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/blenkernel/intern/fluid.c | 10 +++++----- source/blender/blenkernel/intern/object.c | 4 ++-- source/blender/blenkernel/intern/pointcache.c | 2 +- source/blender/blenkernel/intern/sequencer.c | 2 +- source/blender/blenkernel/intern/tracking_stabilize.c | 2 +- source/blender/depsgraph/intern/node/deg_node.h | 2 +- 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 ++-- source/blender/draw/intern/DRW_render.h | 2 +- source/blender/draw/intern/draw_cache.c | 6 +++--- source/blender/draw/intern/draw_cache_impl_pointcloud.c | 3 ++- source/blender/draw/intern/draw_manager.c | 6 +++--- source/blender/draw/intern/draw_manager.h | 6 +++--- source/blender/draw/intern/draw_manager_data.c | 2 +- source/blender/draw/intern/draw_manager_exec.c | 6 +++--- .../blender/draw/intern/shaders/common_pointcloud_lib.glsl | 2 +- .../blender/editors/gizmo_library/gizmo_types/cage3d_gizmo.c | 2 +- source/blender/editors/mesh/editmesh_path.c | 5 ++--- source/blender/editors/sculpt_paint/sculpt.c | 2 +- source/blender/editors/space_outliner/outliner_tools.c | 2 +- source/blender/editors/space_view3d/space_view3d.c | 2 +- .../editors/space_view3d/view3d_gizmo_navigate_type.c | 2 +- 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 ++-- .../material/gpu_shader_material_vector_displacement.glsl | 2 +- source/blender/makesrna/intern/rna_fluid.c | 4 ++-- source/blender/makesrna/intern/rna_image_api.c | 2 +- .../blender/nodes/shader/nodes/node_shader_tex_environment.c | 2 +- source/blender/nodes/shader/nodes/node_shader_tex_image.c | 2 +- source/blender/python/intern/bpy_rna.c | 2 +- source/blender/windowmanager/gizmo/intern/wm_gizmo_group.c | 2 +- source/blender/windowmanager/intern/wm_files_link.c | 2 +- 78 files changed, 121 insertions(+), 121 deletions(-) (limited to 'source') diff --git a/source/blender/blenkernel/intern/fluid.c b/source/blender/blenkernel/intern/fluid.c index 98488bb46d8..349bfa622fb 100644 --- a/source/blender/blenkernel/intern/fluid.c +++ b/source/blender/blenkernel/intern/fluid.c @@ -1018,7 +1018,7 @@ static void obstacles_from_mesh(Object *coll_ob, looptri = BKE_mesh_runtime_looptri_ensure(me); numverts = me->totvert; - /* TODO (sebbas): Make initialization of vertex velocities optional? */ + /* TODO(sebbas): Make initialization of vertex velocities optional? */ { vert_vel = MEM_callocN(sizeof(float[3]) * numverts, "manta_obs_velocity"); @@ -1269,7 +1269,7 @@ static void compute_obstaclesemission(Scene *scene, # endif /* Update frame time, this is considering current subframe fraction * BLI_mutex_lock() called in manta_step(), so safe to update subframe here - * TODO (sebbas): Using BKE_scene_frame_get(scene) instead of new DEG_get_ctime(depsgraph) + * TODO(sebbas): Using BKE_scene_frame_get(scene) instead of new DEG_get_ctime(depsgraph) * as subframes don't work with the latter yet. */ BKE_object_modifier_update_subframe( depsgraph, scene, effecobj, true, 5, BKE_scene_frame_get(scene), eModifierType_Fluid); @@ -2729,7 +2729,7 @@ static bool escape_flowsobject(Object *flowobj, return true; } /* Optimization: Static liquid flow objects don't need emission after first frame. - * TODO (sebbas): Also do not use static mode if initial velocities are enabled. */ + * TODO(sebbas): Also do not use static mode if initial velocities are enabled. */ if (liquid_flow && is_static && !is_first_frame && !is_resume && !use_velocity) { return true; } @@ -2811,7 +2811,7 @@ static void compute_flowsemission(Scene *scene, # endif /* Update frame time, this is considering current subframe fraction * BLI_mutex_lock() called in manta_step(), so safe to update subframe here - * TODO (sebbas): Using BKE_scene_frame_get(scene) instead of new DEG_get_ctime(depsgraph) + * TODO(sebbas): Using