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>
This commit is contained in:
dan sinclair 2022-04-21 20:48:11 +00:00 committed by Dawn LUCI CQ
parent b0acbd436d
commit a2e94a5ac3
17 changed files with 16 additions and 63 deletions

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@ -1,2 +1 @@
filter=-readability/todo
filter=-runtime/indentation_namespace

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@ -83,8 +83,6 @@ class StackAllocator : public std::allocator<T> {
// For this constructor, we cannot share storage; there's
// no guarantee that the Source buffer of Ts is large enough
// for Us.
// TODO: If we were fancy pants, perhaps we could share storage
// iff sizeof(T) == sizeof(U).
template <typename U, size_t other_capacity>
StackAllocator(const StackAllocator<U, other_capacity>& other) : source_(nullptr) {
}

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@ -126,7 +126,7 @@ std::optional<std::string> GetExecutablePath() {
}
#elif defined(DAWN_PLATFORM_FUCHSIA)
std::optional<std::string> GetExecutablePath() {
// TODO: Implement on Fuchsia
UNIMPLEMENTED();
return {};
}
#elif defined(DAWN_PLATFORM_EMSCRIPTEN)

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@ -69,19 +69,9 @@ namespace dawn::native::d3d12 {
}
// RESOLVE_MODE_AVERAGE is only valid for non-integer formats.
// TODO: Investigate and determine how integer format resolves should work in WebGPU.
switch (resolveDestination->GetFormat().GetAspectInfo(Aspect::Color).baseType) {
case wgpu::TextureComponentType::Sint:
case wgpu::TextureComponentType::Uint:
resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_MAX;
break;
case wgpu::TextureComponentType::Float:
resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_AVERAGE;
break;
case wgpu::TextureComponentType::DepthComparison:
UNREACHABLE();
}
ASSERT(resolveDestination->GetFormat().GetAspectInfo(Aspect::Color).baseType ==
wgpu::TextureComponentType::Float);
resolveParameters.ResolveMode = D3D12_RESOLVE_MODE_AVERAGE;
resolveParameters.SubresourceCount = 1;

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@ -327,8 +327,8 @@ namespace dawn::native::metal {
AcquireNSRef([MTLRenderPipelineDescriptor new]);
MTLRenderPipelineDescriptor* descriptorMTL = descriptorMTLRef.Get();
// TODO: MakeVertexDesc should be const in the future, so we don't need to call it here when
// vertex pulling is enabled
// TODO(dawn:1384): MakeVertexDesc should be const in the future, so we don't need to call
// it here when vertex pulling is enabled
NSRef<MTLVertexDescriptor> vertexDesc = MakeVertexDesc();
// Calling MakeVertexDesc first is important since it sets indices for packed bindings

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@ -317,7 +317,7 @@ namespace dawn::native::metal {
if (@available(macOS 10.12, iOS 13.0, *)) {
return MTLPixelFormatDepth16Unorm;
} else {
// TODO (dawn:1181): Allow non-conformant implementation on macOS 10.11
// TODO(dawn:1181): Allow non-conformant implementation on macOS 10.11
UNREACHABLE();
}
case wgpu::TextureFormat::Stencil8:
@ -654,8 +654,6 @@ namespace dawn::native::metal {
// Metal only allows format reinterpretation to happen on swizzle pattern or conversion
// between linear space and sRGB. For example, creating bgra8Unorm texture view on
// rgba8Unorm texture or creating rgba8Unorm_srgb texture view on rgab8Unorm texture.
// TODO: add MTLTextureUsagePixelFormatView when needed when we support other format
// reinterpretation.
mtlDesc.usage = MetalTextureUsage(GetFormat(), GetInternalUsage(), GetSampleCount());
mtlDesc.pixelFormat = MetalPixelFormat(GetFormat().format);
mtlDesc.mipmapLevelCount = GetNumMipLevels();

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@ -668,7 +668,6 @@ namespace dawn::native::vulkan {
copy->copySize.depthOrArrayLayers));
}
// TODO after Yunchao's CL
ToBackend(src.texture)
->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopySrc,
srcRange);

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@ -309,7 +309,7 @@ namespace dawn::native::vulkan {
DAWN_TRY_ASSIGN(mConfig, ChooseConfig(surfaceInfo));
// TODO Choose config instead of hardcoding
// TODO(dawn:269): Choose config instead of hardcoding
VkSwapchainCreateInfoKHR createInfo;
createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
createInfo.pNext = nullptr;
@ -514,7 +514,8 @@ namespace dawn::native::vulkan {
CommandRecordingContext* recordingContext = device->GetPendingRecordingContext();
if (mConfig.needsBlit) {
// TODO ditto same as present below: eagerly transition the blit texture to CopySrc.
// TODO(dawn:269): ditto same as present below: eagerly transition the blit texture to
// CopySrc.
mBlitTexture->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopySrc,
mBlitTexture->GetAllSubresources());
mTexture->TransitionUsageNow(recordingContext, wgpu::TextureUsage::CopyDst,

