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-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
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_data.c2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.c2
-rw-r--r--source/blender/draw/engines/image/image_drawing_mode.hh2
-rw-r--r--source/blender/draw/engines/image/image_texture_info.hh4
-rw-r--r--source/blender/draw/intern/DRW_gpu_wrapper.hh12
-rw-r--r--source/blender/draw/intern/draw_manager.h12
-rw-r--r--source/blender/draw/intern/draw_manager_data.c4
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h2
-rw-r--r--source/blender/draw/intern/draw_view_data.h2
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc4
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edge_fac.cc2
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc2
-rw-r--r--source/blender/draw/intern/shaders/common_fxaa_lib.glsl2
-rw-r--r--source/blender/draw/intern/shaders/common_subdiv_lib.glsl2
-rw-r--r--source/blender/draw/intern/shaders/draw_view_info.hh2
28 files changed, 53 insertions, 51 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)));
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_data.c b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
index 8aba1090b58..5a79dfc2663 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_data.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_data.c
@@ -472,7 +472,7 @@ GPENCIL_ViewLayerData *GPENCIL_view_layer_data_ensure(void)
GPENCIL_ViewLayerData **vldata = (GPENCIL_ViewLayerData **)DRW_view_layer_engine_data_ensure(
&draw_engine_gpencil_type, gpencil_view_layer_data_free);
- /* NOTE(fclem) Putting this stuff in viewlayer means it is shared by all viewports.
+ /* NOTE(&fclem): Putting this stuff in viewlayer means it is shared by all viewports.
* For now it is ok, but in the future, it could become a problem if we implement
* the caching system. */
if (*vldata == NULL) {
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 9bc340a2786..dfa0d350485 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -788,7 +788,7 @@ static void gpencil_draw_mask(GPENCIL_Data *vedata, GPENCIL_tObject *ob, GPENCIL
const float clear_col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float clear_depth = ob->is_drawmode3d ? 1.0f : 0.0f;
bool inverted = false;
- /* OPTI(fclem) we could optimize by only clearing if the new mask_bits does not contain all
+ /* OPTI(@fclem): we could optimize by only clearing if the new mask_bits does not contain all
* the masks already rendered in the buffer, and drawing only the layers not already drawn. */
bool cleared = false;
diff --git a/source/blender/draw/engines/image/image_drawing_mode.hh b/source/blender/draw/engines/image/image_drawing_mode.hh
index f501bc78b11..b175e1a52b4 100644
--- a/source/blender/draw/engines/image/image_drawing_mode.hh
+++ b/source/blender/draw/engines/image/image_drawing_mode.hh
@@ -149,7 +149,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
IMAGE_InstanceData &instance_data) const
{
while (iterator.get_next_change() == ePartialUpdateIterResult::ChangeAvailable) {
- /* Quick exit when tile_buffer isn't availble. */
+ /* Quick exit when tile_buffer isn't available. */
if (iterator.tile_data.tile_buffer == nullptr) {
continue;
}
diff --git a/source/blender/draw/engines/image/image_texture_info.hh b/source/blender/draw/engines/image/image_texture_info.hh
index 3ab4f6be864..571328cca9f 100644
--- a/source/blender/draw/engines/image/image_texture_info.hh
+++ b/source/blender/draw/engines/image/image_texture_info.hh
@@ -48,9 +48,9 @@ struct TextureInfo {
rctf uv_bounds;
/**
- * \brief Batch to draw the associated texton the screen.
+ * \brief Batch to draw the associated text on the screen.
*
- * contans a VBO with `pos` and 'uv'.
+ * Contains a VBO with `pos` and `uv`.
* `pos` (2xF32) is relative to the origin of the space.
* `uv` (2xF32) reflect the uv bounds.
