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Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/basic/basic_engine.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_motion_blur.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h2
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows_cube.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c6
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_frag.glsl2
-rw-r--r--source/blender/draw/engines/external/external_engine.c2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_cache_utils.c2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c2
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl2
-rw-r--r--source/blender/draw/engines/image/shaders/engine_image_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c8
-rw-r--r--source/blender/draw/engines/overlay/overlay_background.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_engine.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_particle.c2
-rw-r--r--source/blender/draw/engines/overlay/overlay_wireframe.c2
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c12
-rw-r--r--source/blender/draw/engines/workbench/workbench_engine.c4
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_shadow.c2
-rw-r--r--source/blender/draw/engines/workbench/workbench_transparent.c4
30 files changed, 44 insertions, 44 deletions
diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c
index 89b659cfa8a..a152f90e2c5 100644
--- a/source/blender/draw/engines/basic/basic_engine.c
+++ b/source/blender/draw/engines/basic/basic_engine.c
@@ -159,7 +159,7 @@ static void basic_cache_populate(void *vedata, Object *ob)
{
BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
- /* TODO(fclem) fix selection of smoke domains. */
+ /* TODO(fclem): fix selection of smoke domains. */
if (!DRW_object_is_renderable(ob) || (ob->dt < OB_SOLID)) {
return;
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 0dea767ee3c..3671bea9ac0 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -377,7 +377,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_float_copy(
grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f);
- /* TODO (fclem) get rid of those UBO. */
+ /* TODO(fclem): get rid of those UBO. */
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
@@ -402,7 +402,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
DRW_shgroup_uniform_float_copy(
shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f);
- /* TODO (fclem) get rid of those UBO. */
+ /* TODO(fclem): get rid of those UBO. */
DRW_shgroup_uniform_block(shgrp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(shgrp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(shgrp, "grid_block", sldata->grid_ubo);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index b6e20416dfb..3b525ba0742 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -909,7 +909,7 @@ static void material_renderpass_init(EEVEE_FramebufferList *fbl,
/* Clear texture. */
if (do_clear) {
const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- /* TODO(fclem) replace by GPU_texture_clear once it is fast. */
+ /* TODO(fclem): replace by GPU_texture_clear once it is fast. */
GPU_framebuffer_texture_attach(fbl->material_accum_fb, *output_tx, 0, 0);
GPU_framebuffer_bind(fbl->material_accum_fb);
GPU_framebuffer_clear_color(fbl->material_accum_fb, clear);
diff --git a/source/blender/draw/engines/eevee/eevee_motion_blur.c b/source/blender/draw/engines/eevee/eevee_motion_blur.c
index 5d3001c561b..f60c2661cb0 100644
--- a/source/blender/draw/engines/eevee/eevee_motion_blur.c
+++ b/source/blender/draw/engines/eevee/eevee_motion_blur.c
@@ -413,7 +413,7 @@ void EEVEE_motion_blur_cache_finish(EEVEE_Data *vedata)
switch (mb_geom->type) {
case EEVEE_MOTION_DATA_HAIR:
if (mb_step == MB_CURR) {
- /* TODO(fclem) Check if vertex count mismatch. */
+ /* TODO(fclem): Check if vertex count mismatch. */
mb_hair->use_deform = true;
}
else {
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index e731ed071b2..10f3314c573 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -709,7 +709,7 @@ typedef struct EEVEE_EffectsInfo {
int motion_blur_max; /* Maximum distance in pixels a motion blured pixel can cover. */
float motion_blur_near_far[2]; /* Camera near/far clip distances (positive). */
bool cam_params_init;
- /* TODO(fclem) Only used in render mode for now.
+ /* TODO(fclem): Only used in render mode for now.
* This is because we are missing a per scene persistent place to hold this. */
struct EEVEE_MotionBlurData motion_blur;
/* Velocity Pass */
diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c
index df7a7ac3a84..618096fc992 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows.c
@@ -145,7 +145,7 @@ void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob)
if (ob->base_flag & BASE_FROM_DUPLI) {
/* Duplis will always refresh the shadowmaps as if they were deleted each frame. */
- /* TODO(fclem) fix this. */
+ /* TODO(fclem): fix this. */
update = true;
}
else {
@@ -257,7 +257,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
- /* TODO(fclem) This part can be slow, optimize it. */
+ /* TODO(fclem): This part can be slow, optimize it. */
EEVEE_BoundBox *bbox = backbuffer->bbox;
BoundSphere *bsphere = linfo->shadow_bounds;
/* Search for deleted shadow casters or if shcaster WAS in shadow radius. */
diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cube.c b/source/blender/draw/engines/eevee/eevee_shadows_cube.c
index a355e7e0792..96cf032fe28 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows_cube.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows_cube.c
@@ -209,7 +209,7 @@ void EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
if (evli->light_type != LA_LOCAL && j == 4) {
continue;
}
- /* TODO(fclem) some cube sides can be invisible in the main views. Cull them. */
+ /* TODO(fclem): some cube sides can be invisible in the main views. Cull them. */
// if (frustum_intersect(g_data->cube_views[j], main_view))
// continue;
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index f9195e5861d..ae01aee5dae 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -313,7 +313,7 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (!DRW_pass_is_empty(psl->sss_translucency_ps)) {
/* We sample the shadow-maps using normal sampler. We need to disable Comparison mode.
