Renderer source markers 2
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/gles3/rasterizer scene gles3.cpp:588 | /// @todo On low-end compare this to allocating each face of each mip individually |
| drivers/gles3/rasterizer scene gles3.cpp:1088 | texture.is_render_target = true; /// @todo HACK: Prevent TextureStorage from retaining a cached copy of the texture. |
| drivers/gles3/rasterizer scene gles3.cpp:1096 | texture.is_render_target = false; /// @todo HACK: Avoid an error when freeing the texture. |
| drivers/gles3/rasterizer scene gles3.cpp:1973 | /// @todo To avoid stalls, should rotate between 3 buffers based on frame index. |
| drivers/gles3/rasterizer scene gles3.cpp:1974 | /// @todo Consider mapping the buffer as in 2D |
| drivers/gles3/rasterizer scene gles3.cpp:2770 | GLuint fbo_rt = texture_storage->render_target_get_fbo(render_target); /// @todo If MSAA 2D is enabled and we're not using rt_msaa, get 2D render target here. |
| drivers/gles3/rasterizer scene gles3.cpp:2865 | /// @todo Investigate if it's smarter to cache these FBOs |
| drivers/gles3/rasterizer scene gles3.cpp:3064 | * @todo Still a bug when atlas space is limited. Somehow need to evict light when it doesn't have a spot on the atlas, current check isn't enough |
| drivers/gles3/rasterizer scene gles3.cpp:4292 | global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; /// @todo This is arbitrary for now |
| drivers/gles3/rasterizer scene gles3.cpp:4360 | global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; /// @todo This is arbitrary for now |
| drivers/gles3/rasterizer scene gles3.h:669 | /// @todo Should eventually be replaced by radix |
| drivers/gles3/shader gles3.h:206 | /// @todo Queue load this specialization and use defaults in the meantime |
| drivers/gles3/shaders/scene.glsl:1398 | if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely |
| drivers/gles3/shaders/scene.glsl:1456 | // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR) |
| drivers/gles3/shaders/scene.glsl:1992 | // TODO Backlight and transmittance when used |
| drivers/gles3/storage/config.cpp:107 | // For good measure we do the same hack for iOS, just in case. |
| drivers/gles3/storage/config.cpp:239 | /// @todo also 'GPUParticles'? |
| drivers/gles3/storage/mesh storage.cpp:2204 | /// @todo Profile the performance cost on low end |
| drivers/gles3/storage/mesh storage.h:470 | /// @todo Considering hashing versions with multimesh buffer RID. |
| drivers/gles3/storage/particles storage.cpp:65 | global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; /// @todo This is arbitrary for now |
| drivers/gles3/storage/texture storage.cpp:2032 | /// @todo Validate texture atlas size with maximum texture size |
| drivers/gles3/storage/texture storage.cpp:2490 | /// @todo Convert to Size2i internally |
| drivers/metal/metal objects.mm:641 | CRASH_COND_MSG(!flags::all(pf.getCapabilities(resolve_tex.pixelFormat), kMTLFmtCapsResolve), "not implemented: unresolvable texture types"); |
| drivers/metal/metal objects.mm:733 | CRASH_NOW_MSG("unimplemented: using a texture format that is not supported for resolve"); |