_radius.w; diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl index 165aed2a46f..3c49caf11a9 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl @@ -85,7 +85,7 @@ void main() color_history.rgb = clip_to_aabb(color_history.rgb, min_col.rgb, max_col.rgb, avg_col.rgb); /* Luminance weighting. */ - /* TODO correct luminance */ + /* TODO: correct luminance. */ float lum0 = dot(color.rgb, vec3(0.333)); float lum1 = dot(color_history.rgb, vec3(0.333)); float diff = abs(lum0 - lum1) / max(lum0, max(lum1, 0.2)); 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 97b31a972e3..ee48c468630 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -35,8 +35,8 @@ vec3 sss_profile(float s) float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector) { float power, falloff; - /* XXX : Removing Area Power. */ - /* TODO : put this out of the shader. */ + /* XXX: Removing Area Power. */ + /* TODO: put this out of the shader. */ if (ld.l_type >= AREA_RECT) { power = (ld.l_sizex * ld.l_sizey * 4.0 * M_PI) * (1.0 / 80.0); if (ld.l_type == AREA_ELLIPSE) { @@ -134,7 +134,7 @@ vec3 light_translucent(LightData ld, vec3 P, vec3 N, vec4 l_vector, vec2 rand, f /* Size of a texel in world space. * FIXME This is only correct if l_right is the same right vector used for shadowmap creation. * This won't work if the shadow matrix is rotated (soft shadows). - * TODO precompute */ + * TODO: precompute. */ float unit_world_in_uv_space = length(mat3(scascade(data_id).shadowmat[int(id)]) * ld.l_right); float dx_scale = 2.0 * ofs.x / unit_world_in_uv_space; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl index d06ad553ca4..c9af2753baa 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl @@ -1,7 +1,7 @@ #pragma BLENDER_REQUIRE(common_view_lib.glsl) -/* XXX TODO fix code duplication */ +/* XXX TODO: fix code duplication. */ struct CubeData { vec4 position_type; vec4 attenuation_fac_type; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index a648e7a8b26..06dd8a64485 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -192,7 +192,7 @@ vec3 probe_evaluate_planar(int id, PlanarData pd, vec3 P, vec3 N, vec3 V, float vec3 point_on_plane = line_plane_intersect(P, V, pd.pl_plane_eq); /* How far the pixel is from the plane. */ - float ref_depth = 1.0; /* TODO parameter */ + float ref_depth = 1.0; /* TODO: parameter. */ /* Compute distorded reflection vector based on the distance to the reflected object. * In other words find intersection between reflection vector and the sphere center diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl index 2f1fd0ce5f8..dc98a00a1cd 100644 --- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl @@ -176,7 +176,7 @@ float sample_cube_shadow(int shadow_id, vec3 P) float dist = max(sd(shadow_id).sh_near, max_v3(abs(cubevec)) - sd(shadow_id).sh_bias); dist = buffer_depth(true, dist, sd(shadow_id).sh_far, sd(shadow_id).sh_near); /* Manual Shadow Cube Layer indexing. */ - /* TODO Shadow Cube Array. */ + /* TODO: Shadow Cube Array. */ float face = cubeFaceIndexEEVEE(cubevec); vec2 coord = cubeFaceCoordEEVEE(cubevec, face, shadowCubeTexture); /* tex_id == data_id for cube shadowmap */ diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index f1476e4f2c4..90c5f1b95a0 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -101,7 +101,7 @@ struct RayTraceParameters { }; /* Returns true on hit. */ -/* TODO fclem remove the backface check and do it the SSR resolve code. */ +/* TODO: fclem remove the backface check and do it the SSR resolve code. */ bool raytrace(Ray ray, RayTraceParameters params, const bool discard_backface, diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl index 1d52dfeab26..a563291bb90 100644 --- a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl @@ -63,7 +63,7 @@ vec4 screen_space_refraction(vec3 vP, vec3 N, vec3 V, float ior, float roughness float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos; /* Empirical fit for refraction. */ - /* TODO find a better fit or precompute inside the LUT. */ + /* TODO: find a better fit or precompute inside the LUT. */ cone_tan *= 0.5 * fast_sqrt(f0_from_ior((ior < 1.0) ? 