Cleanup: use C-style comments, double quote Python text
This commit is contained in:
@@ -14,7 +14,7 @@
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static char *user_locale = NULL;
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// get current locale
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/* Get current locale. */
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const char *osx_user_locale()
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{
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::free(user_locale);
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@@ -24,8 +24,8 @@ const char *osx_user_locale()
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NSLocale *myNSLocale = (NSLocale *)myCFLocale;
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[myNSLocale autorelease];
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// This produces gettext-invalid locale in recent macOS versions (11.4),
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// like `ko-Kore_KR` instead of `ko_KR`. See #88877.
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/* This produces gettext-invalid locale in recent macOS versions (11.4),
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* like `ko-Kore_KR` instead of `ko_KR`. See #88877. */
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// NSString *nsIdentifier = [myNSLocale localeIdentifier];
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NSString *nsIdentifier = myNSLocale.languageCode;
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@@ -682,7 +682,7 @@ class ANIM_OT_slot_new_for_id(Operator):
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@classmethod
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def poll(cls, context):
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animated_id = getattr(context, 'animated_id', None)
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animated_id = getattr(context, "animated_id", None)
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if not animated_id:
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return False
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if not animated_id.animation_data or not animated_id.animation_data.action:
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@@ -694,7 +694,7 @@ class ANIM_OT_slot_new_for_id(Operator):
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return True
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def execute(self, context):
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animated_id = getattr(context, 'animated_id', None)
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animated_id = getattr(context, "animated_id", None)
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action = animated_id.animation_data.action
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slot = action.slots.new(for_id=animated_id)
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@@ -706,7 +706,7 @@ class ANIM_OT_slot_unassign_from_id(Operator):
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"""Un-assign the assigned Action Slot from an ID.
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Note that _which_ ID should get this slot unassigned must be set in the
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'animated_id' context pointer, using:
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"animated_id" context pointer, using:
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>>> layout.context_pointer_set("animated_id", animated_id)
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"""
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@@ -717,7 +717,7 @@ class ANIM_OT_slot_unassign_from_id(Operator):
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@classmethod
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def poll(cls, context):
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animated_id = getattr(context, 'animated_id', None)
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animated_id = getattr(context, "animated_id", None)
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if not animated_id:
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return False
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if not animated_id.animation_data or not animated_id.animation_data.action_slot:
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@@ -726,7 +726,7 @@ class ANIM_OT_slot_unassign_from_id(Operator):
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return True
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def execute(self, context):
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animated_id = getattr(context, 'animated_id', None)
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animated_id = getattr(context, "animated_id", None)
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animated_id.animation_data.action_slot = None
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return {'FINISHED'}
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@@ -326,11 +326,11 @@ class MaterialProperties_MixIn:
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header, body = layout.panel("import_image_plane_material", default_closed=False)
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header.label(text="Material")
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if body:
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body.prop(self, 'shader')
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body.prop(self, "shader")
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if self.shader == 'EMISSION':
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body.prop(self, "emit_strength")
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body.prop(self, 'render_method')
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body.prop(self, "render_method")
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if self.render_method == 'BLENDED':
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body.prop(self, "show_transparent_back")
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@@ -395,8 +395,8 @@ class TextureProperties_MixIn:
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header, body = layout.panel("import_image_plane_texture", default_closed=False)
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header.label(text="Texture")
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if body:
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body.prop(self, 'interpolation')
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body.prop(self, 'extension')
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body.prop(self, "interpolation")
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body.prop(self, "extension")
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row = body.row(align=False, heading="Alpha")
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row.prop(self, "use_transparency", text="")
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@@ -516,7 +516,7 @@ class JoinUVs(Operator):
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nbr_loops = len(mesh.loops)
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# seems to be the fastest way to create an array
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uv_array = array.array('f', [0.0] * 2) * nbr_loops
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uv_array = array.array("f", [0.0] * 2) * nbr_loops
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mesh.uv_layers.active.data.foreach_get("uv", uv_array)
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objects = context.selected_editable_objects[:]
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@@ -555,7 +555,7 @@ class DATA_PT_camera_animation(CameraButtonsPanel, PropertiesAnimationMixin, Pro
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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}
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_animated_id_context_property = 'camera'
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_animated_id_context_property = "camera"
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class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, Panel):
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@@ -961,7 +961,7 @@ TEST_F(ArmatureBoneCollections, bcoll_move_to_parent__root_unroot)
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EXPECT_EQ(1, arm.collection_array[4]->child_count);
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EXPECT_EQ(0, arm.collection_array[5]->child_count);
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// TODO: test with circular parenthood.
