Cleanup: use our own conventions for tags in comments

This commit is contained in:
Campbell Barton 2022-01-31 10:29:46 +11:00
parent 14427f5aaa
commit 012e41fc8b
50 changed files with 83 additions and 82 deletions

View File

@ -905,8 +905,8 @@ void HIPDevice::tex_alloc(device_texture &mem)
address_mode = hipAddressModeClamp;
break;
case EXTENSION_CLIP:
// TODO : (Arya) setting this to Mode Clamp instead of Mode Border because it's unsupported
// in hip
/* TODO(@arya): setting this to Mode Clamp instead of Mode Border
* because it's unsupported in HIP. */
address_mode = hipAddressModeClamp;
break;
default:

View File

@ -157,7 +157,7 @@ bool ShaderEval::eval_gpu(Device *device,
queue->init_execution();
/* Execute work on GPU in chunk, so we can cancel.
* TODO : query appropriate size from device.*/
* TODO: query appropriate size from device. */
const int32_t chunk_size = 65536;
device_ptr d_input = input.device_pointer;

View File

@ -890,7 +890,7 @@ bool GHOST_SystemCocoa::processEvents(bool waitForEvent)
bool anyProcessed = false;
NSEvent *event;
// TODO : implement timer ??
/* TODO: implement timer? */
#if 0
do {
GHOST_TimerManager* timerMgr = getTimerManager();

View File

@ -4640,7 +4640,7 @@ void psys_get_particle_on_path(ParticleSimulationData *sim,
* account when subdividing for instance. */
pind.mesh = psys_in_edit_mode(sim->depsgraph, psys) ?
NULL :
psys->hair_out_mesh; /* XXX(@sybren) EEK. */
psys->hair_out_mesh; /* XXX(@sybren): EEK. */
init_particle_interpolation(sim->ob, psys, pa, &pind);
do_particle_interpolation(psys, p, pa, t, &pind, state);

View File

@ -3299,8 +3299,8 @@ static bool point_in_slice(const float p[3],
return (h >= 0.0f && h <= 1.0f);
}
/* adult sister defining the slice planes by the origin and the normal
* NOTE |normal| may not be 1 but defining the thickness of the slice */
/* Adult sister defining the slice planes by the origin and the normal.
* NOTE: |normal| may not be 1 but defining the thickness of the slice. */
static bool point_in_slice_as(const float p[3], const float origin[3], const float normal[3])
{
float h, rp[3];

View File

@ -251,7 +251,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
effects->dof_coc_params[1] = -aperture *
fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
/* FIXME(fclem) This is broken for vertically fit sensor. */
/* FIXME(@fclem): This is broken for vertically fit sensor. */
effects->dof_coc_params[1] *= viewport_size[0] / sensor_scaled;
if ((scene_eval->eevee.flag & SCE_EEVEE_DOF_JITTER) != 0) {
@ -625,7 +625,7 @@ static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
}
if (txl->dof_reduced_color) {
/* TODO(fclem) In the future, we need to check if mip_count did not change.
/* TODO(@fclem): In the future, we need to check if mip_count did not change.
* For now it's ok as we always define all mip level. */
if (res[0] != GPU_texture_width(txl->dof_reduced_color) ||
res[1] != GPU_texture_width(txl->dof_reduced_color)) {
@ -642,7 +642,8 @@ static void dof_reduce_pass_init(EEVEE_FramebufferList *fbl,
txl->dof_reduced_coc = GPU_texture_create_2d(
"dof_reduced_coc", UNPACK2(res), mip_count, GPU_R16F, NULL);
/* TODO(fclem) Remove once we have immutable storage or when mips are generated on creation. */
/* TODO(@fclem): Remove once we have immutable storage or when mips are generated on creation.
*/
GPU_texture_generate_mipmap(txl->dof_reduced_color);
GPU_texture_generate_mipmap(txl->dof_reduced_coc);
}

View File

@ -1077,8 +1077,8 @@ void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
pinfo->intensity_fac = intensity;
/* find cell position on the virtual 3D texture */
/* NOTE : Keep in sync with load_irradiance_cell() */
/* Find cell position on the virtual 3D texture. */
/* NOTE: Keep in sync with `load_irradiance_cell()`. */
#if defined(IRRADIANCE_SH_L2)
int size[2] = {3, 3};
#elif defined(IRRADIANCE_HL2)

