Cleanup: fix typos

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15680
This commit is contained in:
Brecht Van Lommel 2022-08-15 13:28:12 +02:00
parent e949d6da5b
commit 12e5b92c9c
13 changed files with 19 additions and 19 deletions

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@ -128,7 +128,7 @@ typedef struct NlaEvalData {
int num_channels;
NlaEvalSnapshot base_snapshot;
/* Evaluation result shapshot. */
/* Evaluation result snapshot. */
NlaEvalSnapshot eval_snapshot;
} NlaEvalData;

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@ -124,7 +124,7 @@ void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_wei
dof_gather_accumulate_resolve(total_sample_count, bg_accum, bg_col, bg_weight, unused_occlusion);
dof_gather_accumulate_resolve(total_sample_count, fg_accum, fg_col, fg_weight, unused_occlusion);
/* Fix weighting issues on perfectly focus > slight focus transitionning areas. */
/* Fix weighting issues on perfectly focus > slight focus transitioning areas. */
if (abs(center_data.coc) < 0.5) {
bg_col = center_data.color;
bg_weight = 1.0;

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@ -665,7 +665,7 @@ void dof_slight_focus_gather(sampler2D depth_tx,
dof_gather_accumulate_resolve(total_sample_count, bg_accum, bg_col, bg_weight, unused_occlusion);
dof_gather_accumulate_resolve(total_sample_count, fg_accum, fg_col, fg_weight, unused_occlusion);
/* Fix weighting issues on perfectly focus to slight focus transitionning areas. */
/* Fix weighting issues on perfectly focus to slight focus transitioning areas. */
if (abs(center_data.coc) < 0.5) {
bg_col = center_data.color;
bg_weight = 1.0;

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@ -134,7 +134,7 @@ void main()
{
/**
* NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear
* filtering in the resolve pass. Not outputing to a tile means that border texels have undefined
* filtering in the resolve pass. Not outputting to a tile means that border texels have undefined
* value and tile border will be noticeable in the final image.
*/

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@ -2,7 +2,7 @@
/**
* Gather pass: Convolve foreground and background parts in separate passes.
*
* Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color.
* Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
* A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring

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@ -2,7 +2,7 @@
/**
* Holefill pass: Gather background parts where foreground is present.
*
* Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color.
* Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
* A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring

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@ -8,7 +8,7 @@
* Inputs:
* - Output of setup pass (halfres) and reduce downsample pass (quarter res).
* Outputs:
* - Halfres padded to avoid mipmap mis-alignment (so possibly not matching input size).
* - Halfres padded to avoid mipmap misalignment (so possibly not matching input size).
* - Gather input color (whole mip chain), Scatter rect list, Signed CoC (whole mip chain).
**/
@ -98,7 +98,7 @@ void main()
do_scatter[LOCAL_INDEX] *= dof_scatter_screen_border_rejection(coc_cache[LOCAL_INDEX], texel);
/* Only scatter if neighborhood is different enough. */
do_scatter[LOCAL_INDEX] *= dof_scatter_neighborhood_rejection(color_cache[LOCAL_INDEX].rgb);
/* For debuging. */
/* For debugging. */
if (no_scatter_pass) {
do_scatter[LOCAL_INDEX] = 0.0;
}

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@ -36,7 +36,7 @@ float dof_slight_focus_coc_tile_get(vec2 frag_coord)
}
/* Use atomic reduce operation. */
atomicMax(shared_max_slight_focus_abs_coc, floatBitsToUint(local_abs_max));
/* "Broadcast" result accross all threads. */
/* "Broadcast" result across all threads. */
barrier();
return uintBitsToFloat(shared_max_slight_focus_abs_coc);
@ -44,7 +44,7 @@ float dof_slight_focus_coc_tile_get(vec2 frag_coord)
vec3 dof_neighborhood_clamp(vec2 frag_coord, vec3 color, float center_coc, float weight)
{
/* Stabilize color by clamping with the stable half res neighboorhood. */
/* Stabilize color by clamping with the stable half res neighborhood. */
vec3 neighbor_min, neighbor_max;
const vec2 corners[4] = vec2[4](vec2(-1, -1), vec2(1, -1), vec2(-1, 1), vec2(1, 1));
for (int i = 0; i < 4; i++) {