- * TODO(fclem) avoid this by using sampler objects.*/
+ * TODO(fclem): avoid this by using sampler objects.*/
GPU_texture_compare_mode(sldata->shadow_cube_pool, false);
GPU_texture_compare_mode(sldata->shadow_cascade_pool, false);
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 93701887b51..48e38a9c982 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -288,7 +288,7 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- /* TODO (fclem): remove those (need to clean the GLSL files). */
+ /* TODO(fclem): remove those (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
@@ -530,7 +530,7 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
DRWShadingGroup *grp = DRW_shgroup_material_create(mat, vedata->psl->volumetric_objects_ps);
- /* TODO(fclem) remove those "unnecessary" UBOs */
+ /* TODO(fclem): remove those "unnecessary" UBOs */
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
@@ -707,7 +707,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_stats_group_start("Volumetrics");
/* We sample the shadow-maps using shadow sampler. We need to enable Comparison mode.
- * TODO(fclem) avoid this by using sampler objects.*/
+ * TODO(fclem): avoid this by using sampler objects.*/
GPU_texture_compare_mode(sldata->shadow_cube_pool, true);
GPU_texture_compare_mode(sldata->shadow_cascade_pool, true);
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 c85eff92e37..724e63eaba8 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -89,7 +89,7 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, vec2 rand, f
/* We use the full l_vector.xyz so that the spread is minimize
* if the shading point is further away from the light source */
- /* TODO(fclem) do something better than this. */
+ /* TODO(fclem): do something better than this. */
vec3 T, B;
make_orthonormal_basis(L.xyz / L.w, T, B);
diff --git a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
index e746acfdfa3..b19e50c9d31 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
@@ -61,7 +61,7 @@ void main()
#ifdef USE_SSS
float fac = float(!sssToggle);
- /* TODO(fclem) we shouldn't need this.
+ /* TODO(fclem): we shouldn't need this.
* Just disable USE_SSS when USE_REFRACTION is enabled. */
# ifdef USE_REFRACTION
/* SSRefraction pass is done after the SSS pass.
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
index f7303f8cc6f..bcdd0f9e3dc 100644
--- a/source/blender/draw/engines/external/external_engine.c
+++ b/source/blender/draw/engines/external/external_engine.c
@@ -270,7 +270,7 @@ static void external_draw_scene(void *vedata)
if (draw_ctx->evil_C) {
const float clear_col[4] = {0, 0, 0, 0};
/* This is to keep compatibility with external engine. */
- /* TODO(fclem) remove it eventually. */
+ /* TODO(fclem): remove it eventually. */
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_clear_color(dfbl->default_fb, clear_col);
diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
index c4997dace7e..948255b3852 100644
--- a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
+++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c
@@ -299,7 +299,7 @@ GPENCIL_tLayer *gpencil_layer_cache_add(GPENCIL_PrivateData *pd,
if (is_masked) {
bool valid_mask = false;
/* Warning: only GP_MAX_MASKBITS amount of bits.