1.0 / ior : ior)); float cone_footprint = hit_dist * cone_tan; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl index b2d8a383809..5226da57a06 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl @@ -2,7 +2,7 @@ #pragma BLENDER_REQUIRE(common_view_lib.glsl) #ifdef MESH_SHADER -/* TODO tight slices */ +/* TODO: tight slices. */ layout(triangles) in; layout(triangle_strip, max_vertices = 3) out; #else /* World */ @@ -17,7 +17,7 @@ flat out int slice; RESOURCE_ID_VARYING #ifdef MESH_SHADER -/* TODO tight slices */ +/* TODO: tight slices. */ void main() { gl_Layer = slice = int(vPos[0].z); diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c index adb21540afb..89ee3f1b293 100644 --- a/source/blender/draw/engines/external/external_engine.c +++ b/source/blender/draw/engines/external/external_engine.c @@ -314,7 +314,7 @@ static DrawEngineType draw_engine_external_type = { NULL, }; -/* Note: currently unused, +/* NOTE: currently unused, * we should not register unless we want to see this when debugging the view. */ RenderEngineType DRW_engine_viewport_external_type = { diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c index 1921055c3d7..d89cadaa797 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.c +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -262,7 +262,7 @@ void GPENCIL_cache_init(void *ved) pd->sbuffer_gpd = gpd; pd->sbuffer_stroke = DRW_cache_gpencil_sbuffer_stroke_data_get(pd->obact); pd->sbuffer_layer = BKE_gpencil_layer_active_get(pd->sbuffer_gpd); - pd->do_fast_drawing = false; /* TODO option */ + pd->do_fast_drawing = false; /* TODO: option. */ } } } diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c index 0e350ea5a68..ec5d43683d1 100644 --- a/source/blender/draw/engines/overlay/overlay_armature.c +++ b/source/blender/draw/engines/overlay/overlay_armature.c @@ -699,7 +699,7 @@ static void drw_shgroup_bone_ik_spline_lines(ArmatureDrawContext *ctx, /* -------------------------------------------------------------------- */ /** \name Drawing Theme Helpers * - * Note, this section is duplicate of code in 'drawarmature.c'. + * \note this section is duplicate of code in 'drawarmature.c'. * * \{ */ @@ -1036,7 +1036,7 @@ static void draw_bone_update_disp_matrix_default(EditBone *eBone, bPoseChannel * float(*disp_mat)[4]; float(*disp_tail_mat)[4]; - /* TODO : This should be moved to depsgraph or armature refresh + /* TODO: This should be moved to depsgraph or armature refresh * and not be tight to the draw pass creation. * This would refresh armature without invalidating the draw cache */ if (pchan) { @@ -1200,9 +1200,9 @@ static void draw_bone_update_disp_matrix_bbone(EditBone *eBone, bPoseChannel *pc float(*bone_mat)[4]; short bbone_segments; - /* TODO : This should be moved to depsgraph or armature refresh + /* TODO: This should be moved to depsgraph or armature refresh * and not be tight to the draw pass creation. - * This would refresh armature without invalidating the draw cache */ + * This would refresh armature without invalidating the draw cache. */ if (pchan) { length = pchan->bone->length; xwidth = pchan->bone->xwidth; @@ -1268,7 +1268,7 @@ static void draw_bone_update_disp_matrix_custom(bPoseChannel *pchan) float(*disp_tail_mat)[4]; float rot_mat[3][3]; - /* See TODO above */ + /* See TODO: above. */ mul_v3_v3fl(bone_scale, pchan->custom_scale_xyz, PCHAN_CUSTOM_BONE_LENGTH(pchan)); bone_mat = pchan->custom_tx ? pchan->custom_tx->pose_mat : pchan->pose_mat; disp_mat = pchan->disp_mat; diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c index b70c71de188..f5be9c846d1 100644 --- a/source/blender/draw/engines/overlay/overlay_extra.c +++ b/source/blender/draw/engines/overlay/overlay_extra.c @@ -928,7 +928,7 @@ static void camera_view3d_reconstruction(OVERLAY_ExtraCallBuffers *cb, const float *bundle_color; if (track->flag & TRACK_CUSTOMCOLOR) { /* Meh, hardcoded srgb transform here. */ - /* TODO change the actual DNA color to be linear. */ + /* TODO: change the actual DNA color to be linear. */ srgb_to_linearrgb_v3_v3(bundle_color_custom, track->color); bundle_color = bundle_color_custom; } diff --git a/source/blender/draw/engines/overlay/overlay_outline.c b/source/blender/draw/engines/overlay/overlay_outline.c index a2c3b5bf4aa..b233e084f16 100644 --- a/source/blender/draw/engines/overlay/overlay_outline.c +++ b/source/blender/draw/engines/overlay/overlay_outline.c @@ -36,7 +36,7 @@ /* Returns the normal plane in NDC space. */ static void gpencil_depth_plane(Object *ob, float r_plane[4]) { - /* TODO put that into private data. */ + /* TODO: put that into private data. */ float viewinv[4][4]; DRW_view_viewmat_get(NULL, viewinv, true); float *camera_z_axis = viewinv[2]; @@ -92,7 +92,7 @@ void OVERLAY_outline_init(OVERLAY_Data *vedata) DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); if (DRW_state_is_fbo()) { - /* TODO only alloc if needed. */ + /* TODO: only alloc if needed. */ DRW_texture_ensure_fullscreen_2d(&txl->temp_depth_tx, GPU_DEPTH24_STENCIL8, 0); DRW_texture_ensure_fullscreen_2d(&txl->outlines_id_tx, GPU_R16UI, 0); diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h index a48b46a61fc..03bfaf56f24 100644 --- a/source/blender/draw/engines/overlay/overlay_private.h +++ b/source/blender/draw/engines/overlay/overlay_private.h @@ -314,7 +314,7 @@ typedef struct OVERLAY_PrivateData { DRWView *view_edit_text; DRWView *view_reference_images; - /** TODO get rid of this. */ + /** TODO: get rid of this. */ ListBase smoke_domains; ListBase bg_movie_clips; @@ -333,8 +333,8 @@ typedef struct OVERLAY_PrivateData { bool xray_enabled; bool xray_enabled_and_not_wire; float xray_opacity; - short v3d_flag; /* TODO move to View3DOverlay */ - short v3d_gridflag; /* TODO move to View3DOverlay */ + short v3d_flag; /* TODO: move to #View3DOverlay. */ + short v3d_gridflag; /* TODO: move to #View3DOverlay. */ int cfra; DRWState clipping_state; OVERLAY_ShadingData shdata; diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c index c9c26e3faaa..7a7ae9a921b 100644 --- a/source/blender/draw/engines/overlay/overlay_shader.c +++ b/source/blender/draw/engines/overlay/overlay_shader.c @@ -1726,7 +1726,7 @@ OVERLAY_InstanceFormats *OVERLAY_shader_instance_formats_get(void) { {"boneStart", DRW_ATTR_FLOAT, 3}, {"boneEnd", DRW_ATTR_FLOAT, 3}, - {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO uchar color */ + {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO: uchar color. */ {"boneColor", DRW_ATTR_FLOAT, 4}, {"headColor", DRW_ATTR_FLOAT, 4}, {"tailColor", DRW_ATTR_FLOAT, 4}, diff --git a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl index c204949cc45..67d172fbd01 100644 --- a/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/antialiasing_frag.glsl @@ -105,7 +105,7 @@ void main() float dist_raw = texelFetch(lineTex, center_texel, 0).b; float dist = decode_line_dist(dist_raw); - /* TODO Opti: use textureGather */ + /* TODO: Opti: use textureGather. */ vec4 neightbor_col0 = texelFetchOffset(colorTex, center_texel, 0, ivec2(1, 0)); vec4 neightbor_col1 = texelFetchOffset(colorTex, center_texel, 0, ivec2(-1, 0)); vec4 neightbor_col2 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, 1)); diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl index 45ebad0aafe..ddc6328e6a2 100644 --- a/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_shape_outline_vert.glsl @@ -36,7 +36,7 @@ void main() /* This is slow and run per vertex, but it's still faster than * doing it per