[Bf-blender-cvs] [179eadc91f2] tmp-workbench-rewrite2: clean-up and formatting

Miguel Pozo noreply at git.blender.org
Fri Nov 4 19:15:52 CET 2022


Commit: 179eadc91f25f1e074b52f665cecc4b4e8b48a89
Author: Miguel Pozo
Date:   Thu Nov 3 20:50:39 2022 +0100
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rB179eadc91f25f1e074b52f665cecc4b4e8b48a89

clean-up and formatting

===================================================================

M	source/blender/draw/engines/workbench/workbench_effect_cavity.cc
M	source/blender/draw/engines/workbench/workbench_engine.cc
M	source/blender/draw/engines/workbench/workbench_private.hh
M	source/blender/draw/engines/workbench/workbench_resources.cc

===================================================================

diff --git a/source/blender/draw/engines/workbench/workbench_effect_cavity.cc b/source/blender/draw/engines/workbench/workbench_effect_cavity.cc
index f2ec83fbf73..c0ee7fd60c2 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_cavity.cc
+++ b/source/blender/draw/engines/workbench/workbench_effect_cavity.cc
@@ -9,7 +9,7 @@
  * We use Screen Space Ambient Occlusion (SSAO) to enhance geometric details of the surfaces.
  * We also use a Curvature effect computed only using the surface normals.
  *
- * This is done after the opaque pass. It only affects the opaque surfaces.
+ * This is done as part of the opaque resolve pass. It only affects the opaque surfaces.
  */
 
 #include "BLI_rand.h"
diff --git a/source/blender/draw/engines/workbench/workbench_engine.cc b/source/blender/draw/engines/workbench/workbench_engine.cc
index 74615a29320..0a3d89f37f0 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.cc
+++ b/source/blender/draw/engines/workbench/workbench_engine.cc
@@ -18,7 +18,6 @@ namespace blender::workbench {
 
 using namespace draw;
 
-// Utils
 GPUMaterial **get_dummy_gpu_materials(int material_count);
 
 class Instance {
@@ -155,7 +154,6 @@ class Instance {
       */
     }
     else {
-      /* workbench_cache_common_populate && workbench_cache_texpaint_populate */
       if (object_state.use_per_material_batches) {
         const int material_count = DRW_cache_object_material_count_get(ob_ref.object);
 
@@ -352,8 +350,6 @@ class Instance {
   }
 };
 
-// Utils
-
 /* This returns an array of nullptr GPUMaterial pointers so we can call
  * DRW_cache_object_surface_material_get. They never get actually used.
  */
diff --git a/source/blender/draw/engines/workbench/workbench_private.hh b/source/blender/draw/engines/workbench/workbench_private.hh
index bdcceb5b1d4..b60ec8e6439 100644
--- a/source/blender/draw/engines/workbench/workbench_private.hh
+++ b/source/blender/draw/engines/workbench/workbench_private.hh
@@ -87,7 +87,7 @@ struct SceneState {
   bool reset_taa_next_sample;
   bool render_finished;
 
-  /** Used when material_type == eMaterialType::SINGLE */
+  /* Used when material_type == eMaterialType::SINGLE */
   Material material_override = Material(float3(1.0f));
   /* When r == -1.0 the shader uses the vertex color */
   Material material_attribute_color = Material(float3(-1.0f));
@@ -122,7 +122,6 @@ class CavityEffect {
 
  public:
   void init(const SceneState &scene_state, struct SceneResources &resources);
-
   void setup_resolve_pass(PassSimple &pass, struct SceneResources &resources);
 };
 
@@ -189,9 +188,7 @@ class OpaquePass {
   PassSimple deferred_ps_ = {"Opaque.Deferred"};
 
   void sync(const SceneState &scene_state, SceneResources &resources);
-
   void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
-
   bool is_empty() const;
 };
 
@@ -210,9 +207,7 @@ class TransparentPass {
   Framebuffer resolve_fb;
 
   void sync(const SceneState &scene_state, SceneResources &resources);
-
   void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
-
   bool is_empty() const;
 };
 
@@ -229,9 +224,7 @@ class TransparentDepthPass {
   Framebuffer merge_fb = {"TransparentDepth.Merge"};
 
   void sync(const SceneState &scene_state, SceneResources &resources);
-
   void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
-
   bool is_empty() const;
 };
 
@@ -293,15 +286,15 @@ class DofPass {
 class AntiAliasingPass {
  private:
   bool enabled_;
-  /** Current TAA sample index in [0..samples_len_] range. */
+  /* Current TAA sample index in [0..samples_len_] range. */
   int sample_;
-  /** Total number of samples to after which TAA stops accumulating samples. */
+  /* Total number of samples to after which TAA stops accumulating samples. */
   int samples_len_;
-  /** Weight accumulated. */
+  /* Weight accumulated. */
   float weight_accum_;
-  /** Samples weight for this iteration. */
+  /* Samples weight for this iteration. */
   float weights_[9];
-  /** Sum of weights. */
+  /* Sum of weights. */
   float weights_sum_;
 
   Texture sample0_depth_tx_ = {"sample0_depth_tx"};
@@ -332,7 +325,6 @@ class AntiAliasingPass {
 
  public:
   AntiAliasingPass();
-
   ~AntiAliasingPass();
 
   void init(const SceneState &scene_state);
diff --git a/source/blender/draw/engines/workbench/workbench_resources.cc b/source/blender/draw/engines/workbench/workbench_resources.cc
index c890a5bdbb5..db48af0a5a8 100644
--- a/source/blender/draw/engines/workbench/workbench_resources.cc
+++ b/source/blender/draw/engines/workbench/workbench_resources.cc
@@ -69,7 +69,6 @@ LightData get_light_data_from_studio_solidlight(const SolidLight *sl,
 
 void SceneResources::load_jitter_tx(int total_samples)
 {
-  printf("Load jitter | total samples: %d\n", total_samples);
   const int texel_count = jitter_tx_size * jitter_tx_size;
   static float4 jitter[texel_count];



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