- * TODO(fclem) Find a better system without any limitation. */
+ * TODO(fclem): Find a better system without any limitation. */
tgp_layer->mask_bits = BLI_memblock_alloc(pd->gp_maskbit_pool);
tgp_layer->mask_invert_bits = BLI_memblock_alloc(pd->gp_maskbit_pool);
BLI_bitmap_set_all(tgp_layer->mask_bits, false, GP_MAX_MASKBITS);
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
index 89e47f88eec..52b41726276 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -428,7 +428,7 @@ GPENCIL_LightPool *gpencil_light_pool_create(GPENCIL_PrivateData *pd, Object *UN
if (lightpool == NULL) {
lightpool = gpencil_light_pool_add(pd);
}
- /* TODO(fclem) Light linking. */
+ /* TODO(fclem): Light linking. */
// gpencil_light_pool_populate(lightpool, ob);
return lightpool;
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
index 8cf457ee4dd..31e6df80d23 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_frag.glsl
@@ -115,7 +115,7 @@ void main()
discard;
}
- /* FIXME(fclem) Grrr. This is bad for performance but it's the easiest way to not get
+ /* FIXME(fclem): Grrr. This is bad for performance but it's the easiest way to not get
* depth written where the mask obliterate the layer. */
float mask = texture(gpMaskTexture, uvs).r;
if (mask < 0.001) {
diff --git a/source/blender/draw/engines/image/shaders/engine_image_frag.glsl b/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
index bbff06845a8..2db18b30b44 100644
--- a/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
+++ b/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
@@ -28,7 +28,7 @@ in vec2 uvs;
out vec4 fragColor;
#ifdef TILED_IMAGE
-/* TODO(fclem) deduplicate code. */
+/* TODO(fclem): deduplicate code. */
bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
{
vec2 tile_pos = floor(co.xy);
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c
index 9e95e860d0a..229f9c5a88f 100644
--- a/source/blender/draw/engines/overlay/overlay_antialiasing.c
+++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c
@@ -209,7 +209,7 @@ void OVERLAY_antialiasing_start(OVERLAY_Data *vedata)
/* If we are not in solid shading mode, we clear the depth. */
if (DRW_state_is_fbo() && pd->clear_in_front) {
- /* TODO(fclem) This clear should be done in a global place. */
+ /* TODO(fclem): This clear should be done in a global place. */
GPU_framebuffer_bind(fbl->overlay_in_front_fb);
GPU_framebuffer_clear_depth(fbl->overlay_in_front_fb, 1.0f);
}
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index defde8d0827..43575900f5d 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -534,7 +534,7 @@ static void drw_shgroup_bone_custom_solid(ArmatureDrawContext *ctx,
const float outline_color[4],
Object *custom)
{
- /* TODO(fclem) arg... less than ideal but we never iter on this object
+ /* TODO(fclem): arg... less than ideal but we never iter on this object
* to assure batch cache is valid. */
drw_batch_cache_validate(custom);
@@ -568,7 +568,7 @@ static void drw_shgroup_bone_custom_solid(ArmatureDrawContext *ctx,
DRW_buffer_add_entry_struct(buf, inst_data.mat);
}
- /* TODO(fclem) needs to be moved elsewhere. */
+ /* TODO(fclem): needs to be moved elsewhere. */
drw_batch_cache_generate_requested_delayed(custom);
}
@@ -577,7 +577,7 @@ static void drw_shgroup_bone_custom_wire(ArmatureDrawContext *ctx,
const float color[4],
Object *custom)
{
- /* TODO(fclem) arg... less than ideal but we never iter on this object
+ /* TODO(fclem): arg... less than ideal but we never iter on this object
* to assure batch cache is valid. */
drw_batch_cache_validate(custom);
@@ -592,7 +592,7 @@ static void drw_shgroup_bone_custom_wire(ArmatureDrawContext *ctx,
DRW_buffer_add_entry_struct(buf, inst_data.mat);
}
- /* TODO(fclem) needs to be moved elsewhere. */
+ /* TODO(fclem): needs to be moved elsewhere. */
drw_batch_cache_generate_requested_delayed(custom);
}
diff --git a/source/blender/draw/engines/overlay/overlay_background.c b/source/blender/draw/engines/overlay/overlay_background.c
index cb09d916a0f..01bdbf73a66 100644
--- a/source/blender/draw/engines/overlay/overlay_background.c
+++ b/source/blender/draw/engines/overlay/overlay_background.c
@@ -61,7 +61,7 @@ void OVERLAY_background_cache_init(OVERLAY_Data *vedata)
}
else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD && scene->world) {
background_type = BG_SOLID;
- /* TODO(fclem) this is a scene referred linear color. we should convert
+ /* TODO(fclem): this is a scene referred linear color. we should convert
* it to display linear here. */
