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