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Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c7
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_reflection_trace_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl2
13 files changed, 25 insertions, 23 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 4748323d6a7..d0c0635a1fb 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -251,7 +251,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
effects->dof_coc_params[1] = -aperture *
fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
- /* FIXME(fclem) This is broken for vertically fit sensor. */
+ /* FIXME(@fclem): This is broken for vertically fit sensor. */
effects->dof_coc_params[1] *= viewport_size[0] / sensor_scaled;
if ((scene_eval->eevee.flag & SCE_EEVEE_DOF_JITTER) != 0) {
@@ -625,7 +625,7 @@ static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
}
if (txl->dof_reduced_color) {
- /* TODO(fclem) In the future, we need to check if mip_count did not change.
+ /* TODO(@fclem): In the future, we need to check if mip_count did not change.
* For now it's ok as we always define all mip level. */
if (res[0] != GPU_texture_width(txl->dof_reduced_color) ||
res[1] != GPU_texture_width(txl->dof_reduced_color)) {
@@ -642,7 +642,8 @@ static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
txl->dof_reduced_coc = GPU_texture_create_2d(
"dof_reduced_coc", UNPACK2(res), mip_count, GPU_R16F, NULL);
- /* TODO(fclem) Remove once we have immutable storage or when mips are generated on creation. */
+ /* TODO(@fclem): Remove once we have immutable storage or when mips are generated on creation.
+ */
GPU_texture_generate_mipmap(txl->dof_reduced_color);
GPU_texture_generate_mipmap(txl->dof_reduced_coc);
}
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index c51fc18a406..c7a8d2cc001 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1077,8 +1077,8 @@ void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
pinfo->intensity_fac = intensity;
- /* find cell position on the virtual 3D texture */
- /* NOTE : Keep in sync with load_irradiance_cell() */
+ /* Find cell position on the virtual 3D texture. */
+ /* NOTE: Keep in sync with `load_irradiance_cell()`. */
#if defined(IRRADIANCE_SH_L2)
int size[2] = {3, 3};
#elif defined(IRRADIANCE_HL2)
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index 9e7a67060da..e4e7f6fa4e3 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -517,8 +517,7 @@ static void eevee_render_draw_background(EEVEE_Data *vedata)
EEVEE_PassList *psl = vedata->psl;
/* Prevent background to write to data buffers.
- * NOTE : This also make sure the textures are bound
- * to the right double buffer. */
+ * NOTE: This also make sure the textures are bound to the right double buffer. */
GPU_framebuffer_ensure_config(&fbl->main_fb,
{GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index 48c24d138e6..81d9d560320 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -49,7 +49,7 @@ void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
if (effects->enabled_effects & EFFECT_SSS) {
- /* NOTE : we need another stencil because the stencil buffer is on the same texture
+ /* NOTE: we need another stencil because the stencil buffer is on the same texture
* as the depth buffer we are sampling from. This could be avoided if the stencil is
* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
* OR OpenGL 4.3 / ARB_ES3_compatibility if using a render-buffer instead. */
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 1061b2f91a2..1c7ef775ac2 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -56,7 +56,7 @@ vec2 get_ao_noise(void)
{
vec2 noise = texelfetch_noise_tex(gl_FragCoord.xy).xy;
/* Decorrelate noise from AA. */
- /* TODO(fclem) we should use a more general approach for more random number dimensions. */
+ /* TODO(@fclem): we should use a more general approach for more random number dimensions. */
noise = fract(noise * 6.1803402007);
return noise;
}
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl
index 4f9791ac95f..5bf20fe6979 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_diffuse_lib.glsl
@@ -43,7 +43,7 @@ void closure_Diffuse_light_eval(ClosureInputDiffuse cl_in,
inout ClosureOutputDiffuse cl_out)
{
float radiance = light_diffuse(light.data, cl_in.N, cl_common.V, light.L);
- /* TODO(fclem) We could try to shadow lights that are shadowless with the ambient_occlusion
+ /* TODO(@fclem): We could try to shadow lights that are shadowless with the ambient_occlusion
* factor here. */
cl_out.radiance += light.data.l_color *
(light.data.l_diff * light.vis * light.contact_shadow * radiance);
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
index 00d265a48b0..584aacc9e19 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_glossy_lib.glsl
@@ -63,7 +63,7 @@ ClosureEvalGlossy closure_Glossy_eval_init(inout ClosureInputGlossy cl_in,
/* The brdf split sum LUT is applied after the radiance accumulation.
