Cleanup: use C-style comments, double quote Python text

This commit is contained in:
Campbell Barton
2024-09-03 21:22:34 +10:00
parent e242157674
commit e34d9eeac7
16 changed files with 50 additions and 50 deletions

View File

@@ -285,17 +285,17 @@ static void set_load_store(VkRenderingAttachmentInfo &r_rendering_attachment,
void VKFrameBuffer::subpass_transition_impl(const GPUAttachmentState depth_attachment_state,
Span<GPUAttachmentState> color_attachment_states)
{
// TODO: this is a fallback implementation. We should also provide support for
// `VK_EXT_dynamic_rendering_local_read`. This extension is only supported on Windows
// platforms (2024Q2), but would reduce the rendering synchronization overhead.
/* TODO: this is a fallback implementation. We should also provide support for
* `VK_EXT_dynamic_rendering_local_read`. This extension is only supported on Windows
* platforms (2024Q2), but would reduce the rendering synchronization overhead. */
VKContext &context = *VKContext::get();
if (is_rendering_) {
rendering_end(context);
// TODO: this might need a better implementation:
// READ -> DONTCARE
// WRITE -> LOAD, STORE based on previous value.
// IGNORE -> DONTCARE -> IGNORE
/* TODO: this might need a better implementation:
* READ -> DONTCARE
* WRITE -> LOAD, STORE based on previous value.
* IGNORE -> DONTCARE -> IGNORE */
load_stores.fill(default_load_store());
}
@@ -618,9 +618,9 @@ void VKFrameBuffer::rendering_ensure(VKContext &context)
depth_image_view = depth_texture.image_view_get(image_view_info).vk_handle();
}
// TODO: we should be able to use a single attachment info and only set the
// pDepthAttachment/pStencilAttachment to the same struct. But perhaps the stencil clear op
// might be different.
/* TODO: we should be able to use a single attachment info and only set the
* #pDepthAttachment/#pStencilAttachment to the same struct.
* But perhaps the stencil clear op might be different. */
{
VkRenderingAttachmentInfo &attachment_info = begin_rendering.node_data.depth_attachment;
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
/* Common values */
vk_graphics_pipeline_create_info_.layout = graphics_info.vk_pipeline_layout;
// TODO: based on `vk_pipeline_base` we should update the flags.
/* TODO: based on `vk_pipeline_base` we should update the flags. */
vk_graphics_pipeline_create_info_.basePipelineHandle = vk_pipeline_base;
/* Build pipeline. */

View File

@@ -101,7 +101,7 @@ struct VKGraphicsInfo {
bool operator==(const FragmentShader &other) const
{
// TODO: Do not use hash.
/* TODO: Do not use hash. */
return vk_fragment_module == other.vk_fragment_module && hash() == other.hash();
}

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@@ -40,8 +40,8 @@ class VKShader : public Shader {
* the shader. In case for compute shaders without specialization constants this handle is also
* used as an early exit. In this case there is only 1 variation.
*/
// TODO: Should be refactored to stor the vk_pipeline_base_. What is the reason to store the last
// pipeline.
/* TODO: Should be refactored to store the `vk_pipeline_base_`.
* What is the reason to store the last pipeline. */
VkPipeline vk_pipeline_ = VK_NULL_HANDLE;
public:

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@@ -594,8 +594,8 @@ VkExtent3D VKTexture::vk_extent_3d(int mip_level) const
const VKImageView &VKTexture::image_view_get(const VKImageViewInfo &info)
{
if (is_texture_view()) {
// TODO: API should be improved as we don't support image view specialization.
// In the current API this is still possible to setup when using attachments.
/* TODO: API should be improved as we don't support image view specialization.
* In the current API this is still possible to setup when using attachments. */
return image_view_get(info.arrayed);
}
for (const VKImageView &image_view : image_views_) {

View File

@@ -24,10 +24,10 @@ class VKImmediate;
using AttributeMask = uint16_t;
// TODO: VKVertexAttributeObject should not contain any reference to VBO's. This should make the
// API be compatible with both VKBatch and VKImmediate.
// TODO: In steam of storing the bindings/attributes we should add a data structure that can store
// them. Building the bindings/attributes should be done inside VKPipelinePool.
/* TODO: VKVertexAttributeObject should not contain any reference to VBO's. This should make the
* API be compatible with both #VKBatch and #VKImmediate. */
/* TODO: In steam of storing the bindings/attributes we should add a data structure that can store
* them. Building the bindings/attributes should be done inside #VKPipelinePool. */
class VKVertexAttributeObject {
public:
bool is_valid = false;