copy_v3_v3(color_override, &scene->world->horr);
color_override[3] = 1.0f;
diff --git a/source/blender/draw/engines/overlay/overlay_engine.c b/source/blender/draw/engines/overlay/overlay_engine.c
index e93b505e8b7..fb235a1ff57 100644
--- a/source/blender/draw/engines/overlay/overlay_engine.c
+++ b/source/blender/draw/engines/overlay/overlay_engine.c
@@ -478,7 +478,7 @@ static void OVERLAY_cache_finish(void *vedata)
return;
}
- /* TODO(fclem) Only do this when really needed. */
+ /* TODO(fclem): Only do this when really needed. */
{
/* HACK we allocate the in front depth here to avoid the overhead when if is not needed. */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
diff --git a/source/blender/draw/engines/overlay/overlay_particle.c b/source/blender/draw/engines/overlay/overlay_particle.c
index b891bb4ce4c..fa95bad4d86 100644
--- a/source/blender/draw/engines/overlay/overlay_particle.c
+++ b/source/blender/draw/engines/overlay/overlay_particle.c
@@ -183,7 +183,7 @@ void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob)
struct GPUBatch *shape = NULL;
DRWShadingGroup *grp;
- /* TODO(fclem) Here would be a good place for preemptive culling. */
+ /* TODO(fclem): Here would be a good place for preemptive culling. */
/* fclem: Is color even usefull in our modern context? */
Material *ma = BKE_object_material_get(ob, part->omat);
diff --git a/source/blender/draw/engines/overlay/overlay_wireframe.c b/source/blender/draw/engines/overlay/overlay_wireframe.c
index 4129983a901..7d2939d101e 100644
--- a/source/blender/draw/engines/overlay/overlay_wireframe.c
+++ b/source/blender/draw/engines/overlay/overlay_wireframe.c
@@ -286,7 +286,7 @@ void OVERLAY_wireframe_cache_populate(OVERLAY_Data *vedata,
}
if (ob->type == OB_GPENCIL) {
- /* TODO (fclem) Make GPencil objects have correct boundbox. */
+ /* TODO(fclem): Make GPencil objects have correct bound-box. */
DRW_shgroup_call_no_cull(shgrp, geom, ob);
}
else if (use_sculpt_pbvh) {
diff --git a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
index 2168d8065fc..89bc0bcf522 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_vert.glsl
@@ -224,7 +224,7 @@ void main()
#ifdef SELECT_EDGES
/* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
- /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
+ /* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif
diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
index 0fbf9ba8137..8a80441b5d9 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
@@ -20,7 +20,7 @@ void main()
#ifdef SELECT_EDGES
/* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
- /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
+ /* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index c5ad48191d1..690ba1b92bc 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -1,5 +1,5 @@
-/* TODO(fclem) deduplicate code. */
+/* TODO(fclem): deduplicate code. */
bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
{
vec2 tile_pos = floor(co.xy);
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index 654587f5060..fcee8c270dd 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -156,7 +156,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata)
const float *full_size = DRW_viewport_size_get();
const int size[2] = {max_ii(1, (int)full_size[0] / 2), max_ii(1, (int)full_size[1] / 2)};
-#if 0 /* TODO(fclem) finish COC min_max optimization */
+#if 0 /* TODO(fclem): finish COC min_max optimization. */
/* NOTE: We Ceil here in order to not miss any edge texel if using a NPO2 texture. */
int shrink_h_size[2] = {ceilf(size[0] / 8.0f), size[1]};
int shrink_w_size[2] = {shrink_h_size[0], ceilf(size[1] / 8.0f)};
@@ -168,7 +168,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata)
&txl->coc_halfres_tx, size[0], size[1], GPU_RG8, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
wpd->dof_blur_tx = DRW_texture_pool_query_2d(
size[0], size[1], GPU_RGBA16F, &draw_engine_workbench);
-#if 0 /* TODO(fclem) finish COC min_max optimization. */
+#if 0 /* TODO(fclem): finish COC min_max optimization. */
wpd->coc_temp_tx = DRW_texture_pool_query_2d(
shrink_h_size[0], shrink_h_size[1], GPU_RG8, &draw_engine_workbench);
wpd->coc_tiles_tx[0] = DRW_texture_pool_query_2d(
@@ -183,7 +183,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata)
GPU_ATTACHMENT_TEXTURE(txl->dof_source_tx),
GPU_ATTACHMENT_TEXTURE(txl->coc_halfres_tx),
});
-#if 0 /* TODO(fclem) finish COC min_max optimization. */
+#if 0 /* TODO(fclem): finish COC min_max optimization. */
GPU_framebuffer_ensure_config(&fbl->dof_coc_tile_h_fb,
{