* Correct the LTC so that its energy is constant. */
- /* TODO(fclem) Optimize this so that only one scale factor is stored. */
+ /* TODO(@fclem): Optimize this so that only one scale factor is stored. */
vec4 ltc_brdf = texture(utilTex, vec3(lut_uv, LTC_BRDF_LAYER)).barg;
vec2 split_sum_brdf = ltc_brdf.zw;
cl_eval.ltc_brdf_scale = (ltc_brdf.x + ltc_brdf.y) / (split_sum_brdf.x + split_sum_brdf.y);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
index db9ae0f7034..f5c45d147e6 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
@@ -52,7 +52,7 @@ const float unit_ring_radius = 1.0 / float(gather_ring_count);
const float unit_sample_radius = 1.0 / float(gather_ring_count + 0.5);
const float large_kernel_radius = 0.5 + float(gather_ring_count);
const float smaller_kernel_radius = 0.5 + float(gather_ring_count - gather_density_change_ring);
-/* NOTE(fclem) the bias is reducing issues with density change visible transition. */
+/* NOTE(@fclem): the bias is reducing issues with density change visible transition. */
const float radius_downscale_factor = smaller_kernel_radius / large_kernel_radius;
const int change_density_at_ring = (gather_ring_count - gather_density_change_ring + 1);
const float coc_radius_error = 2.0;
@@ -83,7 +83,7 @@ void dof_gather_init(float base_radius,
#endif
center_co = gl_FragCoord.xy + jitter_ofs * base_radius * unit_sample_radius;
- /* TODO(fclem) Seems like the default lod selection is too big. Bias to avoid blocky moving
+ /* TODO(@fclem): Seems like the default lod selection is too big. Bias to avoid blocky moving
* out of focus shapes. */
const float lod_bias = -2.0;
lod = max(floor(log2(base_radius * unit_sample_radius) + 0.5) + lod_bias, 0.0);
@@ -111,7 +111,7 @@ void dof_gather_accumulator(float base_radius,
* a ring. So we need to compensate for fast gather that does not check CoC intersection. */
base_radius += (0.5 - noise.x) * 1.5 * unit_ring_radius * base_radius;
}
- /* TODO(fclem) another seed? For now Cranly-Partterson rotation with golden ratio. */
+ /* TODO(@fclem): another seed? For now Cranly-Partterson rotation with golden ratio. */
noise.x = fract(noise.x + 0.61803398875);
float lod, isect_mul;
@@ -172,7 +172,7 @@ void dof_gather_accumulator(float base_radius,
}
#ifdef DOF_FOREGROUND_PASS /* Reduce issue with closer foreground over distant foreground. */
- /* TODO(fclem) this seems to not be completely correct as the issue remains. */
+ /* TODO(@fclem): This seems to not be completely correct as the issue remains. */
float ring_area = (sqr(float(ring) + 0.5 + coc_radius_error) -
sqr(float(ring) - 0.5 + coc_radius_error)) *
sqr(base_radius * unit_sample_radius);
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 e5b68637563..e288e1a55ea 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
@@ -66,7 +66,7 @@ float dof_hdr_color_weight(vec4 color)
{
/* From UE4. Very fast "luma" weighting. */
float luma = (color.g * 2.0) + (color.r + color.b);
- /* TODO(fclem) Pass correct exposure. */
+ /* TODO(@fclem): Pass correct exposure. */
const float exposure = 1.0;
return 1.0 / (luma * exposure + 4.0);
}
@@ -92,7 +92,7 @@ vec4 dof_downsample_bilateral_coc_weights(vec4 cocs)
{
float chosen_coc = dof_coc_select(cocs);
- const float scale = 4.0; /* TODO(fclem) revisit. */
+ const float scale = 4.0; /* TODO(@fclem): revisit. */
/* NOTE: The difference between the cocs should be inside a abs() function,
* but we follow UE4 implementation to improve how dithered transparency looks (see slide 19). */
return saturate(1.0 - (chosen_coc - cocs) * scale);
@@ -373,7 +373,7 @@ void dof_gather_accumulate_sample_pair(DofGatherData pair_data[2],
#if 0
const float mirroring_threshold = -layer_threshold - layer_offset;
- /* TODO(fclem) Promote to parameter? dither with Noise? */
+ /* TODO(@fclem): Promote to parameter? dither with Noise? */
const float mirroring_min_distance = 15.0;
if (pair_data[0].coc < mirroring_threshold &&
(pair_data[1].coc - mirroring_min_distance) > pair_data[0].coc) {
@@ -487,7 +487,8 @@ void dof_gather_accumulate_sample_ring(DofGatherData ring_data,
}
}
-/* FIXME(fclem) Seems to be wrong since it needs ringcount+1 as input for slightfocus gather. */
+/* FIXME(@fclem): Seems to be wrong since it needs `ringcount + 1` as input for slightfocus gather.
+ */
int dof_gather_total_sample_count(const int ring_count, const int ring_density)
{
return (ring_count * ring_count - ring_count) * ring_density + 1;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
index f349806d37e..59564890d7e 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
@@ -25,7 +25,8 @@ flat out float spritesize;
/* Load 4 Circle of confusion values. texel_co is centered around the 4 taps. */
vec4 fetch_cocs(vec2 texel_co)
{
- /* TODO(fclem) The textureGather(sampler, co, comp) variant isn't here on some implementations.
+ /* TODO(@fclem): The `textureGather(sampler, co, comp)` variant isn't here on some
+ * implementations.
*/
#if 0 // GPU_ARB_texture_gather
vec2 uvs = texel_co / vec2(textureSize(cocBuffer, 0));
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
index 70f1e9f1e66..85f8a12aa88 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -45,7 +45,7 @@ vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float dept
}
}
-/* TODO(fclem) port to a common place for other effects to use. */
+/* TODO(@fclem): port to a common place for other effects to use. */
bool reconstruct_view_position_and_normal_from_depth(vec2 uvs, out vec3 vP, out vec3 vNg)
{
vec2 texel_size = vec2(abs(dFdx(uvs.x)), abs(dFdy(uvs.y)));
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 2f1efd588f7..f4ff28eaee4 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
@@ -31,7 +31,7 @@ void main()
{
vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
/* Decorrelate from AA. */
- /* TODO(fclem) we should use a more general approach for more random number dimensions. */
+ /* TODO(@fclem): we should use a more general approach for more random number dimensions. */
vec2 random_px = floor(fract(rand.xy * 2.2074408460575947536) * 1.99999) - 0.5;
rand.xy = fract(rand.xy * 3.2471795724474602596);
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 ee48c468630..ba90f5ae531 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -212,7 +212,7 @@ vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float dept
}
}
-/* TODO(fclem) port to a common place for other effects to use. */
+/* TODO(@fclem): port to a common place for other effects to use. */
bool reconstruct_view_position_and_normal_from_depth(vec2 uvs, out vec3 vP, out vec3 vNg)
{
vec2 texel_size = vec2(abs(dFdx(uvs.x)), abs(dFdy(uvs.y)));