BKE_scene_frame_get(scene) instead of new DEG_get_ctime(depsgraph) * as subframes don't work with the latter yet. */ BKE_object_modifier_update_subframe( depsgraph, scene, flowobj, true, 5, BKE_scene_frame_get(scene), eModifierType_Fluid); @@ -3788,7 +3788,7 @@ static void BKE_fluid_modifier_processDomain(FluidModifierData *fmd, MEM_freeN(objs); } - /* TODO (sebbas): Cache reset for when flow / effector object need update flag is set. */ + /* TODO(sebbas): Cache reset for when flow / effector object need update flag is set. */ # if 0 /* If the just updated flags now carry the 'outdated' flag, reset the cache here! * Plus sanity check: Do not clear cache on file load. */ diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c index 23faaff7734..8a3c15e2bff 100644 --- a/source/blender/blenkernel/intern/object.c +++ b/source/blender/blenkernel/intern/object.c @@ -4587,7 +4587,7 @@ bool BKE_object_modifier_gpencil_use_time(Object *ob, GpencilModifierData *md) } /* Check whether modifier is animated. */ - /* TODO (Aligorith): this should be handled as part of build_animdata() */ + /* TODO(Aligorith): this should be handled as part of build_animdata() */ if (ob->adt) { AnimData *adt = ob->adt; FCurve *fcu; @@ -4622,7 +4622,7 @@ bool BKE_object_shaderfx_use_time(Object *ob, ShaderFxData *fx) } /* Check whether effect is animated. */ - /* TODO (Aligorith): this should be handled as part of build_animdata() */ + /* TODO(Aligorith): this should be handled as part of build_animdata() */ if (ob->adt) { AnimData *adt = ob->adt; FCurve *fcu; diff --git a/source/blender/blenkernel/intern/pointcache.c b/source/blender/blenkernel/intern/pointcache.c index 6b433e5edaa..1263169a3a0 100644 --- a/source/blender/blenkernel/intern/pointcache.c +++ b/source/blender/blenkernel/intern/pointcache.c @@ -1983,7 +1983,7 @@ static bool foreach_object_modifier_ptcache(Object *object, } } else if (md->type == eModifierType_Simulation) { - /* TODO(jacques) */ + /* TODO(jacques): */ } } return true; diff --git a/source/blender/blenkernel/intern/sequencer.c b/source/blender/blenkernel/intern/sequencer.c index 6c950c4b33f..caa2486b403 100644 --- a/source/blender/blenkernel/intern/sequencer.c +++ b/source/blender/blenkernel/intern/sequencer.c @@ -3873,7 +3873,7 @@ static ImBuf *seq_render_preprocess_ibuf(const SeqRenderData *context, if (use_preprocess) { float cost = seq_estimate_render_cost_end(context->scene, begin); - /* TODO (Richard): It should be possible to store in cache if image is proxy, + /* TODO(Richard): It should be possible to store in cache if image is proxy, * but it adds quite a bit of complexity. Since proxies are fast to read, I would * rather simplify existing code a bit. */ if (!is_proxy_image) { diff --git a/source/blender/blenkernel/intern/tracking_stabilize.c b/source/blender/blenkernel/intern/tracking_stabilize.c index 46e3e10b01b..d968ac4c03e 100644 --- a/source/blender/blenkernel/intern/tracking_stabilize.c +++ b/source/blender/blenkernel/intern/tracking_stabilize.c @@ -1492,7 +1492,7 @@ void BKE_tracking_stabilization_data_to_mat4(int buffer_width, * applied after rotation/scale anyway. Thus effectively the image gets * rotated around the desired pivot point */ - /* TODO(sergey) pivot shouldn't be calculated here, rather received + /* TODO(sergey): pivot shouldn't be calculated here, rather received * as a parameter. */ float pivot[2]; diff --git a/source/blender/depsgraph/intern/node/deg_node.h b/source/blender/depsgraph/intern/node/deg_node.h index 188022fa2ae..56bc0b41823 100644 --- a/source/blender/depsgraph/intern/node/deg_node.h +++ b/source/blender/depsgraph/intern/node/deg_node.h @@ -123,7 +123,7 @@ enum class NodeType { /* TODO(sergey); Verify that we really need this. */ CACHE, /* Batch Cache Component. - * TODO (dfelinto/sergey): rename