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Review all TODOs in code #9

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aclysma opened this issue Nov 5, 2019 · 2 comments
Open

Review all TODOs in code #9

aclysma opened this issue Nov 5, 2019 · 2 comments

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@aclysma
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aclysma commented Nov 5, 2019

There are a number of TODOs in the code. Either:

  • Remove them if they are no longer relevant
  • Fix them
  • Or categorize/group them, add issues for them, and reference the issue by ID from the code
@aclysma aclysma changed the title Review all TODOs Review all TODOs in code Nov 5, 2019
@aclysma
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aclysma commented Nov 28, 2019

Reviewed and fixed about half of them. The remaining fall into these categories:

  • Error handling that is hard to recover from. For example, a bad shader, being unable to find a suitable device, or not finding appropriate device memory.
  • Some symbol names I'm not completely happy with
  • Sample code I'd like to add to the examples
  • Would like to improve how errors are passed to user code. (Currently downstream code calls into a function that never returns.. because this is how winit works)
  • More error checking during initialization for extension/layer handling
  • Some fields that shouldn't be public in TimeState
  • Use a circular buffer in FPS counting
  • Some non-critical open questions in handling swap chain frame presents

@aclysma
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aclysma commented Dec 1, 2019

Since rustfmt is set up on CI, we could break remaining TODOs into issues and use this option:
report_todo = "Unnumbered"
report_fixme = "Unnumbered"

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