[Bf-blender-cvs] [97874b0f41e] tmp-workbench-rewrite2: Rename TODOs

Miguel Pozo noreply at git.blender.org
Fri Oct 28 15:11:16 CEST 2022


Commit: 97874b0f41e8d6a007d25480e88565c9d3e2757e
Author: Miguel Pozo
Date:   Mon Oct 24 12:53:18 2022 +0200
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rB97874b0f41e8d6a007d25480e88565c9d3e2757e

Rename TODOs

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

M	source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
M	source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl
M	source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
M	source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
M	source/blender/draw/engines/workbench/workbench_engine.cc
M	source/blender/draw/engines/workbench/workbench_mesh_passes.cc
M	source/blender/draw/engines/workbench/workbench_resources.cc

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

diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
index 8c4875ca3e2..8618e860d8c 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
@@ -76,8 +76,8 @@ GPU_SHADER_CREATE_INFO(workbench_next_resolve_curvature)
 
 GPU_SHADER_CREATE_INFO(workbench_next_resolve_cavity)
     .define("WORKBENCH_CAVITY")
-    .sampler(7, ImageType::FLOAT_2D, "jitter_tx") /* TODO(pragma37): GPU_SAMPLER_REPEAT is set in
-                                                     CavityEffect, it doesn't work here ? */
+    .sampler(7, ImageType::FLOAT_2D, "jitter_tx") /* TODO(Miguel Pozo): GPU_SAMPLER_REPEAT is set
+                                                     in CavityEffect, it doesn't work here ? */
     .uniform_buf(5, "CavitySamples", "cavity_samples", Frequency::PASS);
 
 // Variations
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl
index b55c627957b..9a652d39542 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl
@@ -77,7 +77,7 @@ void main()
   if (color != world_data.background_color) {
     /* TODO(fclem): Port the TAA shader that does this tranformation. */
     /* Use log2 space to avoid highlights creating too much aliasing. */
-    /* TODO(pragma37): Re-enable */
+    /* TODO(Miguel Pozo): Re-enable */
     // color.rgb = log2(color.rgb + 0.5);
     imageStore(out_color_img, texel, color);
   }
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
index 3cf9ee98aa9..ad55eab9e44 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_smaa_frag.glsl
@@ -25,7 +25,7 @@ void main()
   }
   out_color /= taaAccumulatedWeight;
   /* Exit log2 space used for Antialiasing. */
-  /* TODO(pragma37): Re-enable */
+  /* TODO(Miguel Pozo): Re-enable */
   // out_color = exp2(out_color) - 0.5;
 
   /* Avoid float precision issue. */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
index b0d082cdf97..b314d949308 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_resolve_frag.glsl
@@ -19,6 +19,6 @@ void main()
 
   /* TODO(fclem): Port the TAA shader that does this tranformation. */
   /* Use log2 space to avoid highlights creating too much aliasing. */
-  /* TODO(pragma37): Re-enable */
+  /* TODO(Miguel Pozo): Re-enable */
   // fragColor.rgb = log2(fragColor.rgb + 0.5);
 }
diff --git a/source/blender/draw/engines/workbench/workbench_engine.cc b/source/blender/draw/engines/workbench/workbench_engine.cc
index 872aec93b86..9b0501bdcf1 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.cc
+++ b/source/blender/draw/engines/workbench/workbench_engine.cc
@@ -65,7 +65,7 @@ class Instance {
     object_mode = CTX_data_mode_enum_ex(
         context->object_edit, context->obact, context->object_mode);
     resolution = output_res;
-    /* TODO(pragma37):
+    /* TODO(Miguel Pozo):
      * Check why Workbench Next exposes OB_MATERIAL, and Workbench exposes OB_RENDER */
     bool is_render_mode = !v3d || ELEM(v3d->shading.type, OB_RENDER, OB_MATERIAL);
     const View3DShading previous_shading = shading;
@@ -130,14 +130,14 @@ class Instance {
       }
     }
 
-    /* TODO(pragma37) volumes_do */
+    /* TODO(Miguel Pozo) volumes_do */
 
     resources.init(shading, scene->display, output_res, background_color);
     anti_aliasing_ps.init(reset_taa);
-    /* TODO(pragma37) taa_sample_len */
+    /* TODO(Miguel Pozo) taa_sample_len */
 
     draw_outline = shading.flag & V3D_SHADING_OBJECT_OUTLINE;
-    draw_dof = false; /*TODO(pragma37)*/
+    draw_dof = false; /*TODO(Miguel Pozo)*/
     draw_transparent_depth = draw_outline || draw_dof;
     draw_object_id = draw_outline || resources.cavity.curvature_enabled;
   }
@@ -183,7 +183,7 @@ class Instance {
     const DRWContextState *draw_ctx = DRW_context_state_get();
     const Mesh *me = (ob->type == OB_MESH) ? static_cast<Mesh *>(ob->data) : nullptr;
     const bool is_active = (ob == draw_ctx->obact);
-    /* TODO(pragma37) Is the double check needed?
+    /* TODO(Miguel Pozo) Is the double check needed?
      * If it is, wouldn't be needed for sculpt_pbvh too?
      */
     const bool is_render = DRW_state_is_image_render() && (draw_ctx->v3d == nullptr);
@@ -305,7 +305,7 @@ class Instance {
         const int draw_as = (part->draw_as == PART_DRAW_REND) ? part->ren_as : part->draw_as;
 
