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/GPU_batch.h | 4 ++-- source/blender/gpu/intern/gpu_batch.cc | 2 +- source/blender/gpu/intern/gpu_codegen.c | 4 ++-- source/blender/gpu/intern/gpu_framebuffer.cc | 6 +++--- source/blender/gpu/intern/gpu_immediate.cc | 2 +- source/blender/gpu/intern/gpu_query.cc | 2 +- source/blender/gpu/intern/gpu_shader.cc | 2 +- source/blender/gpu/intern/gpu_shader_interface.cc | 2 +- source/blender/gpu/intern/gpu_shader_interface.hh | 2 +- source/blender/gpu/intern/gpu_state.cc | 2 +- source/blender/gpu/intern/gpu_state_private.hh | 6 +++--- source/blender/gpu/intern/gpu_texture.cc | 2 +- source/blender/gpu/intern/gpu_texture_private.hh | 4 ++-- source/blender/gpu/intern/gpu_viewport.c | 2 +- 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 ++-- .../shaders/material/gpu_shader_material_vector_displacement.glsl | 2 +- 21 files changed, 34 insertions(+), 34 deletions(-) (limited to 'source/blender/gpu') diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index 23a004c3ef6..6fc2f646831 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -75,7 +75,7 @@ extern "C" { /** * IMPORTANT: Do not allocate manually as the real struct is bigger (i.e: GLBatch). This is only * the common and "public" part of the struct. Use the provided allocator. - * TODO(fclem) Make the content of this struct hidden and expose getters/setters. + * TODO(fclem): Make the content of this struct hidden and expose getters/setters. **/ typedef struct GPUBatch { /** verts[0] is required, others can be NULL */ @@ -128,7 +128,7 @@ void GPU_batch_program_set_builtin_with_config(GPUBatch *batch, eGPUShaderConfig sh_cfg); /* Will only work after setting the batch program. */ -/* TODO(fclem) Theses needs to be replaced by GPU_shader_uniform_* with explicit shader. */ +/* TODO(fclem): Theses needs to be replaced by GPU_shader_uniform_* with explicit shader. */ #define GPU_batch_uniform_1i(batch, name, x) GPU_shader_uniform_1i((batch)->shader, name, x); #define GPU_batch_uniform_1b(batch, name, x) GPU_shader_uniform_1b((batch)->shader, name, x); #define GPU_batch_uniform_1f(batch, name, x) GPU_shader_uniform_1f((batch)->shader, name, x); diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc index 1f873570f4a..511ddd210af 100644 --- a/source/blender/gpu/intern/gpu_batch.cc +++ b/source/blender/gpu/intern/gpu_batch.cc @@ -216,7 +216,7 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo) /* -------------------------------------------------------------------- */ /** \name Uniform setters * - * TODO(fclem) port this to GPUShader. + * TODO(fclem): port this to GPUShader. * \{ */ void GPU_batch_set_shader(GPUBatch *batch, GPUShader *shader) diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index f10fd8cd137..2d76e793fc0 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -421,7 +421,7 @@ static void codegen_call_functions(DynStr *ds, GPUNodeGraph *graph, GPUOutput *f ds, input->link->output->type, input->type, "tmp", input->link->output->id); } else if (input->source == GPU_SOURCE_BUILTIN) { - /* TODO(fclem) get rid of that. */ + /* TODO(fclem): get rid of that. */ if (input->builtin == GPU_INVERSE_VIEW_MATRIX) { BLI_dynstr_append(ds, "viewinv"); } @@ -527,7 +527,7 @@ static char *code_generate_fragment(GPUMaterial *material, if (builtins & GPU_BARYCENTRIC_TEXCO) { BLI_dynstr_append(ds, " vec2 barytexco = barycentric_resolve(barycentricTexCo);\n"); } - /* TODO(fclem) get rid of that. */ + /* TODO(fclem): get rid of that. */ if (builtins & GPU_VIEW_MATRIX) { BLI_dynstr_append(ds, " #define viewmat ViewMatrix\n"); } diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc index 88779dead28..8d9a1301be0 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.cc +++ b/source/blender/gpu/intern/gpu_framebuffer.cc @@ -112,7 +112,7 @@ void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &ne return; /* Exact same texture already bound here. */ } /* Unbind previous and bind new. */ - /* TODO(fclem) cleanup the casts. */ + /* TODO(fclem): cleanup the casts. */ if (attachment.tex) { reinterpret_cast(attachment.tex)->detach_from(this); } @@ -411,7 +411,7 @@ void GPU_framebuffer_read_color(GPUFrameBuffer *gpu_fb, unwrap(gpu_fb)->read(GPU_COLOR_BIT, format, rect, channels, slot, data); } -/* TODO(fclem) rename to read_color. */ +/* TODO(fclem): rename to read_color. */ void GPU_frontbuffer_read_pixels( int x, int y, int w, int h, int channels, eGPUDataFormat format, void *data) { @@ -420,7 +420,7 @@ void GPU_frontbuffer_read_pixels( } /* read_slot and write_slot are only used for color buffers. */ -/* TODO(fclem) port as texture operation. */ +/* TODO(fclem): port as texture operation. */ void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read, int read_slot, GPUFrameBuffer *gpufb_write, diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc index 38d206ec3ad..44c6cac02ca 100644 --- a/source/blender/gpu/intern/gpu_immediate.cc +++ b/source/blender/gpu/intern/gpu_immediate.cc @@ -170,7 +170,7 @@ static void wide_line_workaround_start(GPUPrimType prim_type) immUnbindProgram(); - /* TODO(fclem) Don't use geometry shader and use quad instancing with double load. */ + /* TODO(fclem): Don't use geometry shader and use quad instancing with double load. */ // GPU_vertformat_multiload_enable(imm->vertex_format, 2); immBindBuiltinProgram(polyline_sh); diff --git a/source/blender/gpu/intern/gpu_query.cc b/source/blender/gpu/intern/gpu_query.cc index ad9b6d21420..610215fbe91 100644 --- a/source/blender/gpu/intern/gpu_query.cc +++ b/source/blender/gpu/intern/gpu_query.cc @@ -25,4 +25,4 @@ using namespace blender::gpu; -/* TODO(fclem) Make the associated C-API to use inside DRW profiler. */ +/* TODO(fclem): Make the associated C-API to use inside DRW profiler. */ diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc index 1bd076f96f8..05c81c2efeb 100644 --- a/source/blender/gpu/intern/gpu_shader.cc +++ b/source/blender/gpu/intern/gpu_shader.cc @@ -487,7 +487,7 @@ void GPU_shader_unbind(void) /* -------------------------------------------------------------------- */ /** \name Transform feedback * - * TODO(fclem) Should be replaced by compute shaders. + * TODO(fclem): Should be replaced by compute shaders. * \{ */ bool GPU_shader_transform_feedback_enable(GPUShader *shader, GPUVertBuf *vertbuf) diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc index dc59dca9f78..4a7c7bc15a3 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.cc +++ b/source/blender/gpu/intern/gpu_shader_interface.cc @@ -34,7 +34,7 @@ namespace blender::gpu { ShaderInterface::ShaderInterface(void) { - /* TODO(fclem) add unique ID for debugging. */ + /* TODO(fclem): add unique ID for debugging. */ } ShaderInterface::~ShaderInterface(void) diff --git a/source/blender/gpu/intern/gpu_shader_interface.hh b/source/blender/gpu/intern/gpu_shader_interface.hh index fce6fda5f14..622f1ebb782 100644 --- a/source/blender/gpu/intern/gpu_shader_interface.hh +++ b/source/blender/gpu/intern/gpu_shader_interface.hh @@ -50,7 +50,7 @@ typedef struct ShaderInput { * Base class which is then specialized for each implementation (GL, VK, ...). **/ class ShaderInterface { - /* TODO(fclem) should be protected. */ + /* TODO(fclem): should be protected. */ public: /** Flat array. In this order: Attributes, Ubos, Uniforms. */ ShaderInput *inputs_ = NULL; diff --git a/source/blender/gpu/intern/gpu_state.cc b/source/blender/gpu/intern/gpu_state.cc index 9621aeeda7c..44ad9cc9a84 100644 --- a/source/blender/gpu/intern/gpu_state.cc +++ b/source/blender/gpu/intern/gpu_state.cc @@ -292,7 +292,7 @@ bool