View File

@ -517,8 +517,7 @@ static void eevee_render_draw_background(EEVEE_Data *vedata)
EEVEE_PassList *psl = vedata->psl;
/* Prevent background to write to data buffers.
* NOTE : This also make sure the textures are bound
* to the right double buffer. */
* NOTE: This also make sure the textures are bound to the right double buffer. */
GPU_framebuffer_ensure_config(&fbl->main_fb,
{GPU_ATTACHMENT_LEAVE,
GPU_ATTACHMENT_LEAVE,

View File

@ -49,7 +49,7 @@ void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
if (effects->enabled_effects & EFFECT_SSS) {
/* NOTE : we need another stencil because the stencil buffer is on the same texture
/* NOTE: we need another stencil because the stencil buffer is on the same texture
* as the depth buffer we are sampling from. This could be avoided if the stencil is
* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
* OR OpenGL 4.3 / ARB_ES3_compatibility if using a render-buffer instead. */

View File

@ -56,7 +56,7 @@ vec2 get_ao_noise(void)
{
vec2 noise = texelfetch_noise_tex(gl_FragCoord.xy).xy;
/* Decorrelate noise from AA. */
/* TODO(fclem) we should use a more general approach for more random number dimensions. */
/* TODO(@fclem): we should use a more general approach for more random number dimensions. */
noise = fract(noise * 6.1803402007);
return noise;
}

View File

@ -43,7 +43,7 @@ void closure_Diffuse_light_eval(ClosureInputDiffuse cl_in,
inout ClosureOutputDiffuse cl_out)
{
float radiance = light_diffuse(light.data, cl_in.N, cl_common.V, light.L);
/* TODO(fclem) We could try to shadow lights that are shadowless with the ambient_occlusion
/* TODO(@fclem): We could try to shadow lights that are shadowless with the ambient_occlusion
* factor here. */
cl_out.radiance += light.data.l_color *
(light.data.l_diff * light.vis * light.contact_shadow * radiance);

View File

@ -63,7 +63,7 @@ ClosureEvalGlossy closure_Glossy_eval_init(inout ClosureInputGlossy cl_in,
/* The brdf split sum LUT is applied after the radiance accumulation.
* Correct the LTC so that its energy is constant. */
/* TODO(fclem) Optimize this so that only one scale factor is stored. */
/* TODO(@fclem): Optimize this so that only one scale factor is stored. */
vec4 ltc_brdf = texture(utilTex, vec3(lut_uv, LTC_BRDF_LAYER)).barg;
vec2 split_sum_brdf = ltc_brdf.zw;
cl_eval.ltc_brdf_scale = (ltc_brdf.x + ltc_brdf.y) / (split_sum_brdf.x + split_sum_brdf.y);

View File

@ -52,7 +52,7 @@ const float unit_ring_radius = 1.0 / float(gather_ring_count);
const float unit_sample_radius = 1.0 / float(gather_ring_count + 0.5);
const float large_kernel_radius = 0.5 + float(gather_ring_count);
const float smaller_kernel_radius = 0.5 + float(gather_ring_count - gather_density_change_ring);
/* NOTE(fclem) the bias is reducing issues with density change visible transition. */
/* NOTE(@fclem): the bias is reducing issues with density change visible transition. */
const float radius_downscale_factor = smaller_kernel_radius / large_kernel_radius;
const int change_density_at_ring = (gather_ring_count - gather_density_change_ring + 1);
const float coc_radius_error = 2.0;
@ -83,7 +83,7 @@ void dof_gather_init(float base_radius,
#endif
center_co = gl_FragCoord.xy + jitter_ofs * base_radius * unit_sample_radius;
/* TODO(fclem) Seems like the default lod selection is too big. Bias to avoid blocky moving
/* TODO(@fclem): Seems like the default lod selection is too big. Bias to avoid blocky moving
* out of focus shapes. */
const float lod_bias = -2.0;
lod = max(floor(log2(base_radius * unit_sample_radius) + 0.5) + lod_bias, 0.0);
@ -111,7 +111,7 @@ void dof_gather_accumulator(float base_radius,
* a ring. So we need to compensate for fast gather that does not check CoC intersection. */
base_radius += (0.5 - noise.x) * 1.5 * unit_ring_radius * base_radius;
}
/* TODO(fclem) another seed? For now Cranly-Partterson rotation with golden ratio. */
/* TODO(@fclem): another seed? For now Cranly-Partterson rotation with golden ratio. */
noise.x = fract(noise.x + 0.61803398875);
float lod, isect_mul;
@ -172,7 +172,7 @@ void dof_gather_accumulator(float base_radius,
}
#ifdef DOF_FOREGROUND_PASS /* Reduce issue with closer foreground over distant foreground. */
/* TODO(fclem) this seems to not be completely correct as the issue remains. */
/* TODO(@fclem): This seems to not be completely correct as the issue remains. */
float ring_area = (sqr(float(ring) + 0.5 + coc_radius_error) -
sqr(float(ring) - 0.5 + coc_radius_error)) *
sqr(base_radius * unit_sample_radius);

