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WebGPURenderer: Clean up.

Mugen87 4 years ago
parent
commit
56d0b32e01

+ 4 - 4
examples/jsm/renderers/webgpu/WebGPUBindings.js

@@ -251,7 +251,7 @@ class WebGPUBindings {
 			array.set( object.matrixWorld.elements, 0 );
 			array.set( object.modelViewMatrix.elements, 16 );
 
-			return true; // TODO: implement caching (return false when cache hits occurs)
+			return true; // @TODO: implement caching (return false when cache hits occurs)
 
 		} );
 
@@ -316,7 +316,7 @@ class WebGPUBindings {
 			array.set( object.matrixWorld.elements, 0 );
 			array.set( object.modelViewMatrix.elements, 16 );
 
-			return true; // TODO: implement caching (return false when cache hits occurs)
+			return true; // @TODO: implement caching (return false when cache hits occurs)
 
 		} );
 
@@ -346,7 +346,7 @@ class WebGPUBindings {
 			array.set( object.matrixWorld.elements, 0 );
 			array.set( object.modelViewMatrix.elements, 16 );
 
-			return true; // TODO: implement caching (return false when cache hits occurs)
+			return true; // @TODO: implement caching (return false when cache hits occurs)
 
 		} );
 
@@ -372,7 +372,7 @@ class WebGPUBindings {
 			array.set( camera.projectionMatrix.elements, 0 );
 			array.set( camera.matrixWorldInverse.elements, 16 );
 
-			return true; // TODO: implement caching (return false when cache hits occurs)
+			return true; // @TODO: implement caching (return false when cache hits occurs)
 
 		} );
 

+ 4 - 4
examples/jsm/renderers/webgpu/WebGPUTextures.js

@@ -95,7 +95,7 @@ class WebGPUTextures {
 
 				if ( textureProperties.textureGPU !== undefined ) {
 
-					// TODO: Avoid calling of destroy() in certain scenarios. When only the contents of a texture
+					// @TODO: Avoid calling of destroy() in certain scenarios. When only the contents of a texture
 					// are updated, a buffer upload should be sufficient. However, if the user changes
 					// the dimensions of the texture, format or usage, a new instance of GPUTexture is required.
 
@@ -178,7 +178,7 @@ class WebGPUTextures {
 					height: height,
 					depth: 1
 				},
-				format: GPUTextureFormat.BRGA8Unorm, // TODO: Make configurable
+				format: GPUTextureFormat.BRGA8Unorm, // @TODO: Make configurable
 				usage: GPUTextureUsage.OUTPUT_ATTACHMENT | GPUTextureUsage.SAMPLED
 			} );
 
@@ -201,7 +201,7 @@ class WebGPUTextures {
 						height: height,
 						depth: 1
 					},
-					format: GPUTextureFormat.Depth24PlusStencil8, // TODO: Make configurable
+					format: GPUTextureFormat.Depth24PlusStencil8, // @TODO: Make configurable
 					usage: GPUTextureUsage.OUTPUT_ATTACHMENT
 				} );
 
@@ -342,7 +342,7 @@ class WebGPUTextures {
 	_copyBufferToTexture( image, format, textureGPU ) {
 
 		// this code assumes data textures in RGBA format
-		// TODO: Consider to support valid buffer layouts with other formats like RGB
+		// @TODO: Consider to support valid buffer layouts with other formats like RGB
 
 		const device = this.device;
 		const data = image.data;