GPU_depth_mask_get(void) bool GPU_mipmap_enabled(void) { - /* TODO(fclem) this used to be a userdef option. */ + /* TODO(fclem): this used to be a userdef option. */ return true; } diff --git a/source/blender/gpu/intern/gpu_state_private.hh b/source/blender/gpu/intern/gpu_state_private.hh index 149a1ece186..d93556a1058 100644 --- a/source/blender/gpu/intern/gpu_state_private.hh +++ b/source/blender/gpu/intern/gpu_state_private.hh @@ -56,9 +56,9 @@ union GPUState { uint32_t invert_facing : 1; uint32_t shadow_bias : 1; /** Number of clip distances enabled. */ - /* TODO(fclem) This should be a shader property. */ + /* TODO(fclem): This should be a shader property. */ uint32_t clip_distances : 3; - /* TODO(fclem) remove, old opengl features. */ + /* TODO(fclem): remove, old opengl features. */ uint32_t polygon_smooth : 1; uint32_t line_smooth : 1; }; @@ -99,7 +99,7 @@ union GPUStateMutable { /** TODO remove */ float depth_range[2]; /** Positive if using program point size. */ - /* TODO(fclem) should be passed as uniform to all shaders. */ + /* TODO(fclem): should be passed as uniform to all shaders. */ float point_size; /** Not supported on every platform. Prefer using wideline shader. */ float line_width; diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc index f7f29c7cece..99d286c3abd 100644 --- a/source/blender/gpu/intern/gpu_texture.cc +++ b/source/blender/gpu/intern/gpu_texture.cc @@ -186,7 +186,7 @@ using namespace blender::gpu; uint GPU_texture_memory_usage_get(void) { - /* TODO(fclem) Do that inside the new Texture class. */ + /* TODO(fclem): Do that inside the new Texture class. */ return 0; } diff --git a/source/blender/gpu/intern/gpu_texture_private.hh b/source/blender/gpu/intern/gpu_texture_private.hh index 04156632c5e..d4efebbaf95 100644 --- a/source/blender/gpu/intern/gpu_texture_private.hh +++ b/source/blender/gpu/intern/gpu_texture_private.hh @@ -93,7 +93,7 @@ class Texture { eGPUTextureType type_; /** Number of mipmaps this texture has (Max miplvl). */ - /* TODO(fclem) Should become immutable and the need for mipmaps should be specified upfront. */ + /* TODO(fclem): Should become immutable and the need for mipmaps should be specified upfront. */ int mipmaps_ = -1; /** For error checking */ int mip_min_ = 0, mip_max_ = 0; @@ -130,7 +130,7 @@ class Texture { virtual void update_sub( int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) = 0; - /* TODO(fclem) Legacy. Should be removed at some point. */ + /* TODO(fclem): Legacy. Should be removed at some point. */ virtual uint gl_bindcode_get(void) const = 0; int width_get(void) const diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index 4a2ab30d74f..9063c8bdbce 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -112,7 +112,7 @@ struct GPUViewport { ColorManagedDisplaySettings display_settings; CurveMapping *orig_curve_mapping; float dither; - /* TODO(fclem) the uvimage display use the viewport but do not set any view transform for the + /* TODO(fclem): the uvimage display use the viewport but do not set any view transform for the * moment. The end goal would be to let the GPUViewport do the color management. */ bool do_color_management; struct GPUViewportBatch batch; 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); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl index b6b955dcdb4..4b5ed172081 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl @@ -7,7 +7,7 @@ void node_vector_displacement_tangent(vec4 vector, mat4 viewmat, out vec3 result) { - /* TODO(fclem) this is broken. revisit latter. */ + /* TODO(fclem): this is broken. revisit latter. */ vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz); vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz); vec3 B_object = tangent.w * normalize(cross(N_object, T_object)); -- cgit v1.2.3