View File

@ -66,7 +66,7 @@ float dof_hdr_color_weight(vec4 color)
{
/* From UE4. Very fast "luma" weighting. */
float luma = (color.g * 2.0) + (color.r + color.b);
/* TODO(fclem) Pass correct exposure. */
/* TODO(@fclem): Pass correct exposure. */
const float exposure = 1.0;
return 1.0 / (luma * exposure + 4.0);
}
@ -92,7 +92,7 @@ vec4 dof_downsample_bilateral_coc_weights(vec4 cocs)
{
float chosen_coc = dof_coc_select(cocs);
const float scale = 4.0; /* TODO(fclem) revisit. */
const float scale = 4.0; /* TODO(@fclem): revisit. */
/* NOTE: The difference between the cocs should be inside a abs() function,
* but we follow UE4 implementation to improve how dithered transparency looks (see slide 19). */
return saturate(1.0 - (chosen_coc - cocs) * scale);
@ -373,7 +373,7 @@ void dof_gather_accumulate_sample_pair(DofGatherData pair_data[2],
#if 0
const float mirroring_threshold = -layer_threshold - layer_offset;
/* TODO(fclem) Promote to parameter? dither with Noise? */
/* TODO(@fclem): Promote to parameter? dither with Noise? */
const float mirroring_min_distance = 15.0;
if (pair_data[0].coc < mirroring_threshold &&
(pair_data[1].coc - mirroring_min_distance) > pair_data[0].coc) {
@ -487,7 +487,8 @@ void dof_gather_accumulate_sample_ring(DofGatherData ring_data,
}
}
/* FIXME(fclem) Seems to be wrong since it needs ringcount+1 as input for slightfocus gather. */
/* FIXME(@fclem): Seems to be wrong since it needs `ringcount + 1` as input for slightfocus gather.
*/
int dof_gather_total_sample_count(const int ring_count, const int ring_density)
{
return (ring_count * ring_count - ring_count) * ring_density + 1;

View File

@ -25,7 +25,8 @@ flat out float spritesize;
/* Load 4 Circle of confusion values. texel_co is centered around the 4 taps. */
vec4 fetch_cocs(vec2 texel_co)
{
/* TODO(fclem) The textureGather(sampler, co, comp) variant isn't here on some implementations.
/* TODO(@fclem): The `textureGather(sampler, co, comp)` variant isn't here on some
* implementations.
*/
#if 0 // GPU_ARB_texture_gather
vec2 uvs = texel_co / vec2(textureSize(cocBuffer, 0));

View File

@ -45,7 +45,7 @@ vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float dept
}
}
/* TODO(fclem) port to a common place for other effects to use. */
/* TODO(@fclem): port to a common place for other effects to use. */
bool reconstruct_view_position_and_normal_from_depth(vec2 uvs, out vec3 vP, out vec3 vNg)
{
vec2 texel_size = vec2(abs(dFdx(uvs.x)), abs(dFdy(uvs.y)));

View File

@ -31,7 +31,7 @@ void main()
{
vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
/* Decorrelate from AA. */
/* TODO(fclem) we should use a more general approach for more random number dimensions. */
/* TODO(@fclem): we should use a more general approach for more random number dimensions. */
vec2 random_px = floor(fract(rand.xy * 2.2074408460575947536) * 1.99999) - 0.5;
rand.xy = fract(rand.xy * 3.2471795724474602596);