to make it more generic. */ + * TODO(dfelinto/sergey): rename to make it more generic. */ BATCH_CACHE, /* Duplication system. Used to force duplicated objects visible when * when duplicator is visible. */ 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); } } diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 2744c55a231..6f40e04ab7e 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -423,7 +423,7 @@ void DRW_shgroup_call_ex(DRWShadingGroup *shgroup, #define DRW_shgroup_call_obmat(shgroup, geom, obmat) \ DRW_shgroup_call_ex(shgroup, NULL, obmat, geom, false, NULL) -/* TODO(fclem) remove this when we have DRWView */ +/* TODO(fclem): remove this when we have DRWView */ /* user_data is used by DRWCallVisibilityFn defined in DRWView. */ #define DRW_shgroup_call_with_callback(shgroup, geom, ob, user_data) \ DRW_shgroup_call_ex(shgroup, ob, NULL, geom, false, user_data) diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 4d7440a3276..0fbc9e2ed82 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -159,7 +159,7 @@ void DRW_shape_cache_free(void) GPUBatch *drw_cache_procedural_points_get(void) { if (!SHC.drw_procedural_verts) { - /* TODO(fclem) get rid of this dummy VBO. */ + /* TODO(fclem): get rid of this dummy VBO. */ GPUVertFormat format = {0}; GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); @@ -173,7 +173,7 @@ GPUBatch *drw_cache_procedural_points_get(void) GPUBatch *drw_cache_procedural_lines_get(void) { if (!SHC.drw_procedural_lines) { - /* TODO(fclem) get rid of this dummy VBO. */ + /* TODO(fclem): get rid of this dummy VBO. */ GPUVertFormat format = {0}; GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); @@ -187,7 +187,7 @@ GPUBatch *drw_cache_procedural_lines_get(void) GPUBatch *drw_cache_procedural_triangles_get(void) { if (!SHC.drw_procedural_tris) { - /* TODO(fclem) get rid of this dummy VBO. */ + /* TODO(fclem): get rid of this dummy VBO. */ GPUVertFormat format = {0}; GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); diff --git a/source/blender/draw/intern/draw_cache_impl_pointcloud.c b/source/blender/draw/intern/draw_cache_impl_pointcloud.c index 5c25ccec314..74020a228e7 100644 --- a/source/blender/draw/intern/draw_cache_impl_pointcloud.c +++ b/source/blender/draw/intern/draw_cache_impl_pointcloud.c @@ -179,7 +179,8 @@ static void pointcloud_batch_cache_ensure_pos(Object *ob, PointCloudBatchCache * float(*vbo_data)[4] = (float(*)[4])GPU_vertbuf_get_data(cache->pos); for (int i = 0; i < pointcloud->totpoint; i++) { copy_v3_v3(vbo_data[i], pointcloud->co[i]); - /* TODO(fclem) remove multiplication here. Here only for keeping the size correct for now. */ + /* TODO(fclem): remove multiplication here. + * Here only for keeping the size correct for now. */ vbo_data[i][3] = pointcloud->radius[i] * 100.0f; } } diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index f6585550842..df1f4d8f405 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -308,7 +308,7 @@ struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob)) /** \name Color Management * \{ */ -/* TODO(fclem) This should be a render engine callback to determine if we need CM or not. */ +/* TODO(fclem): This should be a render engine callback to determine if we need CM or not. */ static void drw_viewport_colormanagement_set(void) { Scene *scene = DST.draw_ctx.scene; @@ -525,7 +525,7 @@ static void draw_unit_state_create(void) infos->ob_flag = 1.0f; copy_v3_fl(infos->ob_color, 1.0f); - /* TODO(fclem) get rid of this. */ + /* TODO(fclem): get rid of this. */ culling->bsphere.radius = -1.0f; culling->user_data = NULL; @@ -2594,7 +2594,7 @@ void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d, cons GPUViewport *viewport = WM_draw_region_get_viewport(region); if (!viewport) { /* Selection engine requires a