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@ -211,7 +211,7 @@ vec2 dof_pixel_history_motion_vector(ivec2 texel_sample)
return vector.xy * vec2(textureSize(color_tx, 0));
}
/* Load color using a special filter to avoid loosing detail.
/* Load color using a special filter to avoid losing detail.
* \a texel is sample position with subpixel accuracy. */
DofSample dof_sample_history(vec2 input_texel)
{
@ -285,17 +285,17 @@ float dof_history_blend_factor(
/* 5% of incoming color by default. */
float blend = 0.05;
/* Blend less history if the pixel has substential velocity. */
/* Blend less history if the pixel has substantial velocity. */
/* NOTE(fclem): velocity threshold multiplied by 2 because of half resolution. */
blend = mix(blend, 0.20, saturate(velocity * 0.02 * 2.0));
/**
* "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014 (Slide 43)
* Bias towards history if incomming pixel is near clamping. Reduces flicker.
* Bias towards history if incoming pixel is near clamping. Reduces flicker.
*/
float distance_to_luma_clip = min_v2(vec2(luma_history - luma_min, luma_max - luma_history));
/* Divide by bbox size to get a factor. 2 factor to compensate the line above. */
distance_to_luma_clip *= 2.0 * safe_rcp(luma_max - luma_min);
/* Linearly blend when history gets bellow to 25% of the bbox size. */
/* Linearly blend when history gets below to 25% of the bbox size. */
blend *= saturate(distance_to_luma_clip * 4.0 + 0.1);
/* Progressively discard history until history CoC is twice as big as the filtered CoC.
* Note we use absolute diff here because we are not comparing neighbors and thus do not risk to
@ -335,7 +335,7 @@ void main()
DofSample dst = dof_sample_history(history_texel);
/* Get local color bounding box of source neighboorhood. */
/* Get local color bounding box of source neighborhood. */
DofNeighborhoodMinMax bbox = dof_neighbor_boundbox();
float blend = dof_history_blend_factor(velocity, history_texel, bbox, src, dst);

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@ -130,7 +130,7 @@ void main()
gl_Position = p1;
/* compute position from 3 vertex because the change in direction
* can happen very quicky and lead to very thin edges. */
* can happen very quickly and lead to very thin edges. */
vec2 ss0 = proj(p0);
vec2 ss1 = proj(p1);
vec2 ss2 = proj(p2);

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@ -11,7 +11,7 @@ bool drw_debug_draw_enable = true;
const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0);
/* -------------------------------------------------------------------- */
/** \name Interals
/** \name Internals
* \{ */
uint drw_debug_start_draw(uint v_needed)

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@ -108,7 +108,7 @@ struct GPUSource {
string_preprocess();
}
if ((source.find("drw_debug_") != StringRef::not_found) &&
/* Avoid theses two files where it makes no sense to add the dependency. */
/* Avoid these two files where it makes no sense to add the dependency. */
(filename != "common_debug_draw_lib.glsl" &&
filename != "draw_debug_draw_display_vert.glsl")) {
builtins |= shader::BuiltinBits::USE_DEBUG_DRAW;

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@ -66,7 +66,7 @@ typedef struct wmMsg {
} wmMsg;
typedef struct wmMsgSubscribeKey {
/** Linked list for predicable ordering, otherwise we would depend on #GHash bucketing. */
/** Linked list for predictable ordering, otherwise we would depend on #GHash bucketing. */
struct wmMsgSubscribeKey *next, *prev;
ListBase values;
/* over-alloc, eg: wmMsgSubscribeKey_RNA */