*/
diff --git a/source/blender/draw/intern/DRW_gpu_wrapper.hh b/source/blender/draw/intern/DRW_gpu_wrapper.hh
index af262272577..2809661c8c8 100644
--- a/source/blender/draw/intern/DRW_gpu_wrapper.hh
+++ b/source/blender/draw/intern/DRW_gpu_wrapper.hh
@@ -286,13 +286,13 @@ template<
/** The number of values that can be stored in this uniform buffer. */
int64_t len
/** True if the buffer only resides on GPU memory and cannot be accessed. */
- /* TODO(fclem): Currently unsupported. */
+ /* TODO(@fclem): Currently unsupported. */
/* bool device_only = false */>
class UniformArrayBuffer : public detail::UniformCommon<T, len, false> {
public:
UniformArrayBuffer()
{
- /* TODO(fclem) We should map memory instead. */
+ /* TODO(@fclem): We should map memory instead. */
this->data_ = (T *)MEM_mallocN_aligned(len * sizeof(T), 16, this->name_);
}
};
@@ -301,13 +301,13 @@ template<
/** Type of the values stored in this uniform buffer. */
typename T
/** True if the buffer only resides on GPU memory and cannot be accessed. */
- /* TODO(fclem): Currently unsupported. */
+ /* TODO(@fclem): Currently unsupported. */
/* bool device_only = false */>
class UniformBuffer : public T, public detail::UniformCommon<T, 1, false> {
public:
UniformBuffer()
{
- /* TODO(fclem) How could we map this? */
+ /* TODO(@fclem): How could we map this? */
this->data_ = static_cast<T *>(this);
}
@@ -641,7 +641,7 @@ class Texture : NonCopyable {
bool cubemap = false)
{
- /* 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 (tx_) {
int3 size = this->size();
@@ -653,7 +653,7 @@ class Texture : NonCopyable {
if (tx_ == nullptr) {
tx_ = create(w, h, d, mips, format, data, layered, cubemap);
if (mips > 1) {
- /* TODO(fclem) Remove once we have immutable storage or when mips are
+ /* TODO(@fclem): Remove once we have immutable storage or when mips are
* generated on creation. */
GPU_texture_generate_mipmap(tx_);
}
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index d27eb8be9e0..38cd3ecb9b6 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -300,7 +300,7 @@ struct DRWCallBuffer {
};
/** Used by #DRWUniform.type */
-/* TODO(jbakker): rename to DRW_RESOURCE/DRWResourceType. */
+/* TODO(@jbakker): rename to DRW_RESOURCE/DRWResourceType. */
typedef enum {
DRW_UNIFORM_INT = 0,
DRW_UNIFORM_INT_COPY,
@@ -529,7 +529,7 @@ typedef struct DRWData {
struct GHash *obattrs_ubo_pool;
uint ubo_len;
/** Texture pool to reuse temp texture across engines. */
- /* TODO(fclem) the pool could be shared even between viewports. */
+ /* TODO(@fclem): The pool could be shared even between view-ports. */
struct DRWTexturePool *texture_pool;
/** Per stereo view data. Contains engine data and default framebuffers. */
struct DRWViewData *view_data[2];
@@ -549,7 +549,7 @@ typedef struct DupliKey {
typedef struct DRWManager {
/* TODO: clean up this struct a bit. */
/* Cache generation */
- /* TODO(fclem) Rename to data. */
+ /* TODO(@fclem): Rename to data. */
DRWData *vmempool;
/** Active view data structure for one of the 2 stereo view. Not related to DRWView. */
struct DRWViewData *view_data_active;
@@ -572,7 +572,7 @@ typedef struct DRWManager {
struct ID *dupli_origin_data;
/** Hash-map: #DupliKey -> void pointer for each enabled engine. */
struct GHash *dupli_ghash;
- /** TODO(fclem): try to remove usage of this. */
+ /** TODO(@fclem): try to remove usage of this. */
DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
/* Dupli data for the current dupli for each enabled engine. */
void **dupli_datas;
@@ -615,7 +615,7 @@ typedef struct DRWManager {
DRWView *view_active;
DRWView *view_previous;
uint primary_view_ct;
- /** TODO(fclem): Remove this. Only here to support
+ /** TODO(@fclem): Remove this. Only here to support
* shaders without common_view_lib.glsl */
DRWViewUboStorage view_storage_cpy;
@@ -640,7 +640,7 @@ typedef struct DRWManager {
GPUDrawList *draw_list;
struct {
- /* TODO(fclem): optimize: use chunks. */
+ /* TODO(@fclem): optimize: use chunks. */
DRWDebugLine *lines;
DRWDebugSphere *spheres;
} debug;
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index a4d5d6f3c31..f07fc94f5d1 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -816,7 +816,7 @@ void DRW_shgroup_call_ex(DRWShadingGroup *shgroup,
culling->user_data = user_data;
}
if (bypass_culling) {
- /* NOTE this will disable culling for the whole object. */
+ /* NOTE: this will disable culling for the whole object. */
culling->bsphere.radius = -1.0f;
}
}
@@ -1248,7 +1248,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
int chunkid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_CHUNK);
int resourceid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_ID);
- /* TODO(fclem) Will take the place of the above after the GPUShaderCreateInfo port. */
+ /* TODO(@fclem): Will take the place of the above after the GPUShaderCreateInfo port. */
if (view_ubo_location == -1) {
view_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_DRW_VIEW);
}
diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h
index 35350417ca8..133ffdbd636 100644
--- a/source/blender/draw/intern/draw_shader_shared.h
+++ b/source/blender/draw/intern/draw_shader_shared.h
@@ -23,7 +23,7 @@ struct ViewInfos {
};
BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
-/* TODO(fclem) Mass rename. */
+/* TODO(@fclem): Mass rename. */
#define ViewProjectionMatrix drw_view.persmat
#define ViewProjectionMatrixInverse drw_view.persinv
#define ViewMatrix drw_view.viewmat
diff --git a/source/blender/draw/intern/draw_view_data.h b/source/blender/draw/intern/draw_view_data.h
index b37e48c11e8..98ada5a59cb 100644
--- a/source/blender/draw/intern/draw_view_data.h
+++ b/source/blender/draw/intern/draw_view_data.h
@@ -35,7 +35,7 @@ struct DRWRegisteredDrawEngine;
struct DrawEngineType;
struct GPUViewport;
-/* NOTE these structs are only here for reading the actual lists from the engine.