View File

@ -212,7 +212,7 @@ vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float dept
}
}
/* TODO(fclem) port to a common place for other effects to use. */
/* TODO(@fclem): port to a common place for other effects to use. */
bool reconstruct_view_position_and_normal_from_depth(vec2 uvs, out vec3 vP, out vec3 vNg)
{
vec2 texel_size = vec2(abs(dFdx(uvs.x)), abs(dFdy(uvs.y)));

View File

@ -472,7 +472,7 @@ GPENCIL_ViewLayerData *GPENCIL_view_layer_data_ensure(void)
GPENCIL_ViewLayerData **vldata = (GPENCIL_ViewLayerData **)DRW_view_layer_engine_data_ensure(
&draw_engine_gpencil_type, gpencil_view_layer_data_free);
/* NOTE(fclem) Putting this stuff in viewlayer means it is shared by all viewports.
/* NOTE(&fclem): Putting this stuff in viewlayer means it is shared by all viewports.
* For now it is ok, but in the future, it could become a problem if we implement
* the caching system. */
if (*vldata == NULL) {

View File

@ -788,7 +788,7 @@ static void gpencil_draw_mask(GPENCIL_Data *vedata, GPENCIL_tObject *ob, GPENCIL
const float clear_col[4] = {1.0f, 1.0f, 1.0f, 1.0f};
float clear_depth = ob->is_drawmode3d ? 1.0f : 0.0f;
bool inverted = false;
/* OPTI(fclem) we could optimize by only clearing if the new mask_bits does not contain all
/* OPTI(@fclem): we could optimize by only clearing if the new mask_bits does not contain all
* the masks already rendered in the buffer, and drawing only the layers not already drawn. */
bool cleared = false;

View File

@ -286,13 +286,13 @@ template<
/** The number of values that can be stored in this uniform buffer. */
int64_t len
/** True if the buffer only resides on GPU memory and cannot be accessed. */
/* TODO(fclem): Currently unsupported. */
/* TODO(@fclem): Currently unsupported. */
/* bool device_only = false */>
class UniformArrayBuffer : public detail::UniformCommon<T, len, false> {
public:
UniformArrayBuffer()
{
/* TODO(fclem) We should map memory instead. */
/* TODO(@fclem): We should map memory instead. */
this->data_ = (T *)MEM_mallocN_aligned(len * sizeof(T), 16, this->name_);
}
};
@ -301,13 +301,13 @@ template<
/** Type of the values stored in this uniform buffer. */
typename T
/** True if the buffer only resides on GPU memory and cannot be accessed. */
/* TODO(fclem): Currently unsupported. */
/* TODO(@fclem): Currently unsupported. */
/* bool device_only = false */>
class UniformBuffer : public T, public detail::UniformCommon<T, 1, false> {
public:
UniformBuffer()
{
/* TODO(fclem) How could we map this? */
/* TODO(@fclem): How could we map this? */
this->data_ = static_cast<T *>(this);
}
@ -641,7 +641,7 @@ class Texture : NonCopyable {
bool cubemap = false)
{
/* TODO(fclem) In the future, we need to check if mip_count did not change.
/* TODO(@fclem): In the future, we need to check if mip_count did not change.
* For now it's ok as we always define all MIP level. */
if (tx_) {
int3 size = this->size();
@ -653,7 +653,7 @@ class Texture : NonCopyable {
if (tx_ == nullptr) {
tx_ = create(w, h, d, mips, format, data, layered, cubemap);
if (mips > 1) {
/* TODO(fclem) Remove once we have immutable storage or when mips are
/* TODO(@fclem): Remove once we have immutable storage or when mips are
* generated on creation. */
GPU_texture_generate_mipmap(tx_);
}

