[Bf-blender-cvs] [4aec99931b8] tmp-workbench-rewrite2: Clarify TODO comments

Miguel Pozo noreply at git.blender.org
Tue Jan 10 15:55:19 CET 2023


Commit: 4aec99931b878473ab0a20545d9045adc16660ac
Author: Miguel Pozo
Date:   Mon Jan 9 16:36:06 2023 +0100
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rB4aec99931b878473ab0a20545d9045adc16660ac

Clarify TODO comments

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

M	source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc

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

diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
index de0277e4320..17e1acb15e4 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
@@ -234,7 +234,9 @@ void AntiAliasingPass::draw(Manager &manager,
                             GPUTexture *color_tx)
 {
   if (!enabled_) {
-    /* TODO(Miguel Pozo): Should render to the input color_tx and depth_tx in the first place */
+    /* TODO(Miguel Pozo): Should render to the input color_tx and depth_tx in the first place.
+     * This requires the use of TextureRefs with stencil_view() support,
+     * but whether TextureRef will stay is still TBD. */
     GPU_texture_copy(color_tx, resources.color_tx);
     GPU_texture_copy(depth_tx, resources.depth_tx);
     return;
@@ -263,7 +265,10 @@ void AntiAliasingPass::draw(Manager &manager,
     if (sample0_depth_tx_.is_valid()) {
       GPU_texture_copy(sample0_depth_tx_, resources.depth_tx);
     }
-    /* TODO(Miguel Pozo): Should render to the input depth_tx in the first place */
+    /* TODO(Miguel Pozo): Should render to the input depth_tx in the first place
+     * This requires the use of TextureRef with stencil_view() support,
+     * but whether TextureRef will stay is still TBD. */
+
     /* Copy back the saved depth buffer for correct overlays. */
     GPU_texture_copy(depth_tx, resources.depth_tx);
   }



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