+/* NOTE: these structs are only here for reading the actual lists from the engine.
* The actual length of them is stored in a ViewportEngineData_Info.
* The length of 1 is just here to avoid compiler warning. */
typedef struct FramebufferList {
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc
index b846da3f016..4dcd821e607 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc
@@ -101,7 +101,7 @@ static uint gpu_component_size_for_attribute_type(CustomDataType type)
case CD_PROP_BOOL:
case CD_PROP_INT32:
case CD_PROP_FLOAT: {
- /* TODO(kevindietrich) : should be 1 when scalar attributes conversion is handled by us. See
+ /* TODO(@kevindietrich): should be 1 when scalar attributes conversion is handled by us. See
* comment #extract_attr_init. */
return 3;
}
@@ -317,7 +317,7 @@ static void extract_attr_init(const MeshRenderData *mr,
init_vbo_for_attribute(mr, vbo, request, false, static_cast<uint32_t>(mr->loop_len));
- /* TODO(kevindietrich) : float3 is used for scalar attributes as the implicit conversion done by
+ /* TODO(@kevindietrich): float3 is used for scalar attributes as the implicit conversion done by
* OpenGL to vec4 for a scalar `s` will produce a `vec4(s, 0, 0, 1)`. However, following the
* Blender convention, it should be `vec4(s, s, s, 1)`. This could be resolved using a similar
* texture as for volume attribute, so we can control the conversion ourselves. */
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edge_fac.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edge_fac.cc
index 8470a71059f..4185f2f84a2 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edge_fac.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edge_fac.cc
@@ -78,7 +78,7 @@ static void extract_edge_fac_init(const MeshRenderData *mr,
data->edge_loop_count = static_cast<uchar *>(
MEM_callocN(sizeof(uint32_t) * mr->edge_len, __func__));
- /* HACK(fclem) Detecting the need for edge render.
+ /* HACK(@fclem): Detecting the need for edge render.
* We could have a flag in the mesh instead or check the modifier stack. */
const MEdge *med = mr->medge;
for (int e_index = 0; e_index < mr->edge_len; e_index++, med++) {
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
index 5d2ea923658..11f1515275c 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
@@ -270,7 +270,7 @@ static void extract_pos_nor_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache
const MVert *coarse_verts = coarse_mesh->mvert;
uint offset = subdiv_cache->num_subdiv_loops;
- /* TODO(kevindietrich) : replace this when compressed normals are supported. */
+ /* TODO(@kevindietrich): replace this when compressed normals are supported. */
struct SubdivPosNorLoop {
float pos[3];
float nor[3];
diff --git a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
index bf59972fbaa..599d875c500 100644
--- a/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_fxaa_lib.glsl
@@ -51,7 +51,7 @@
/*============================================================================
FXAA QUALITY - TUNING KNOBS
------------------------------------------------------------------------------
-NOTE the other tuning knobs are now in the shader function inputs!
+NOTE: the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY__PRESET
/*
diff --git a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
index 9dd86c35ee4..e6538d80111 100644
--- a/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_subdiv_lib.glsl
@@ -101,7 +101,7 @@ uint get_index(uint i)
* the format. */
struct PosNorLoop {
float x, y, z;
- /* TODO(kevindietrich) : figure how to compress properly as GLSL does not have char/short types,
+ /* TODO(@kevindietrich): figure how to compress properly as GLSL does not have char/short types,
* bit operations get tricky. */
float nx, ny, nz;
float flag;
diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh
index 0a25059ffed..479527379cf 100644
--- a/source/blender/draw/intern/shaders/draw_view_info.hh
+++ b/source/blender/draw/intern/shaders/draw_view_info.hh
@@ -83,7 +83,7 @@ GPU_SHADER_CREATE_INFO(draw_hair)
.sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer")
.sampler(14, ImageType::UINT_BUFFER, "hairStrandBuffer")
.sampler(13, ImageType::UINT_BUFFER, "hairStrandSegBuffer")
- /* TODO(fclem) Pack thoses into one UBO. */
+ /* TODO(@fclem): Pack these into one UBO. */
.push_constant(Type::INT, "hairStrandsRes")
.push_constant(Type::INT, "hairThicknessRes")
.push_constant(Type::FLOAT, "hairRadRoot")