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@ -60,7 +60,7 @@ namespace wgpu::binding {
// wgpu::bindings::GPU
////////////////////////////////////////////////////////////////////////////////
GPU::GPU(Flags flags) : flags_(std::move(flags)) {
// TODO: Disable in 'release'
// TODO(dawn:1123): Disable in 'release'
instance_.EnableBackendValidation(true);
instance_.SetBackendValidationLevel(dawn::native::BackendValidationLevel::Full);

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@ -97,8 +97,8 @@ namespace wgpu::binding {
break;
case WGPUBufferMapAsyncStatus_Unknown:
case WGPUBufferMapAsyncStatus_DeviceLost:
// TODO: The spec is a bit vague around what the promise should do
// here.
// TODO(dawn:1123): The spec is a bit vague around what the promise should
// do here.
c->promise.Reject(Errors::UnknownError(c->env));
break;
}

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@ -267,7 +267,7 @@ int main(int argc, const char* argv[]) {
}
// Choose an adapter we like.
// TODO: allow switching the window between devices.
// TODO(dawn:269): allow switching the window between devices.
DawnProcTable procs = dawn::native::GetProcs();
dawnProcSetProcs(&procs);

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@ -391,8 +391,8 @@ TEST_P(DeviceLostTest, GetMappedRange_MapAsyncWriting) {
ASSERT_EQ(buffer.GetConstMappedRange(), rangeBeforeLoss);
}
// TODO mapasync read + resolve + loss getmappedrange != nullptr.
// TODO mapasync write + resolve + loss getmappedrange != nullptr.
// TODO(dawn:929): mapasync read + resolve + loss getmappedrange != nullptr.
// TODO(dawn:929): mapasync write + resolve + loss getmappedrange != nullptr.
// Test that Command Encoder Finish fails when device lost
TEST_P(DeviceLostTest, CommandEncoderFinishFails) {

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@ -158,7 +158,6 @@ class SamplerTest : public DawnTest {
EXPECT_PIXEL_RGBA8_EQ(expectedU3, mRenderPass.color, 3, 0);
EXPECT_PIXEL_RGBA8_EQ(expectedV2, mRenderPass.color, 0, 2);
EXPECT_PIXEL_RGBA8_EQ(expectedV3, mRenderPass.color, 0, 3);
// TODO: add tests for W address mode, once Dawn supports 3D textures
}
utils::BasicRenderPass mRenderPass;

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@ -188,14 +188,6 @@ TEST_P(TextureSubresourceTest, ArrayLayersTest) {
EXPECT_TEXTURE_EQ(&bottomLeft, texture, {0, kSize - 1, 1}, {1, 1});
}
// TODO (yunchao.he@intel.com):
// * add tests for storage texture and sampler across miplevel or
// arraylayer dimensions in the same texture
//
// * add tests for copy operation upon texture subresource if needed
//
// * add tests for clear operation upon texture subresource if needed
DAWN_INSTANTIATE_TEST(TextureSubresourceTest,
D3D12Backend(),
MetalBackend(),

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@ -648,14 +648,6 @@ DAWN_INSTANTIATE_TEST(VertexStateTest,
OpenGLESBackend(),
VulkanBackend());
// TODO for the input state:
// - Add more vertex formats
// - Add checks that the stride is enough to contain all attributes
// - Add checks stride less than some limit
// - Add checks for alignement of vertex buffers and attributes if needed
// - Check for attribute narrowing
// - Check that the input state and the pipeline vertex input types match
class OptionalVertexStateTest : public DawnTest {};
// Test that vertex input is not required in render pipeline descriptor.

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@ -1690,11 +1690,4 @@ namespace {
}
}
// TODO (yunchao.he@intel.com):
//
// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
// some cases like VR, multi-threading, etc.
//
// * Add tests for bundle
} // anonymous namespace

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@ -133,12 +133,4 @@ namespace {
TestRenderPass(samplerView, renderView);
}
// TODO (yunchao.he@intel.com):
// * Add tests for compute, in which texture subresource is traced per dispatch.
//
// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
// some cases like VR, multi-threading, etc.
//
// * Add tests for conflicts between usages in two render bundles used in the same pass.
} // anonymous namespace