         if (draw_as == PART_DRAW_PATH) {
-          /* TODO(pragma37):
+          /* TODO(Miguel Pozo):
           workbench_cache_hair_populate(
               wpd, ob, psys, md, dmi.color_type, dmi.texture_paint_mode, part->omat);
           */
@@ -318,7 +318,7 @@ class Instance {
       if (md && BKE_modifier_is_enabled(scene, md, eModifierMode_Realtime)) {
         FluidModifierData *fmd = (FluidModifierData *)md;
         if (fmd->domain) {
-          /* TODO(pragma37):
+          /* TODO(Miguel Pozo):
           workbench_volume_cache_populate(vedata, wpd->scene, ob, md, V3D_SHADING_SINGLE_COLOR);
           */
           if (fmd->domain->type == FLUID_DOMAIN_TYPE_GAS) {
@@ -340,7 +340,7 @@ class Instance {
       mesh_sync(manager, ob_ref, dmi);
     }
     else if (ob->type == OB_CURVES) {
-      /* TODO(pragma37):
+      /* TODO(Miguel Pozo):
       DRWShadingGroup *grp = workbench_material_hair_setup(
           wpd, ob, CURVES_MATERIAL_NR, dmi.color_type);
       DRW_shgroup_curves_create_sub(ob, grp, NULL);
@@ -348,7 +348,7 @@ class Instance {
     }
     else if (ob->type == OB_VOLUME) {
       if (shading.type != OB_WIRE) {
-        /* TODO(pragma37):
+        /* TODO(Miguel Pozo):
         workbench_volume_cache_populate(vedata, wpd->scene, ob, NULL, dmi.color_type);
         */
       }
@@ -358,7 +358,7 @@ class Instance {
   void mesh_sync(Manager &manager, ObjectRef &ob_ref, const DrawModeInfo dmi)
   {
     if (dmi.sculpt_pbvh) {
-      /* TODO(pragma37):
+      /* TODO(Miguel Pozo):
       workbench_cache_sculpt_populate(wpd, ob, dmi.color_type);
       */
     }
@@ -450,7 +450,7 @@ class Instance {
     }
 
     if (dmi.draw_shadow) {
-      /* TODO(pragma37):
+      /* TODO(Miguel Pozo):
       workbench_shadow_cache_populate(vedata, ob, has_transp_mat);
       */
     }
diff --git a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
index 38be7abdc01..73accf5791f 100644
--- a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
+++ b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
@@ -44,7 +44,7 @@ PassMain::Sub &MeshPass::sub_pass_get(ObjectRef &ref,
                                       eGPUSamplerState sampler_state /* = GPU_SAMPLER_DEFAULT */,
                                       ImageUser *iuser /* = nullptr */)
 {
-  /*TODO(pragma37): For now we assume retrieving a subpass means it's not empty anymore*/
+  /*TODO(Miguel Pozo): For now we assume retrieving a subpass means it's not empty anymore*/
   _is_empty = false;
 
   eGeometryType geometry_type = geometry_type_from_object(ref.object);
@@ -58,7 +58,7 @@ PassMain::Sub &MeshPass::sub_pass_get(ObjectRef &ref,
     else {
       texture = BKE_image_get_gpu_texture(image, iuser, nullptr);
     }
-    /* TODO(pragma37): Should be lib.name + name ??? */
+    /* TODO(Miguel Pozo): Should be lib.name + name ??? */
     StringRefNull name = image->id.name;
     if (texture) {
       auto add_cb = [&] {
@@ -74,7 +74,7 @@ PassMain::Sub &MeshPass::sub_pass_get(ObjectRef &ref,
         }
         sub_pass->push_constant("isImageTile", tilemap != nullptr);
         sub_pass->push_constant("imagePremult", image && image->alpha_mode == IMA_ALPHA_PREMUL);
-        /*TODO(pragma37): What's the point? This could be a constant in the shader. */
+        /*TODO(Miguel Pozo): What's the point? This could be a constant in the shader. */
         sub_pass->push_constant("imageTransparencyCutoff", 0.1f);
         return sub_pass;
       };
@@ -187,7 +187,7 @@ void TransparentPass::sync(DRWState cull_state,
       ePipelineType::TRANSPARENT, shading_type, resources.shader_cache);
 
   resolve_ps_.init();
-  /*TODO(pragma37): Use shaders.resolve_shader_get()*/
+  /*TODO(Miguel Pozo): Use shaders.resolve_shader_get()*/
   static GPUShader *resolve_shader = GPU_shader_create_from_info_name(
       "workbench_transparent_resolve");
   resolve_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA);
@@ -251,7 +251,7 @@ void TransparentDepthPass::sync(DRWState cull_state,
   in_front_ps_.init_subpasses(ePipelineType::OPAQUE, eShadingType::FLAT, resources.shader_cache);
 
   merge_ps_.init();
-  /*TODO(pragma37): Use ShaderCache*/
+  /*TODO(Miguel Pozo): Use ShaderCache*/
   static GPUShader *merge_shader = GPU_shader_create_from_info_name("workbench_next_merge_depth");
   merge_ps_.shader_set(merge_shader);
   merge_ps_.state_set(DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS | DRW_STATE_WRITE_STENCIL |
diff --git a/source/blender/draw/engines/workbench/workbench_resources.cc b/source/blender/draw/engines/workbench/workbench_resources.cc
index 904eb5617c0..0d0e2ed986f 100644
--- a/source/blender/draw/engines/workbench/workbench_resources.cc
+++ b/source/blender/draw/engines/workbench/workbench_resources.cc
@@ -37,7 +37,7 @@ bool get_matcap_tx(Texture &matcap_tx, const StudioLight &studio_light)
 
 float4x4 get_world_shading_rotation_matrix(float studiolight_rot_z)
 {
-  /* TODO(pragma37) C++ API ? */
+  /* TODO(Miguel Poz

@@ Diff output truncated at 10240 characters. @@



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