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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");
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