viewport. - * TODO (germano): This should be done internally in the engine. */ + * TODO(germano): This should be done internally in the engine. */ sel_ctx->is_dirty = true; sel_ctx->objects_drawn_len = 0; sel_ctx->index_drawn_len = 1; diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index 9f6a970ea22..e40328c0f2e 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -495,7 +495,7 @@ typedef struct DRWManager { struct Object *dupli_origin; /** Ghash containing original objects. */ 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]; /* Array of dupli_data (one for each enabled engine) to handle duplis. */ void **dupli_datas; @@ -542,7 +542,7 @@ 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; @@ -567,7 +567,7 @@ 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 7fe3bc0f071..5f394804bcf 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -510,7 +510,7 @@ static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob) /* Random float value. */ uint random = (DST.dupli_source) ? DST.dupli_source->random_id : - /* TODO(fclem) this is rather costly to do at runtime. Maybe we can + /* TODO(fclem): this is rather costly to do at runtime. Maybe we can * put it in ob->runtime and make depsgraph ensure it is up to date. */ BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0); ob_infos->ob_random = random * (1.0f / (float)0xFFFFFFFF); diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index 444ecbc1e54..808b5cc675b 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -483,8 +483,8 @@ static void draw_compute_culling(DRWView *view) { view = view->parent ? view->parent : view; - /* TODO(fclem) multithread this. */ - /* TODO(fclem) compute all dirty views at once. */ + /* TODO(fclem): multi-thread this. */ + /* TODO(fclem): compute all dirty views at once. */ if (!view->is_dirty) { return; } @@ -1042,7 +1042,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) static void drw_update_view(void) { - /* TODO(fclem) update a big UBO and only bind ranges here. */ + /* TODO(fclem): update a big UBO and only bind ranges here. */ GPU_uniformbuf_update(G_draw.view_ubo, &DST.view_active->storage); /* TODO get rid of this. */ diff --git a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl index 625e8bb1ff8..f007a8c2322 100644 --- a/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl +++ b/source/blender/draw/intern/shaders/common_pointcloud_lib.glsl @@ -25,7 +25,7 @@ void pointcloud_get_pos_and_nor(out vec3 outpos, out vec3 outnor) mat3 facing_mat = pointcloud_get_facing_matrix(p); float radius = dot(abs(mat3(ModelMatrix) * pos.www), vec3(1.0 / 3.0)); - /* TODO(fclem) remove multiplication here. Here only for keeping the size correct for now. */ + /* TODO(fclem): remove multiplication here. Here only for keeping the size correct for now. */ radius *= 0.01; outpos = p + (facing_mat * pos_inst) * radius; outnor = facing_mat * nor; diff --git a/source/blender/editors/gizmo_library/gizmo_types/cage3d_gizmo.c b/source/blender/editors/gizmo_library/gizmo_types/cage3d_gizmo.c index 644a4247d84..2cd73f613c1 100644 --- a/source/blender/editors/gizmo_library/gizmo_types/cage3d_gizmo.c +++ b/source/blender/editors/gizmo_library/gizmo_types/cage3d_gizmo.c @@ -516,7 +516,7 @@ static int gizmo_cage3d_modal(bContext *C, (point_local[2] - data->orig_mouse[2]); } else if (gz->highlight_part == ED_GIZMO_CAGE3D_PART_ROTATE) { - /* TODO (if needed) */ + /* Add this (if we need it). */ } else { /* scale */ diff --git a/source/blender/editors/mesh/editmesh_path.c b/source/blender/editors/mesh/editmesh_path.c index e7e27c2189f..2cb8da37260 100644 --- a/source/blender/editors/mesh/editmesh_path.c +++ b/source/blender/editors/mesh/editmesh_path.c @@ -698,10 +698,9 @@ static int edbm_shortest_path_pick_invoke(bContext *C, wmOperator *op, const wmE /* If nothing is selected, let's select the picked vertex/edge/face. */ if ((vc.em->bm->totvertsel == 0) && (eve || eed || efa)) { - /* TODO (dfelinto) right now we try to find the closest element twice. + /* TODO(dfelinto): right now we try to find the closest element twice. * The ideal is to refactor EDBM_select_pick so it doesn't - * have to pick the nearest vert/edge/face again. - */ + * have to pick the nearest vert/edge/face again. */ EDBM_select_pick(C, event->mval, true, false, false); return OPERATOR_FINISHED; } diff --git a/source/blender/editors/sculpt_paint/sculpt.c b/source/blender/editors/sculpt_paint/sculpt.c index ea084d70bf8..c70c0f7cd54 100644 --- a/source/blender/editors/sculpt_paint/sculpt.c +++ b/source/blender/editors/sculpt_paint/sculpt.c @@ -5671,7 +5671,7 @@ static void do_brush_action(Sculpt *sd, Object *ob, Brush *brush, UnifiedPaintSe SCULPT_stroke_is_first_brush_step(ss->cache) && !ss->cache->alt_smooth) { /* Dynamic-topology does not support Face Sets data, so it can't store/restore it from undo. */ - /* TODO (pablodp606): This check should be done in the undo code and not here, but the rest of + /* TODO(pablodp606): This check should be done in the undo code and not here, but the rest of * the sculpt code is not checking for unsupported undo types that may return a null node. */ if (BKE_pbvh_type(ss->pbvh) != PBVH_BMESH) { SCULPT_undo_push_node(ob, NULL, SCULPT_UNDO_FACE_SETS); diff --git a/source/blender/editors/space_outliner/outliner_tools.c b/source/blender/editors/space_outliner/outliner_tools.c index 0743e841794..8fe4c364aa6 100644 --- a/source/blender/editors/space_outliner/outliner_tools.c +++ b/source/blender/editors/space_outliner/outliner_tools.c @@ -1754,7 +1754,7 @@ static bool outliner_id_operation_item_poll(bContext *C, if (!space_outliner || ELEM(space_outliner->outlinevis, SO_SCENES, SO_VIEW_LAYER)) { return true; } - /* TODO (dalai): enable in the few cases where this can be supported + /* TODO(dalai): enable in the few cases where this can be supported (i.e., when we have a valid parent for the tselem). */ return false; } diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c index 4fdfc18c9ff..d7ef03453f3 100644 --- a/source/blender/editors/space_view3d/space_view3d.c +++ b/source/blender/editors/space_view3d/space_view3d.c @@ -931,7 +931,7 @@ static void view3d_main_region_listener( switch (wmn->data) { case ND_SHADING: case ND_NODES: - /* TODO(sergey) This is a bit too much updates, but needed to + /* TODO(sergey): This is a bit too much updates, but needed to * have proper material drivers update in the viewport. * * How to solve? diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c index 5eb106a0d6b..8f3d40584aa 100644 --- a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c +++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c @@ -241,7 +241,7 @@ static void axis_geom_draw(const wmGizmo *gz, const float axis_depth_bias = 0.01f; const float sphere_scale = 1.15f; - /* TODO(fclem) Is there a way to get the widget radius? */ + /* TODO(fclem): Is there a way to get the widget radius? */ const float widget_pix_size = 40.0f * U.dpi_fac; #ifdef USE_AXIS_FONT 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)); diff --git a/source/blender/makesrna/intern/rna_fluid.c b/source/blender/makesrna/intern/rna_fluid.c index 221eedfe149..9d7359bb8f0 100644 --- a/source/blender/makesrna/intern/rna_fluid.c +++ b/source/blender/makesrna/intern/rna_fluid.c @@ -660,8 +660,8 @@ static void rna_Fluid_cache_directory_set(struct PointerRNA *ptr, const char *va BLI_strncpy(settings->cache_directory, value, sizeof(settings->cache_directory)); - /* TODO (sebbas): Read cache state in order to set cache bake flags and cache pause frames - * correctly */ + /* TODO(sebbas): Read cache state