View File

@ -300,7 +300,7 @@ struct DRWCallBuffer {
};
/** Used by #DRWUniform.type */
/* TODO(jbakker): rename to DRW_RESOURCE/DRWResourceType. */
/* TODO(@jbakker): rename to DRW_RESOURCE/DRWResourceType. */
typedef enum {
DRW_UNIFORM_INT = 0,
DRW_UNIFORM_INT_COPY,
@ -529,7 +529,7 @@ typedef struct DRWData {
struct GHash *obattrs_ubo_pool;
uint ubo_len;
/** Texture pool to reuse temp texture across engines. */
/* TODO(fclem) the pool could be shared even between viewports. */
/* TODO(@fclem): The pool could be shared even between view-ports. */
struct DRWTexturePool *texture_pool;
/** Per stereo view data. Contains engine data and default framebuffers. */
struct DRWViewData *view_data[2];
@ -549,7 +549,7 @@ typedef struct DupliKey {
typedef struct DRWManager {
/* TODO: clean up this struct a bit. */
/* Cache generation */
/* TODO(fclem) Rename to data. */
/* TODO(@fclem): Rename to data. */
DRWData *vmempool;
/** Active view data structure for one of the 2 stereo view. Not related to DRWView. */
struct DRWViewData *view_data_active;
@ -572,7 +572,7 @@ typedef struct DRWManager {
struct ID *dupli_origin_data;
/** Hash-map: #DupliKey -> void pointer for each enabled engine. */
struct GHash *dupli_ghash;
/** TODO(fclem): try to remove usage of this. */
/** TODO(@fclem): try to remove usage of this. */
DRWInstanceData *object_instance_data[MAX_INSTANCE_DATA_SIZE];
/* Dupli data for the current dupli for each enabled engine. */
void **dupli_datas;
@ -615,7 +615,7 @@ typedef struct DRWManager {
DRWView *view_active;
DRWView *view_previous;
uint primary_view_ct;
/** TODO(fclem): Remove this. Only here to support
/** TODO(@fclem): Remove this. Only here to support
* shaders without common_view_lib.glsl */
DRWViewUboStorage view_storage_cpy;
@ -640,7 +640,7 @@ typedef struct DRWManager {
GPUDrawList *draw_list;
struct {
/* TODO(fclem): optimize: use chunks. */
/* TODO(@fclem): optimize: use chunks. */
DRWDebugLine *lines;
DRWDebugSphere *spheres;
} debug;

View File

@ -816,7 +816,7 @@ void DRW_shgroup_call_ex(DRWShadingGroup *shgroup,
culling->user_data = user_data;
}
if (bypass_culling) {
/* NOTE this will disable culling for the whole object. */
/* NOTE: this will disable culling for the whole object. */
culling->bsphere.radius = -1.0f;
}
}
@ -1248,7 +1248,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
int chunkid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_CHUNK);
int resourceid_location = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_RESOURCE_ID);
/* TODO(fclem) Will take the place of the above after the GPUShaderCreateInfo port. */
/* TODO(@fclem): Will take the place of the above after the GPUShaderCreateInfo port. */
if (view_ubo_location == -1) {
view_ubo_location = GPU_shader_get_builtin_block(shader, GPU_UNIFORM_BLOCK_DRW_VIEW);
}

View File

@ -23,7 +23,7 @@ struct ViewInfos {
};
BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
/* TODO(fclem) Mass rename. */
/* TODO(@fclem): Mass rename. */
#define ViewProjectionMatrix drw_view.persmat
#define ViewProjectionMatrixInverse drw_view.persinv
#define ViewMatrix drw_view.viewmat

View File

@ -35,7 +35,7 @@ struct DRWRegisteredDrawEngine;
struct DrawEngineType;
struct GPUViewport;
/* NOTE these structs are only here for reading the actual lists from the engine.
/* NOTE: these structs are only here for reading the actual lists from the engine.
* The actual length of them is stored in a ViewportEngineData_Info.
* The length of 1 is just here to avoid compiler warning. */
typedef struct FramebufferList {

