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Renderer source markers 1

These are source markers, not confirmed defects or approved work. Read the containing function and its callers before classifying a marker. Some describe intentional API limits or old comments. See unfinished paths for assessed examples. The maintenance procedure rebuilds this catalog.

Source Marker text
drivers/d3d12/rendering context driver d3d12.cpp:328 /// @todo Use IDXCoreAdapterList, which gives more comprehensive information.
drivers/d3d12/rendering device driver d3d12.cpp:117 /// @todo Add YUV formats properly, which would require better support for planes in the RD API.
drivers/d3d12/rendering device driver d3d12.cpp:618 /// @todo If there's a way to check exactly which are supported, I have yet to find it.
drivers/d3d12/rendering device driver d3d12.cpp:2042 /// @todo Emulate somehow?
drivers/d3d12/rendering device driver d3d12.cpp:2076 vf_info->input_elem_descs[i].InputSlot = i; ///< @todo Can the same slot be used if data comes from the same buffer (regardless format)?
drivers/d3d12/rendering device driver d3d12.cpp:3386 //p_linear_pool_index = -1; /// @todo ? Linear pools not implemented or not supported by API backend.
drivers/d3d12/rendering device driver d3d12.cpp:3525 CRASH_NOW_MSG("Unimplemented!");
drivers/d3d12/rendering device driver d3d12.cpp:3528 CRASH_NOW_MSG("Unimplemented!");
drivers/d3d12/rendering device driver d3d12.cpp:3703 /// @todo If subresources involved already in the needed states, or scheduled for it,
drivers/d3d12/rendering device driver d3d12.cpp:3931 /// @todo Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
drivers/d3d12/rendering device driver d3d12.cpp:3981 /// @todo Batch to avoid multiple calls where possible (in any case, flush before setting root descriptor tables, or even batch that as well).
drivers/d3d12/rendering device driver d3d12.cpp:4447 WARN_PRINT("PSO caching is not implemented yet in the Direct3D 12 driver.");
drivers/d3d12/rendering device driver d3d12.cpp:4452 ERR_FAIL_MSG("Not implemented.");
drivers/d3d12/rendering device driver d3d12.cpp:4456 ERR_FAIL_V_MSG(0, "Not implemented.");
drivers/d3d12/rendering device driver d3d12.cpp:4460 ERR_FAIL_V_MSG(Vector<uint8_t>(), "Not implemented.");
drivers/d3d12/rendering device driver d3d12.cpp:4904 /// @todo _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
drivers/d3d12/rendering device driver d3d12.cpp:5202 /// @todo This is right for 16-bit indices; for 32-bit there's a different enum value to set, but we don't know at this point.
drivers/d3d12/rendering device driver d3d12.cpp:5424 /// @todo _command_bind_uniform_set() does WAAAAY too much stuff. A lot of it should be already cached in UniformSetID when uniform_set_create() was called. Binding is supposed to be a cheap operation, ideally a memcpy.
drivers/d3d12/rendering device driver d3d12.cpp:5582 /// @todo Implement via DRED.
drivers/d3d12/rendering shader container d3d12.cpp:539 /// @todo Due to the aliasing hack for SRV-UAV of different families,
drivers/gles3/rasterizer canvas gles3.cpp:855 /// @todo Consider making lights a per-batch property and then baking light operations in the shader for better performance.
drivers/gles3/rasterizer canvas gles3.cpp:2834 global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; /// @todo This is arbitrary for now
drivers/gles3/rasterizer gles3.cpp:254 /// @todo There should be a more flexible system for getting the GL pointer, as
drivers/gles3/rasterizer gles3.cpp:285 /// @todo FIXME this is an early return from a constructor. Any other code using this instance will crash or the finalizer will crash, because none of
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