From 17a2820da8ad8ea23d336129f32e060e5746b047 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sat, 19 Sep 2020 14:32:41 +1000 Subject: Cleanup: consistent TODO/FIXME formatting for names Following the most widely used convention for including todo's in the code, that is: `TODO(name):`, `FIXME(name)` ... etc. --- source/blender/draw/engines/basic/basic_engine.c | 2 +- source/blender/draw/engines/eevee/eevee_lightprobes.c | 4 ++-- source/blender/draw/engines/eevee/eevee_materials.c | 2 +- source/blender/draw/engines/eevee/eevee_motion_blur.c | 2 +- source/blender/draw/engines/eevee/eevee_private.h | 2 +- source/blender/draw/engines/eevee/eevee_shadows.c | 4 ++-- source/blender/draw/engines/eevee/eevee_shadows_cube.c | 2 +- source/blender/draw/engines/eevee/eevee_subsurface.c | 2 +- source/blender/draw/engines/eevee/eevee_volumes.c | 6 +++--- .../draw/engines/eevee/shaders/effect_translucency_frag.glsl | 2 +- source/blender/draw/engines/eevee/shaders/surface_frag.glsl | 2 +- source/blender/draw/engines/external/external_engine.c | 2 +- source/blender/draw/engines/gpencil/gpencil_cache_utils.c | 2 +- source/blender/draw/engines/gpencil/gpencil_draw_data.c | 2 +- .../blender/draw/engines/gpencil/shaders/gpencil_frag.glsl | 2 +- .../draw/engines/image/shaders/engine_image_frag.glsl | 2 +- source/blender/draw/engines/overlay/overlay_antialiasing.c | 2 +- source/blender/draw/engines/overlay/overlay_armature.c | 8 ++++---- source/blender/draw/engines/overlay/overlay_background.c | 2 +- source/blender/draw/engines/overlay/overlay_engine.c | 2 +- source/blender/draw/engines/overlay/overlay_particle.c | 2 +- source/blender/draw/engines/overlay/overlay_wireframe.c | 2 +- source/blender/draw/engines/overlay/shaders/extra_vert.glsl | 2 +- .../draw/engines/overlay/shaders/extra_wire_vert.glsl | 2 +- .../draw/engines/workbench/shaders/workbench_image_lib.glsl | 2 +- source/blender/draw/engines/workbench/workbench_effect_dof.c | 12 ++++++------ source/blender/draw/engines/workbench/workbench_engine.c | 4 ++-- source/blender/draw/engines/workbench/workbench_shader.c | 2 +- source/blender/draw/engines/workbench/workbench_shadow.c | 2 +- .../blender/draw/engines/workbench/workbench_transparent.c | 4 ++-- 30 files changed, 44 insertions(+), 44 deletions(-) (limited to 'source/blender/draw/engines') 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); } } -- cgit v1.2.3