View File

@ -101,7 +101,7 @@ static uint gpu_component_size_for_attribute_type(CustomDataType type)
case CD_PROP_BOOL:
case CD_PROP_INT32:
case CD_PROP_FLOAT: {
/* TODO(kevindietrich) : should be 1 when scalar attributes conversion is handled by us. See
/* TODO(@kevindietrich): should be 1 when scalar attributes conversion is handled by us. See
* comment #extract_attr_init. */
return 3;
}
@ -317,7 +317,7 @@ static void extract_attr_init(const MeshRenderData *mr,
init_vbo_for_attribute(mr, vbo, request, false, static_cast<uint32_t>(mr->loop_len));
/* TODO(kevindietrich) : float3 is used for scalar attributes as the implicit conversion done by
/* TODO(@kevindietrich): float3 is used for scalar attributes as the implicit conversion done by
* OpenGL to vec4 for a scalar `s` will produce a `vec4(s, 0, 0, 1)`. However, following the
* Blender convention, it should be `vec4(s, s, s, 1)`. This could be resolved using a similar
* texture as for volume attribute, so we can control the conversion ourselves. */

View File

@ -78,7 +78,7 @@ static void extract_edge_fac_init(const MeshRenderData *mr,
data->edge_loop_count = static_cast<uchar *>(
MEM_callocN(sizeof(uint32_t) * mr->edge_len, __func__));
/* HACK(fclem) Detecting the need for edge render.
/* HACK(@fclem): Detecting the need for edge render.
* We could have a flag in the mesh instead or check the modifier stack. */
const MEdge *med = mr->medge;
for (int e_index = 0; e_index < mr->edge_len; e_index++, med++) {

View File

@ -270,7 +270,7 @@ static void extract_pos_nor_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache
const MVert *coarse_verts = coarse_mesh->mvert;
uint offset = subdiv_cache->num_subdiv_loops;
/* TODO(kevindietrich) : replace this when compressed normals are supported. */
/* TODO(@kevindietrich): replace this when compressed normals are supported. */
struct SubdivPosNorLoop {
float pos[3];
float nor[3];

View File

@ -51,7 +51,7 @@
/*============================================================================
FXAA QUALITY - TUNING KNOBS
------------------------------------------------------------------------------
NOTE the other tuning knobs are now in the shader function inputs!
NOTE: the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY__PRESET
/*

View File

@ -101,7 +101,7 @@ uint get_index(uint i)
* the format. */
struct PosNorLoop {
float x, y, z;
/* TODO(kevindietrich) : figure how to compress properly as GLSL does not have char/short types,
/* TODO(@kevindietrich): figure how to compress properly as GLSL does not have char/short types,
* bit operations get tricky. */
float nx, ny, nz;
float flag;

View File

@ -83,7 +83,7 @@ GPU_SHADER_CREATE_INFO(draw_hair)
.sampler(15, ImageType::FLOAT_BUFFER, "hairPointBuffer")
.sampler(14, ImageType::UINT_BUFFER, "hairStrandBuffer")
.sampler(13, ImageType::UINT_BUFFER, "hairStrandSegBuffer")
/* TODO(fclem) Pack thoses into one UBO. */
/* TODO(@fclem): Pack these into one UBO. */
.push_constant(Type::INT, "hairStrandsRes")
.push_constant(Type::INT, "hairThicknessRes")
.push_constant(Type::FLOAT, "hairRadRoot")

View File

@ -62,9 +62,9 @@ bool ED_editors_flush_edits(struct Main *bmain);
* \param new_id: may be NULL to unlink \a old_id.
*/
void ED_spacedata_id_remap_single(struct ScrArea *area,
struct SpaceLink *sl,
struct ID *old_id,
struct ID *new_id);
struct SpaceLink *sl,
struct ID *old_id,
struct ID *new_id);
void ED_spacedata_id_remap(struct ScrArea *area,
struct SpaceLink *sl,
const struct IDRemapper *mappings);

View File

@ -102,7 +102,6 @@ void UI_icon_render_id_ex(const struct bContext *C,
const bool use_job,
struct PreviewImage *r_preview_image);
/**
* Render size for preview images and icons
*/

View File

@ -524,7 +524,7 @@ static int compare_apply_inverted(int val, const struct FileSortData *sort_data)
* 2) If not possible (file names match) and both represent local IDs, sort by ID-type.
* 3) If not possible and only one is a local ID, place files representing local IDs first.
*
* TODO (not actually implemented, but should be):
* TODO: (not actually implemented, but should be):
* 4) If no file represents a local ID, sort by file path, so that files higher up the file system
* hierarchy are placed first.
*/

