Fix readability/todo issues.
This CL adds names to the TODOs which did not have them and enables the readability/todo lint. The names are based on the git blame for the TODO lines. Bug: dawn:1339 Change-Id: I25a2920bc8fa9606f5dda67a629fdef1c10f8948 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87600 Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Dan Sinclair <dsinclair@chromium.org>
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b0acbd436d
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a2e94a5ac3
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@ -1,2 +1 @@
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filter=-readability/todo
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filter=-runtime/indentation_namespace
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@ -83,8 +83,6 @@ class StackAllocator : public std::allocator<T> {
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// For this constructor, we cannot share storage; there's
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// no guarantee that the Source buffer of Ts is large enough
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// for Us.
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// TODO: If we were fancy pants, perhaps we could share storage
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// iff sizeof(T) == sizeof(U).
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template <typename U, size_t other_capacity>
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StackAllocator(const StackAllocator<U, other_capacity>& other) : source_(nullptr) {
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}
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@ -126,7 +126,7 @@ std::optional<std::string> GetExecutablePath() {
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}
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#elif defined(DAWN_PLATFORM_FUCHSIA)
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std::optional<std::string> GetExecutablePath() {
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// TODO: Implement on Fuchsia
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UNIMPLEMENTED();
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return {};
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}
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#elif defined(DAWN_PLATFORM_EMSCRIPTEN)
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@ -69,19 +69,9 @@ namespace dawn::native::d3d12 {
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}
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// RESOLVE_MODE_AVERAGE is only valid for non-integer formats.
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// TODO: Investigate and determine how integer format resolves should work in WebGPU.
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switch (resolveDestination->GetFormat().GetAspectInfo(Aspect::Color).baseType) {
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case wgpu::TextureComponentType::Sint:
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case wgpu::TextureComponentType::Uint:
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resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_MAX;
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break;
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case wgpu::TextureComponentType::Float:
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resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_AVERAGE;
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break;
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case wgpu::TextureComponentType::DepthComparison:
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UNREACHABLE();
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}
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ASSERT(resolveDestination->GetFormat().GetAspectInfo(Aspect::Color).baseType ==
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wgpu::TextureComponentType::Float);
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resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_AVERAGE;
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resolveParameters.SubresourceCount = 1;
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@ -327,8 +327,8 @@ namespace dawn::native::metal {
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AcquireNSRef([MTLRenderPipelineDescriptor new]);
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MTLRenderPipelineDescriptor* descriptorMTL = descriptorMTLRef.Get();
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// TODO: MakeVertexDesc should be const in the future, so we don't need to call it here when
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// vertex pulling is enabled
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// TODO(dawn:1384): MakeVertexDesc should be const in the future, so we don't need to call
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// it here when vertex pulling is enabled
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NSRef<MTLVertexDescriptor> vertexDesc = MakeVertexDesc();
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// Calling MakeVertexDesc first is important since it sets indices for packed bindings
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@ -317,7 +317,7 @@ namespace dawn::native::metal {
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if (@available(macOS 10.12, iOS 13.0, *)) {
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return MTLPixelFormatDepth16Unorm;
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} else {
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// TODO (dawn:1181): Allow non-conformant implementation on macOS 10.11
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// TODO(dawn:1181): Allow non-conformant implementation on macOS 10.11
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UNREACHABLE();
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}
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case wgpu::TextureFormat::Stencil8:
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@ -654,8 +654,6 @@ namespace dawn::native::metal {
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// Metal only allows format reinterpretation to happen on swizzle pattern or conversion
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// between linear space and sRGB. For example, creating bgra8Unorm texture view on
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// rgba8Unorm texture or creating rgba8Unorm_srgb texture view on rgab8Unorm texture.
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// TODO: add MTLTextureUsagePixelFormatView when needed when we support other format
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// reinterpretation.
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mtlDesc.usage = MetalTextureUsage(GetFormat(), GetInternalUsage(), GetSampleCount());
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mtlDesc.pixelFormat = MetalPixelFormat(GetFormat().format);
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mtlDesc.mipmapLevelCount = GetNumMipLevels();
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@ -668,7 +668,6 @@ namespace dawn::native::vulkan {
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copy->copySize.depthOrArrayLayers));
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}
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// TODO after Yunchao's CL
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ToBackend(src.texture)
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->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopySrc,
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srcRange);
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@ -309,7 +309,7 @@ namespace dawn::native::vulkan {
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DAWN_TRY_ASSIGN(mConfig, ChooseConfig(surfaceInfo));
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// TODO Choose config instead of hardcoding
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// TODO(dawn:269): Choose config instead of hardcoding
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VkSwapchainCreateInfoKHR createInfo;
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createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
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createInfo.pNext = nullptr;
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@ -514,7 +514,8 @@ namespace dawn::native::vulkan {
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CommandRecordingContext* recordingContext = device->GetPendingRecordingContext();
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if (mConfig.needsBlit) {
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// TODO ditto same as present below: eagerly transition the blit texture to CopySrc.
