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/gpu/opengl/gl_batch.cc | 6 +++--- source/blender/gpu/opengl/gl_framebuffer.cc | 2 +- source/blender/gpu/opengl/gl_query.hh | 4 ++-- source/blender/gpu/opengl/gl_shader.cc | 2 +- source/blender/gpu/opengl/gl_texture.cc | 6 +++--- source/blender/gpu/opengl/gl_texture.hh | 4 ++-- 6 files changed, 12 insertions(+), 12 deletions(-) (limited to 'source/blender/gpu/opengl') diff --git a/source/blender/gpu/opengl/gl_batch.cc b/source/blender/gpu/opengl/gl_batch.cc index ca627775e1f..6f36f128d18 100644 --- a/source/blender/gpu/opengl/gl_batch.cc +++ b/source/blender/gpu/opengl/gl_batch.cc @@ -46,8 +46,8 @@ using namespace blender::gpu; /* -------------------------------------------------------------------- */ /** \name Vao cache * - * Each GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration. - * TODO(fclem) Could be revisited to avoid so much cross references. + * Each #GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration. + * TODO(fclem): Could be revisited to avoid so much cross references. * \{ */ GLVaoCache::GLVaoCache(void) @@ -166,7 +166,7 @@ void GLVaoCache::clear(void) glDeleteVertexArrays(1, &vao_base_instance_); } else { - /* TODO(fclem) Slow way. Could avoid multiple mutex lock here */ + /* TODO(fclem): Slow way. Could avoid multiple mutex lock here */ for (int i = 0; i < count; i++) { context_->vao_free(vaos[i]); } diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc index 1578c5fa619..6b9d97530f9 100644 --- a/source/blender/gpu/opengl/gl_framebuffer.cc +++ b/source/blender/gpu/opengl/gl_framebuffer.cc @@ -405,7 +405,7 @@ void GLFrameBuffer::clear_multi(const float (*clear_cols)[4]) { /* WATCH: This can easily access clear_cols out of bounds it clear_cols is not big enough for * all attachments. - * TODO(fclem) fix this insecurity? */ + * TODO(fclem): fix this insecurity? */ int type = GPU_FB_COLOR_ATTACHMENT0; for (int i = 0; type < GPU_FB_MAX_ATTACHMENT; i++, type++) { if (attachments_[type].tex != NULL) { diff --git a/source/blender/gpu/opengl/gl_query.hh b/source/blender/gpu/opengl/gl_query.hh index fc54c0ee1dd..b4f971f45ee 100644 --- a/source/blender/gpu/opengl/gl_query.hh +++ b/source/blender/gpu/opengl/gl_query.hh @@ -59,11 +59,11 @@ class GLQueryPool : public QueryPool { static inline GLenum to_gl(GPUQueryType type) { if (type == GPU_QUERY_OCCLUSION) { - /* TODO(fclem) try with GL_ANY_SAMPLES_PASSED​. */ + /* TODO(fclem): try with GL_ANY_SAMPLES_PASSED​. */ return GL_SAMPLES_PASSED; } BLI_assert(0); return GL_SAMPLES_PASSED; } -} // namespace blender::gpu \ No newline at end of file +} // namespace blender::gpu diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc index 47bb8ed1bd7..9af9bf96503 100644 --- a/source/blender/gpu/opengl/gl_shader.cc +++ b/source/blender/gpu/opengl/gl_shader.cc @@ -219,7 +219,7 @@ void GLShader::unbind(void) /* -------------------------------------------------------------------- */ /** \name Transform feedback * - * TODO(fclem) Should be replaced by compute shaders. + * TODO(fclem): Should be replaced by compute shaders. * \{ */ /* Should be called before linking. */ diff --git a/source/blender/gpu/opengl/gl_texture.cc b/source/blender/gpu/opengl/gl_texture.cc index ef4b2d1d4d3..111af76f958 100644 --- a/source/blender/gpu/opengl/gl_texture.cc +++ b/source/blender/gpu/opengl/gl_texture.cc @@ -446,7 +446,7 @@ struct GPUFrameBuffer *GLTexture::framebuffer_get(void) return framebuffer_; } BLI_assert(!(type_ & (GPU_TEXTURE_ARRAY | GPU_TEXTURE_CUBE | GPU_TEXTURE_1D | GPU_TEXTURE_3D))); - /* TODO(fclem) cleanup this. Don't use GPU object but blender::gpu ones. */ + /* TODO(fclem): cleanup this. Don't use GPU object but blender::gpu ones. */ GPUTexture *gputex = reinterpret_cast(static_cast(this)); framebuffer_ = GPU_framebuffer_create(name_); GPU_framebuffer_texture_attach(framebuffer_, gputex, 0, 0); @@ -550,7 +550,7 @@ void GLTexture::samplers_free(void) * \{ */ /* NOTE: This only checks if this mipmap is valid / supported. - * TODO(fclem) make the check cover the whole mipmap chain. */ + * TODO(fclem): make the check cover the whole mipmap chain. */ bool GLTexture::proxy_check(int mip) { /* Manual validation first, since some implementation have issues with proxy creation. */ @@ -678,7 +678,7 @@ void GLTexture::check_feedback_loop(void) } } -/* TODO(fclem) Legacy. Should be removed at some point. */ +/* TODO(fclem): Legacy. Should be removed at some point. */ uint GLTexture::gl_bindcode_get(void) const { return tex_id_; diff --git a/source/blender/gpu/opengl/gl_texture.hh b/source/blender/gpu/opengl/gl_texture.hh index 13e546eb879..02e9bee3475 100644 --- a/source/blender/gpu/opengl/gl_texture.hh +++ b/source/blender/gpu/opengl/gl_texture.hh @@ -59,7 +59,7 @@ class GLTexture : public Texture { /** Legacy workaround for texture copy. Created when using framebuffer_get(). */ struct GPUFrameBuffer *framebuffer_ = NULL; /** True if this texture is bound to at least one texture unit. */ - /* TODO(fclem) How do we ensure thread safety here? */ + /* TODO(fclem): How do we ensure thread safety here? */ bool is_bound_ = false; public: @@ -78,7 +78,7 @@ class GLTexture : public Texture { void check_feedback_loop(void); - /* TODO(fclem) Legacy. Should be removed at some point. */ + /* TODO(fclem): Legacy. Should be removed at some point. */ uint gl_bindcode_get(void) const override; static void samplers_init(void); -- cgit v1.2.3