View File

@ -1000,7 +1000,7 @@ void ED_image_undosys_type(UndoType *ut)
ut->step_foreach_ID_ref = image_undosys_foreach_ID_ref;
/* NOTE this is actually a confusing case, since it expects a valid context, but only in a
/* NOTE: this is actually a confusing case, since it expects a valid context, but only in a
* specific case, see `image_undosys_step_encode` code. We cannot specify
* `UNDOTYPE_FLAG_NEED_CONTEXT_FOR_ENCODE` though, as it can be called with a NULL context by
* current code. */

View File

@ -1685,9 +1685,9 @@ void ED_view3d_draw_offscreen(Depsgraph *depsgraph,
G.f |= G_FLAG_RENDER_VIEWPORT;
{
/* free images which can have changed on frame-change
* warning! can be slow so only free animated images - campbell */
BKE_image_free_anim_gputextures(G.main); /* XXX :((( */
/* Free images which can have changed on frame-change.
* WARNING(@campbellbarton): can be slow so only free animated images. */
BKE_image_free_anim_gputextures(G.main);
}
GPU_matrix_push_projection();

View File

@ -711,10 +711,10 @@ static char *code_generate_vertex(GPUNodeGraph *graph,
LISTBASE_FOREACH (GPUMaterialAttribute *, attr, &graph->attributes) {
const char *type_str = gpu_data_type_to_string(attr->gputype);
const char *prefix = attr_prefix_get(attr->type);
/* XXX FIXME : see notes in mesh_render_data_create() */
/* NOTE : Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
/* XXX FIXME: see notes in mesh_render_data_create() */
/* NOTE: Replicate changes to mesh_render_data_create() in draw_cache_impl_mesh.c */
if (attr->type == CD_ORCO) {
/* OPTI : orco is computed from local positions, but only if no modifier is present. */
/* OPTI: orco is computed from local positions, but only if no modifier is present. */
BLI_dynstr_append(ds, datatoc_gpu_shader_common_obinfos_lib_glsl);
BLI_dynstr_append(ds, "DEFINE_ATTR(vec4, orco);\n");
}

View File

@ -437,7 +437,7 @@ void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read,
fb_read->blit_to(blit_buffers, read_slot, fb_write, write_slot, 0, 0);
/* FIXME(fclem) sRGB is not saved. */
/* FIXME(@fclem): sRGB is not saved. */
prev_fb->bind(true);
}

View File

@ -167,7 +167,7 @@ void ShaderCreateInfo::validate(const ShaderCreateInfo &other_info)
}
}
{
/* TODO(fclem) Push constant validation. */
/* TODO(@fclem): Push constant validation. */
}
}

View File

@ -102,7 +102,7 @@ void Shader::print_log(Span<const char *> sources,
found_line_id = true;
break;
}
/* TODO(fclem) Make this an option to display N lines before error. */
/* TODO(@fclem): Make this an option to display N lines before error. */
#if 0 /* Uncomment to print shader file up to the error line to have more context. */
BLI_dynstr_appendf(dynstr, "%5d | ", src_line_index);
BLI_dynstr_nappend(dynstr, src_line, (src_line_end + 1) - src_line);

View File

@ -370,7 +370,7 @@ static void print_interface(std::ostream &os,
const StageInterfaceInfo &iface,
const StringRefNull &suffix = "")
{
/* TODO(fclem) Move that to interface check. */
/* TODO(@fclem): Move that to interface check. */
// if (iface.instance_name.is_empty()) {
// BLI_assert_msg(0, "Interfaces require an instance name for geometry shader.");
// std::cout << iface.name << ": Interfaces require an instance name for geometry shader.\n";

View File

@ -18,7 +18,7 @@ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
result.radiance = out_Diffuse_0.radiance;
/* TODO(fclem) Try to not use this. */
/* TODO(@fclem): Try to not use this. */
closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result);
}

View File

@ -166,7 +166,7 @@ void node_bsdf_principled(vec4 base_color,
float btdf = (do_multiscatter != 0.0) ?
1.0 :
btdf_lut(NV, in_Refraction_3.roughness, in_Refraction_3.ior).x;
/* TODO(fclem) This could be going to a transmission render pass instead. */
/* TODO(@fclem): This could be going to a transmission render pass instead. */
out_Refraction_3.radiance *= btdf;
out_Refraction_3.radiance = render_pass_glossy_mask(vec3(1), out_Refraction_3.radiance);
out_Refraction_3.radiance *= base_color.rgb;