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// TODO(dawn:269): ditto same as present below: eagerly transition the blit texture to
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// CopySrc.
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mBlitTexture->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopySrc,
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mBlitTexture->GetAllSubresources());
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mTexture->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopyDst,
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@ -60,7 +60,7 @@ namespace wgpu::binding {
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// wgpu::bindings::GPU
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////////////////////////////////////////////////////////////////////////////////
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GPU::GPU(Flags flags) : flags_(std::move(flags)) {
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// TODO: Disable in 'release'
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// TODO(dawn:1123): Disable in 'release'
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instance_.EnableBackendValidation(true);
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instance_.SetBackendValidationLevel(dawn::native::BackendValidationLevel::Full);
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@ -97,8 +97,8 @@ namespace wgpu::binding {
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break;
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case WGPUBufferMapAsyncStatus_Unknown:
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case WGPUBufferMapAsyncStatus_DeviceLost:
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// TODO: The spec is a bit vague around what the promise should do
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// here.
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// TODO(dawn:1123): The spec is a bit vague around what the promise should
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// do here.
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c->promise.Reject(Errors::UnknownError(c->env));
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break;
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}
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@ -267,7 +267,7 @@ int main(int argc, const char* argv[]) {
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}
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// Choose an adapter we like.
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// TODO: allow switching the window between devices.
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// TODO(dawn:269): allow switching the window between devices.
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DawnProcTable procs = dawn::native::GetProcs();
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dawnProcSetProcs(&procs);
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@ -391,8 +391,8 @@ TEST_P(DeviceLostTest, GetMappedRange_MapAsyncWriting) {
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ASSERT_EQ(buffer.GetConstMappedRange(), rangeBeforeLoss);
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}
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// TODO mapasync read + resolve + loss getmappedrange != nullptr.
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// TODO mapasync write + resolve + loss getmappedrange != nullptr.
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// TODO(dawn:929): mapasync read + resolve + loss getmappedrange != nullptr.
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// TODO(dawn:929): mapasync write + resolve + loss getmappedrange != nullptr.
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// Test that Command Encoder Finish fails when device lost
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TEST_P(DeviceLostTest, CommandEncoderFinishFails) {
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@ -158,7 +158,6 @@ class SamplerTest : public DawnTest {
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EXPECT_PIXEL_RGBA8_EQ(expectedU3, mRenderPass.color, 3, 0);
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EXPECT_PIXEL_RGBA8_EQ(expectedV2, mRenderPass.color, 0, 2);
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EXPECT_PIXEL_RGBA8_EQ(expectedV3, mRenderPass.color, 0, 3);
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// TODO: add tests for W address mode, once Dawn supports 3D textures
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}
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utils::BasicRenderPass mRenderPass;
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@ -188,14 +188,6 @@ TEST_P(TextureSubresourceTest, ArrayLayersTest) {
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EXPECT_TEXTURE_EQ(&bottomLeft, texture, {0, kSize - 1, 1}, {1, 1});
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}
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// TODO (yunchao.he@intel.com):
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// * add tests for storage texture and sampler across miplevel or
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// arraylayer dimensions in the same texture
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//
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// * add tests for copy operation upon texture subresource if needed
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//
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// * add tests for clear operation upon texture subresource if needed
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DAWN_INSTANTIATE_TEST(TextureSubresourceTest,
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D3D12Backend(),
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MetalBackend(),
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@ -648,14 +648,6 @@ DAWN_INSTANTIATE_TEST(VertexStateTest,
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OpenGLESBackend(),
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VulkanBackend());
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// TODO for the input state:
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// - Add more vertex formats
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// - Add checks that the stride is enough to contain all attributes
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// - Add checks stride less than some limit
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// - Add checks for alignement of vertex buffers and attributes if needed
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// - Check for attribute narrowing
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// - Check that the input state and the pipeline vertex input types match
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class OptionalVertexStateTest : public DawnTest {};
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// Test that vertex input is not required in render pipeline descriptor.
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@ -1690,11 +1690,4 @@ namespace {
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}
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}
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// TODO (yunchao.he@intel.com):
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//
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// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
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// some cases like VR, multi-threading, etc.
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//
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// * Add tests for bundle
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} // anonymous namespace
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@ -133,12 +133,4 @@ namespace {
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TestRenderPass(samplerView, renderView);
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}
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// TODO (yunchao.he@intel.com):
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// * Add tests for compute, in which texture subresource is traced per dispatch.
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//
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// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
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// some cases like VR, multi-threading, etc.
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//
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// * Add tests for conflicts between usages in two render bundles used in the same pass.
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} // anonymous namespace
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