GPU_ATTACHMENT_NONE,
@@ -218,7 +218,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata)
float focus_dist = BKE_camera_object_dof_distance(camera);
float focal_len = cam->lens;
- /* TODO(fclem) deduplicate with eevee */
+ /* TODO(fclem): deduplicate with eevee */
const float scale_camera = 0.001f;
/* we want radius here for the aperture number */
float aperture = 0.5f * scale_camera * focal_len / fstop;
@@ -290,7 +290,7 @@ void workbench_dof_cache_init(WORKBENCH_Data *vedata)
DRW_shgroup_uniform_texture(grp, "inputCocTex", txl->coc_halfres_tx);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
-#if 0 /* TODO(fclem) finish COC min_max optimization */
+#if 0 /* TODO(fclem): finish COC min_max optimization */
{
psl->dof_flatten_h_ps = DRW_pass_create("DoF Flatten Coc H", DRW_STATE_WRITE_COLOR);
@@ -385,7 +385,7 @@ void workbench_dof_draw_pass(WORKBENCH_Data *vedata)
GPU_framebuffer_recursive_downsample(
fbl->dof_downsample_fb, 2, workbench_dof_downsample_level, psl);
-#if 0 /* TODO(fclem) finish COC min_max optimization */
+#if 0 /* TODO(fclem): finish COC min_max optimization */
GPU_framebuffer_bind(fbl->dof_coc_tile_h_fb);
DRW_draw_pass(psl->dof_flatten_h_ps);
diff --git a/source/blender/draw/engines/workbench/workbench_engine.c b/source/blender/draw/engines/workbench/workbench_engine.c
index ed9cb17ae28..92ce5dddbc6 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.c
+++ b/source/blender/draw/engines/workbench/workbench_engine.c
@@ -98,7 +98,7 @@ void workbench_cache_init(void *ved)
workbench_volume_cache_init(vedata);
}
-/* TODO(fclem) DRW_cache_object_surface_material_get needs a refactor to allow passing NULL
+/* TODO(fclem): DRW_cache_object_surface_material_get needs a refactor to allow passing NULL
* instead of gpumat_array. Avoiding all this boilerplate code. */
static struct GPUBatch **workbench_object_surface_material_get(Object *ob)
{
@@ -422,7 +422,7 @@ void workbench_cache_finish(void *ved)
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PrivateData *wpd = stl->wpd;
- /* TODO(fclem) Only do this when really needed. */
+ /* TODO(fclem): Only do this when really needed. */
{
/* HACK we allocate the in front depth here to avoid the overhead when if is not needed. */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c
index b3b9e11ae58..1c612404c95 100644
--- a/source/blender/draw/engines/workbench/workbench_shader.c
+++ b/source/blender/draw/engines/workbench/workbench_shader.c
@@ -384,7 +384,7 @@ void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define PREPARE\n");
e_data.dof_downsample_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define DOWNSAMPLE\n");
-#if 0 /* TODO(fclem) finish COC min_max optimization */
+#if 0 /* TODO(fclem): finish COC min_max optimization */
e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_workbench_effect_dof_frag_glsl, e_data.lib, "#define FLATTEN_VERTICAL\n");
e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen_with_shaderlib(
diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c
index 56a028d5a7e..881c186e3e5 100644
--- a/source/blender/draw/engines/workbench/workbench_shadow.c
+++ b/source/blender/draw/engines/workbench/workbench_shadow.c
@@ -157,7 +157,7 @@ void workbench_shadow_cache_init(WORKBENCH_Data *data)
DRWState state = DRW_STATE_DEPTH_LESS | DRW_STATE_STENCIL_ALWAYS;
#endif
- /* TODO(fclem) Merge into one pass with subpasses. */
+ /* TODO(fclem): Merge into one pass with subpasses. */
DRW_PASS_CREATE(psl->shadow_ps[0], state | depth_pass_state);
DRW_PASS_CREATE(psl->shadow_ps[1], state | depth_fail_state);
diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c
index 94fcd8b5a9d..edeb17cd9a4 100644
--- a/source/blender/draw/engines/workbench/workbench_transparent.c
+++ b/source/blender/draw/engines/workbench/workbench_transparent.c
@@ -164,13 +164,13 @@ void workbench_transparent_draw_depth_pass(WORKBENCH_Data *data)
if (!DRW_pass_is_empty(psl->transp_depth_ps)) {
GPU_framebuffer_bind(fbl->opaque_fb);
- /* TODO(fclem) Disable writing to first two buffers. Unnecessary waste of bandwidth. */
+ /* TODO(fclem): Disable writing to first two buffers. Unnecessary waste of bandwidth. */
DRW_draw_pass(psl->transp_depth_ps);
}
if (!DRW_pass_is_empty(psl->transp_depth_infront_ps)) {
GPU_framebuffer_bind(fbl->opaque_infront_fb);
- /* TODO(fclem) Disable writing to first two buffers. Unnecessary waste of bandwidth. */
+ /* TODO(fclem): Disable writing to first two buffers. Unnecessary waste of bandwidth. */
DRW_draw_pass(psl->transp_depth_infront_ps);
}
}