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/* TODO: test with circular parenthood. */
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}
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TEST_F(ArmatureBoneCollections, bcoll_move_to_parent__within_siblings)
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@@ -428,7 +428,7 @@ class MemoryBuffer {
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MemoryBufferExtend extend_x = MemoryBufferExtend::Clip,
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MemoryBufferExtend extend_y = MemoryBufferExtend::Clip) const
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{
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// Extend is completely ignored for constants. This may need to be fixed in the future.
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/* Extend is completely ignored for constants. This may need to be fixed in the future. */
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if (is_a_single_elem_) {
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memcpy(result, buffer_, get_elem_bytes_len());
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return;
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@@ -446,7 +446,7 @@ class MemoryBuffer {
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const float w = get_width();
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const float h = get_height();
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// compute (linear interpolation) intersection with Clip
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/* Compute (linear interpolation) intersection with Clip. */
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float mult = 1.0f;
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if (extend_x == MemoryBufferExtend::Clip) {
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mult = std::min(x + 1.0f, w - x);
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@@ -460,7 +460,7 @@ class MemoryBuffer {
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}
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if (sampler == PixelSampler::Bilinear) {
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// Sample using Extend or Repeat
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/* Sample using Extend or Repeat. */
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math::interpolate_bilinear_wrap_fl(buffer_,
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result,
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w,
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@@ -471,12 +471,12 @@ class MemoryBuffer {
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extend_x == MemoryBufferExtend::Repeat,
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extend_y == MemoryBufferExtend::Repeat);
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}
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else { // PixelSampler::Bicubic
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// Sample using Extend (Repeat is not implemented by interpolate_cubic_bspline)
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else { /* #PixelSampler::Bicubic */
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/* Sample using Extend (Repeat is not implemented by `interpolate_cubic_bspline`). */
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math::interpolate_cubic_bspline_fl(buffer_, result, w, h, num_channels_, x, y);
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}
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// Multiply by Clip intersection
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/* Multiply by Clip intersection. */
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if (mult < 1.0f) {
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for (int i = 0; i < num_channels_; ++i) {
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result[i] *= mult;
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@@ -285,17 +285,17 @@ static void set_load_store(VkRenderingAttachmentInfo &r_rendering_attachment,
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void VKFrameBuffer::subpass_transition_impl(const GPUAttachmentState depth_attachment_state,
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Span<GPUAttachmentState> color_attachment_states)
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{
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// TODO: this is a fallback implementation. We should also provide support for
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// `VK_EXT_dynamic_rendering_local_read`. This extension is only supported on Windows
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// platforms (2024Q2), but would reduce the rendering synchronization overhead.
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/* TODO: this is a fallback implementation. We should also provide support for
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* `VK_EXT_dynamic_rendering_local_read`. This extension is only supported on Windows
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* platforms (2024Q2), but would reduce the rendering synchronization overhead. */
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VKContext &context = *VKContext::get();
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if (is_rendering_) {
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rendering_end(context);
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// TODO: this might need a better implementation:
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// READ -> DONTCARE
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// WRITE -> LOAD, STORE based on previous value.
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// IGNORE -> DONTCARE -> IGNORE
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/* TODO: this might need a better implementation:
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* READ -> DONTCARE
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* WRITE -> LOAD, STORE based on previous value.
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* IGNORE -> DONTCARE -> IGNORE */
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load_stores.fill(default_load_store());
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}
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@@ -618,9 +618,9 @@ void VKFrameBuffer::rendering_ensure(VKContext &context)
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depth_image_view = depth_texture.image_view_get(image_view_info).vk_handle();
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}
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// TODO: we should be able to use a single attachment info and only set the
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// pDepthAttachment/pStencilAttachment to the same struct. But perhaps the stencil clear op
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// might be different.
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/* TODO: we should be able to use a single attachment info and only set the
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* #pDepthAttachment/#pStencilAttachment to the same struct.
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* But perhaps the stencil clear op might be different. */
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{
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VkRenderingAttachmentInfo &attachment_info = begin_rendering.node_data.depth_attachment;
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attachment_info.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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@@ -515,7 +515,7 @@ VkPipeline VKPipelinePool::get_or_create_graphics_pipeline(VKGraphicsInfo &graph
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/* Common values */
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vk_graphics_pipeline_create_info_.layout = graphics_info.vk_pipeline_layout;
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// TODO: based on `vk_pipeline_base` we should update the flags.
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/* TODO: based on `vk_pipeline_base` we should update the flags. */
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vk_graphics_pipeline_create_info_.basePipelineHandle = vk_pipeline_base;
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/* Build pipeline. */
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@@ -101,7 +101,7 @@ struct VKGraphicsInfo {
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bool operator==(const FragmentShader &other) const
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{
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// TODO: Do not use hash.
