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vk: add a couple of TODO comments
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@ -108,6 +108,7 @@ typedef struct alo_pool_s {
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#define DEFAULT_CAPACITY 256
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// TODO make it not a pointer. Just Init
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struct alo_pool_s* aloPoolCreate(alo_size_t size, int expected_allocations, alo_size_t min_alignment) {
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alo_pool_t *pool = MALLOC(sizeof(*pool));
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block_t *b;
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@ -216,9 +216,6 @@ void main() {
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vec3 colour = vec3(0.);
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{
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// DEBUG motion vectors
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//colour = vec3(length(imageLoad(position_t, pix).rgb - imageLoad(prev_position_t, pix).rgb));
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// TODO: need to extract reprojecting from this shader because reprojected stuff need svgf denoising pass after it
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const vec3 origin = (ubo.ubo.inv_view * vec4(0., 0., 0., 1.)).xyz;
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const float depth = length(origin - imageLoad(position_t, pix).xyz);
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@ -540,6 +540,7 @@ static qboolean uploadTexture(vk_texture_t *tex, rgbdata_t *const *const layers,
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// TODO non-rbga textures
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for (int i = 0; i < num_layers; ++i) {
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// FIXME create empty black texture if there's no buffer
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if (!layers[i]->buffer) {
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gEngine.Con_Printf(S_ERROR "Texture %s layer %d missing buffer\n", tex->name, i);
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return false;
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