View File

@ -21,7 +21,7 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl
result.radiance = out_Refraction_0.radiance;
/* TODO(fclem) Try to not use this. */
/* TODO(@fclem): Try to not use this. */
result.ssr_normal = normal_encode(mat3(ViewMatrix) * in_Refraction_0.N,
viewCameraVec(viewPosition));
}

View File

@ -22,7 +22,7 @@ void node_subsurface_scattering(vec4 color,
closure_load_sss_data(scale, out_Diffuse_0.radiance, color.rgb, int(sss_id), result);
/* TODO(fclem) Try to not use this. */
/* TODO(@fclem): Try to not use this. */
closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result);
}

View File

@ -72,7 +72,7 @@ void USDCameraReader::read_object_data(Main *bmain, const double motionSampleTim
cam_prim.GetHorizontalApertureAttr().Get(&horAp, motionSampleTime);
bcam->lens = val.Get<float>();
/* TODO(makowalski) */
/* TODO(@makowalski): support sensor size. */
#if 0
bcam->sensor_x = 0.0f;
bcam->sensor_y = 0.0f;

View File

@ -1107,7 +1107,7 @@ static void rna_def_image(BlenderRNA *brna)
prop, "Duration", "Duration (in frames) of the image (1 when not a video/sequence)");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
/* NOTE about pixels/channels/is_float:
/* NOTE: About pixels/channels/is_float:
* These properties describe how the image is stored internally (inside of ImBuf),
* not how it was saved to disk or how it'll be saved on disk.
*/

View File

@ -706,7 +706,7 @@ wmKeyMap *WM_gizmogroup_setup_keymap_generic_maybe_drag(const wmGizmoGroupType *
/**
* Variation of #WM_gizmogroup_keymap_common but with keymap items for selection
*
* TODO(campbell): move to Python.
* TODO(@campbellbarton): move to Python.
*
* \param name: Typically #wmGizmoGroupType.name
* \param params: Typically #wmGizmoGroupType.gzmap_params
@ -719,7 +719,7 @@ static wmKeyMap *WM_gizmogroup_keymap_template_select_ex(
wmKeyMap *km = WM_keymap_ensure(kc, name, params->spaceid, params->regionid);
const bool do_init = BLI_listbase_is_empty(&km->items);
/* FIXME(campbell) */
/* FIXME(@campbellbarton): Currently hard coded. */
#if 0
const int select_mouse = (U.flag & USER_LMOUSESELECT) ? LEFTMOUSE : RIGHTMOUSE;
const int select_tweak = (U.flag & USER_LMOUSESELECT) ? EVT_TWEAK_L : EVT_TWEAK_R;

View File

@ -1081,7 +1081,7 @@ static int wm_operator_exec(bContext *C, wmOperator *op, const bool repeat, cons
}
}
/* XXX(mont29) Disabled the repeat check to address part 2 of T31840.
/* XXX(@mont29): Disabled the repeat check to address part 2 of T31840.
* Carefully checked all calls to wm_operator_exec and WM_operator_repeat, don't see any reason
* why this was needed, but worth to note it in case something turns bad. */
if (retval & (OPERATOR_FINISHED | OPERATOR_CANCELLED) /* && repeat == 0 */) {

View File

@ -60,7 +60,7 @@ enum {
/* ********** Start of Input devices. ********** */
/* MOUSE : 0x000x, 0x001x */
/* MOUSE: 0x000x, 0x001x */
LEFTMOUSE = 0x0001,
MIDDLEMOUSE = 0x0002,
RIGHTMOUSE = 0x0003,
@ -71,7 +71,7 @@ enum {
/* More mouse buttons - can't use 9 and 10 here (wheel) */
BUTTON6MOUSE = 0x0012,
BUTTON7MOUSE = 0x0013,
/* Extra trackpad gestures */
/* Extra track-pad gestures. */
MOUSEPAN = 0x000e,
MOUSEZOOM = 0x000f,
MOUSEROTATE = 0x0010,