instance on CPU and sending it on via instance attribute. */ mat3 normal_mat = transpose(inverse(mat3(model_mat))); - /* TODO FIX: there is still a problem with this vector + /* TODO: FIX: there is still a problem with this vector * when the bone is scaled or in persp mode. But it's * barely visible at the outline corners. */ ssNor = normalize(normal_world_to_view(normal_mat * snor).xy); diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl index cb70a3b433c..b241a1f0568 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl @@ -11,7 +11,7 @@ out vec4 fillColor; out vec4 outlineColor; out vec4 radii; -/* TODO Theme? */ +/* TODO: Theme? */ const vec4 pinned_col = vec4(1.0, 0.0, 0.0, 1.0); void main() diff --git a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl index 1c54076f3ea..df10f3f7ae2 100644 --- a/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_detect_frag.glsl @@ -279,7 +279,7 @@ void main() vec2 line_start, line_end; vec2 line_ofs; bvec4 extra_edges, extra_edges2; - /* TODO simplify this branching hell. */ + /* TODO: simplify this branching hell. */ switch (edge_case) { /* Straight lines. */ case YPOS: diff --git a/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl b/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl index 282799e1660..b89cd821b37 100644 --- a/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl +++ b/source/blender/draw/engines/overlay/shaders/outline_prepass_geom.glsl @@ -40,7 +40,7 @@ void main() /* Don't outline if concave edge. */ /* That would hide a lot of non useful edge but it flickers badly. - * TODO revisit later... */ + * TODO: revisit later... */ // if (dot(n0, v13) > 0.01) // return; diff --git a/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl index 9d102bd4295..052ad2a7f36 100644 --- a/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_point_vert.glsl @@ -14,7 +14,7 @@ void main() vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); /* Add offset in Z to avoid zfighting and render selected wires on top. */ - /* TODO scale this bias using znear and zfar range. */ + /* TODO: scale this bias using znear and zfar range. */ gl_Position.z -= (is_select ? 2e-4 : 1e-4); if (is_hidden) { diff --git a/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl index d5a42d2d309..6a937d846c4 100644 --- a/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_wire_vert.glsl @@ -16,7 +16,7 @@ void main() vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); /* Add offset in Z to avoid zfighting and render selected wires on top. */ - /* TODO scale this bias using znear and zfar range. */ + /* TODO: scale this bias using znear and zfar range. */ gl_Position.z -= (is_select ? 2e-4 : 1e-4); if (is_hidden) { diff --git a/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl index 0b827601f8e..174b31b6816 100644 --- a/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/volume_velocity_vert.glsl @@ -33,7 +33,7 @@ const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5), const int indices[12] = int[12](0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3); /* Straight Port from BKE_defvert_weight_to_rgb() - * TODO port this to a color ramp. */ + * TODO: port this to a color ramp. */ vec3 weight_to_color(float weight) { vec3 r_rgb = vec3(0.0); diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c index c9c4a2076ef..86b4a0ac727 100644 --- a/source/blender/draw/engines/select/select_engine.c +++ b/source/blender/draw/engines/select/select_engine.c @@ -373,7 +373,7 @@ DrawEngineType draw_engine_select_type = { NULL, }; -/* Note: currently unused, we may want to register so we can see this when debugging the view. */ +/* NOTE: currently unused, we may want to register so we can see this when debugging the view. */ RenderEngineType DRW_engine_viewport_select_type = { NULL, 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; |