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/* TODO: Do not use hash. */
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return vk_fragment_module == other.vk_fragment_module && hash() == other.hash();
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}
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@@ -40,8 +40,8 @@ class VKShader : public Shader {
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* the shader. In case for compute shaders without specialization constants this handle is also
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* used as an early exit. In this case there is only 1 variation.
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*/
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// TODO: Should be refactored to stor the vk_pipeline_base_. What is the reason to store the last
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// pipeline.
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/* TODO: Should be refactored to store the `vk_pipeline_base_`.
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* What is the reason to store the last pipeline. */
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VkPipeline vk_pipeline_ = VK_NULL_HANDLE;
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public:
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@@ -594,8 +594,8 @@ VkExtent3D VKTexture::vk_extent_3d(int mip_level) const
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const VKImageView &VKTexture::image_view_get(const VKImageViewInfo &info)
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{
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if (is_texture_view()) {
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// TODO: API should be improved as we don't support image view specialization.
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// In the current API this is still possible to setup when using attachments.
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/* TODO: API should be improved as we don't support image view specialization.
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* In the current API this is still possible to setup when using attachments. */
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return image_view_get(info.arrayed);
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}
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for (const VKImageView &image_view : image_views_) {
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@@ -24,10 +24,10 @@ class VKImmediate;
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using AttributeMask = uint16_t;
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// TODO: VKVertexAttributeObject should not contain any reference to VBO's. This should make the
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// API be compatible with both VKBatch and VKImmediate.
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// TODO: In steam of storing the bindings/attributes we should add a data structure that can store
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// them. Building the bindings/attributes should be done inside VKPipelinePool.
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/* TODO: VKVertexAttributeObject should not contain any reference to VBO's. This should make the
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* API be compatible with both #VKBatch and #VKImmediate. */
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/* TODO: In steam of storing the bindings/attributes we should add a data structure that can store
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* them. Building the bindings/attributes should be done inside #VKPipelinePool. */
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class VKVertexAttributeObject {
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public:
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bool is_valid = false;
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@@ -25,7 +25,7 @@ std::string make_safe_name(const std::string &name, [[maybe_unused]] bool allow_
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}
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std::string buf;
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buf.resize(name.size()); // We won't be exceeding the size of the incoming string
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buf.resize(name.size()); /* We won't be exceeding the size of the incoming string. */
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bool first = true;
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size_t offset = 0;
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@@ -26,8 +26,8 @@ pxr::UsdGeomXformable USDTransformWriter::create_xformable() const
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{
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pxr::UsdGeomXform xform;
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// If prim exists, cast to UsdGeomXform (Solves merge transform and shape issue for animated
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// exports)
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/* If prim exists, cast to #UsdGeomXform
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* (Solves merge transform and shape issue for animated exports). */
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pxr::UsdPrim existing_prim = usd_export_context_.stage->GetPrimAtPath(
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usd_export_context_.usd_path);
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if (existing_prim.IsValid() && existing_prim.IsA<pxr::UsdGeomXform>()) {
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@@ -73,7 +73,7 @@ void USDTransformWriter::do_write(HierarchyContext &context)
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return;
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}
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float parent_relative_matrix[4][4]; // The object matrix relative to the parent.
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float parent_relative_matrix[4][4]; /* The object matrix relative to the parent. */
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if (should_apply_root_xform(context)) {
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float matrix_world[4][4];
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@@ -33,7 +33,7 @@ def create_argparse():
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parser.add_argument("-testdir", nargs=1)
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parser.add_argument("-outdir", nargs=1)
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parser.add_argument("-oiiotool", nargs=1)
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parser.add_argument('--batch', default=False, action='store_true')
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parser.add_argument("--batch", default=False, action="store_true")
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return parser
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@@ -49,11 +49,11 @@ def main():
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from modules import render_report
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report = render_report.Report("Sequencer", output_dir, oiiotool)
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report.set_pixelated(True)
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# default error tolerances are quite large, lower them
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# Default error tolerances are quite large, lower them.
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report.set_fail_threshold(1.0 / 255.0)
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if os.path.basename(test_dir) == 'effects':
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# effects test uses input images with nan/inf values on purpose,
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# and they have slightly more variance between platforms
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if os.path.basename(test_dir) == "effects":
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# Effects test uses input images with nan/inf values on purpose,
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# and they have slightly more variance between platforms.
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report.set_fail_threshold(2.0 / 255.0)
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report.set_fail_percent(0.01)
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report.set_reference_dir("reference")
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