in order to set cache bake flags and cache pause frames + * correctly. */ // settings->cache_flag = 0; } diff --git a/source/blender/makesrna/intern/rna_image_api.c b/source/blender/makesrna/intern/rna_image_api.c index 6f876923e52..5bd544ece41 100644 --- a/source/blender/makesrna/intern/rna_image_api.c +++ b/source/blender/makesrna/intern/rna_image_api.c @@ -224,7 +224,7 @@ static int rna_Image_gl_load(Image *image, ReportList *reports, int frame) if (tex == NULL) { BKE_reportf(reports, RPT_ERROR, "Failed to load image texture '%s'", image->id.name + 2); - /* TODO(fclem) this error code makes no sense for vulkan. */ + /* TODO(fclem): this error code makes no sense for vulkan. */ return 0x0502; /* GL_INVALID_OPERATION */ } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c index 38e79ebe94d..41c978e75ba 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c @@ -57,7 +57,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, NodeTexImage *tex_original = node_original->storage; ImageUser *iuser = &tex_original->iuser; eGPUSamplerState sampler = GPU_SAMPLER_REPEAT | GPU_SAMPLER_ANISO | GPU_SAMPLER_FILTER; - /* TODO(fclem) For now assume mipmap is always enabled. */ + /* TODO(fclem): For now assume mipmap is always enabled. */ if (true) { sampler |= GPU_SAMPLER_MIPMAP; } diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c index 1a78d2f5bf2..09d06c35a5f 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c +++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c @@ -93,7 +93,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, if (tex->interpolation != SHD_INTERP_CLOSEST) { sampler_state |= GPU_SAMPLER_ANISO | GPU_SAMPLER_FILTER; - /* TODO(fclem) For now assume mipmap is always enabled. */ + /* TODO(fclem): For now assume mipmap is always enabled. */ sampler_state |= true ? GPU_SAMPLER_MIPMAP : 0; } const bool use_cubic = ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART); diff --git a/source/blender/python/intern/bpy_rna.c b/source/blender/python/intern/bpy_rna.c index 2a773519cb6..cac82b158d3 100644 --- a/source/blender/python/intern/bpy_rna.c +++ b/source/blender/python/intern/bpy_rna.c @@ -5855,7 +5855,7 @@ static PyObject *pyrna_param_to_py(PointerRNA *ptr, PropertyRNA *prop, void *dat /* Resolve the array from a new pytype. */ - /* TODO(Kazanbas) make multi-dimensional sequences here. */ + /* TODO(Kazanbas): make multi-dimensional sequences here. */ switch (type) { case PROP_BOOLEAN: diff --git a/source/blender/windowmanager/gizmo/intern/wm_gizmo_group.c b/source/blender/windowmanager/gizmo/intern/wm_gizmo_group.c index a5e51d0d395..34710d82f95 100644 --- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_group.c +++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_group.c @@ -633,7 +633,7 @@ void GIZMOGROUP_OT_gizmo_tweak(wmOperatorType *ot) ot->invoke = gizmo_tweak_invoke; ot->modal = gizmo_tweak_modal; - /* TODO(campbell) This causes problems tweaking settings for operators, + /* TODO(campbell): This causes problems tweaking settings for operators, * need to find a way to support this. */ #if 0 ot->flag = OPTYPE_UNDO; diff --git a/source/blender/windowmanager/intern/wm_files_link.c b/source/blender/windowmanager/intern/wm_files_link.c index 6ed9dcd4cdc..d640040482f 100644 --- a/source/blender/windowmanager/intern/wm_files_link.c +++ b/source/blender/windowmanager/intern/wm_files_link.c @@ -527,7 +527,7 @@ static int wm_link_append_exec(bContext *C, wmOperator *op) /* TODO(sergey): Use proper flag for tagging here. */ - /* TODO (dalai): Temporary solution! + /* TODO(dalai): Temporary solution! * Ideally we only need to tag the new objects themselves, not the scene. * This way we'll avoid flush of collection properties * to all objects and limit update to the particular object only. -- cgit v1.2.3