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Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c20
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c8
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_lookdev.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h16
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_renderpasses.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows_cascade.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c6
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lights_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/ssr_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl4
29 files changed, 64 insertions, 64 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 88fd823bc72..9d4f7865c32 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)
{
@@ -481,7 +481,7 @@ static void eevee_render_to_image(void *vedata,
time -= shuttertime;
break;
default:
- BLI_assert(!"Invalid motion blur position enum!");
+ BLI_assert_msg(0, "Invalid motion blur position enum!");
break;
}
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..f51b4fa0127 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;
/* --------------------------------------- */
@@ -680,7 +680,7 @@ typedef struct EEVEE_GeometryMotionData {
int use_deform;
struct GPUBatch *batch; /* Batch for time = t. */
- struct GPUVertBuf *vbo[2]; /* Vbo for time = t +/- step. */
+ struct GPUVertBuf *vbo[2]; /* VBO for time = t +/- step. */
} EEVEE_GeometryMotionData;
/* ************ EFFECTS DATA ************* */
@@ -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..b7bcd127859 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -144,7 +144,7 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
/* Clear texture.
* Due to the late initialization of the SSS it can happen that the `taa_current_sample` is
* already higher than one. This is noticeable when loading a file that has the diffuse light
- * pass in look dev mode active. `texture_created` will make sure that newly created textures
+ * pass in look-dev mode active. `texture_created` will make sure that newly created textures
* are cleared. */
if (effects->taa_current_sample == 1 || texture_created) {
const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -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..84626eac4cf 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
@@ -278,7 +278,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 P, vec3 N, vec3 localpos)
float ws_dist_point_to_cell = length(ws_point_to_cell);
vec3 ws_light = ws_point_to_cell / ws_dist_point_to_cell;
- /* Smooth backface test */
+ /* Smooth back-face test. */
float weight = saturate(dot(ws_light, N));
/* Precomputed visibility */
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..73c4b521b05 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 back-face check and do it the SSR resolve code. */
bool raytrace(Ray ray,
RayTraceParameters params,
const bool discard_backface,
@@ -151,7 +151,7 @@ bool raytrace(Ray ray,
/* ... and above it with the added thickness. */
hit = hit && (delta > ss_p.z - ss_p.w || abs(delta) < abs(ssray.direction.z * stride * 2.0));
}
- /* Discard backface hits. */
+ /* Discard back-face hits. */
hit = hit && !(discard_backface && prev_delta < 0.0);
/* Reject hit if background. */
hit = hit && (depth_sample != 1.0);
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);