Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2022-04-20 09:16:24 +10:00
parent 42717596d0
commit 16afff2ddc
22 changed files with 64 additions and 57 deletions

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@ -619,6 +619,6 @@ void GHOST_Wintab::printContextDebugInfo()
axis_y.axMax - axis_y.axMin + 1);
}
/* Other stuff while we have a logcontext. */
/* Other stuff while we have a log-context. */
printf("sysmode %d\n", lc.lcSysMode);
}
}

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@ -451,7 +451,7 @@ bool last_cylic_segment_is_vector(Span<int8_t> handle_types_left, Span<int8_t> h
/**
* Return true if the handle types at the index are free (#BEZIER_HANDLE_FREE) or vector
* (#BEZIER_HANDLE_VECTOR). In these cases, directional continuitity from the previous and next
* (#BEZIER_HANDLE_VECTOR). In these cases, directional continuities from the previous and next
* evaluated segments is assumed not to be desired.
*/
bool point_is_sharp(Span<int8_t> handle_types_left, Span<int8_t> handle_types_right, int index);

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@ -21,7 +21,7 @@ namespace blender::bke::pbvh::pixels {
struct TrianglePaintInput {
int3 vert_indices;
/**
* Delta barycentric coordinates between 2 neighbouring UV's in the U direction.
* Delta barycentric coordinates between 2 neighboring UV's in the U direction.
*
* Only the first two coordinates are stored. The third should be recalculated
*/

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@ -78,8 +78,8 @@ const VolumeGrid *BKE_volume_grid_active_get_for_read(const struct Volume *volum
const VolumeGrid *BKE_volume_grid_find_for_read(const struct Volume *volume, const char *name);
/* Tries to set the name of the velocity field. If no such grid exists with the given base name,
* this will try common postfixes in order to detect velocity fields split into multiple grids.
* Return false if neither finding with the base name nor with the postfixes succeeded. */
* this will try common post-fixes in order to detect velocity fields split into multiple grids.
* Return false if neither finding with the base name nor with the post-fixes succeeded. */
bool BKE_volume_set_velocity_grid_by_name(struct Volume *volume, const char *base_name);
/* Grid

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@ -1958,11 +1958,12 @@ static void nlaevalchan_assert_blendOrcombine_compatible(NlaEvalChannelSnapshot
BLI_assert(lower_necs->length == blended_necs->length);
}
/** Check each remap domain of blended values individually in case animator had a non-combine NLA
/**
* Check each remap domain of blended values individually in case animator had a non-combine NLA
* strip with a subset of quaternion channels and remapping through any of them failed and thus
* potentially has undefined values.
*
* \returns true if case occured and handled. Returns false if case didn't occur.
* \returns true if case occurred and handled. Returns false if case didn't occur.
*/
static bool nlaevalchan_combine_quaternion_handle_undefined_blend_values(
NlaEvalChannelSnapshot *blended_necs, NlaEvalChannelSnapshot *upper_or_lower_necs)
@ -1992,8 +1993,10 @@ static void nlaevalchan_copy_values(NlaEvalChannelSnapshot *dst, NlaEvalChannelS
memcpy(dst->values, src->values, src->length * sizeof(float));
}
/** Copies from lower necs to blended necs if upper necs is NULL or has zero influence.
* \return true if copied. */
/**
* Copies from lower necs to blended necs if upper necs is NULL or has zero influence.
* \return true if copied.
*/
static bool nlaevalchan_blendOrcombine_try_copy_from_lower(NlaEvalChannelSnapshot *lower_necs,
NlaEvalChannelSnapshot *upper_necs,
const float upper_influence,
@ -2008,12 +2011,14 @@ static bool nlaevalchan_blendOrcombine_try_copy_from_lower(NlaEvalChannelSnapsho
return true;
}
/** Copies to lower necs from blended necs if upper necs is NULL or has zero influence. If
/**
* Copies to lower necs from blended necs if upper necs is NULL or has zero influence. If
* successful, copies blended_necs remap domains to lower_necs.
*
* Does not check upper value blend domains.
*
* \return true if copied. */
* \return true if copied.
*/
static bool nlaevalchan_blendOrcombine_try_copy_to_lower(NlaEvalChannelSnapshot *blended_necs,
NlaEvalChannelSnapshot *upper_necs,
const float upper_influence,
@ -2033,7 +2038,8 @@ static bool nlaevalchan_blendOrcombine_try_copy_to_lower(NlaEvalChannelSnapshot
return true;
}
/** Based on blendmode, blend lower necs with upper necs into blended necs.
/**
* Based on blendmode, blend lower necs with upper necs into blended necs.
*
* Each upper value's blend domain determines whether to blend or to copy directly
* from lower.
@ -2133,7 +2139,6 @@ static void nlaevalchan_combine_quaternion(NlaEvalChannelSnapshot *lower_necs,
* \param upper_blendmode: Enum value in eNlaStrip_Blend_Mode.
* \param upper_influence: Value in range [0, 1].
* \param upper_necs: Never NULL.
*
*/
static void nlaevalchan_blendOrcombine(NlaEvalChannelSnapshot *lower_necs,
NlaEvalChannelSnapshot *upper_necs,

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@ -3564,19 +3564,19 @@ void BKE_object_apply_parent_inverse(struct Object *ob)
* Use parent's world transform as the child's origin.
*
* Let:
* local = identity
* world = orthonormalized(parent)
* `local = identity`
* `world = orthonormalized(parent)`
*
* Then:
* world = parent @ parentinv @ local
* inv(parent) @ world = parentinv
* parentinv = inv(parent) @ world
* `world = parent @ parentinv @ local`
* `inv(parent) @ world = parentinv`
* `parentinv = inv(parent) @ world`
*
* NOTE: If ob->obmat has shear, then this `parentinv` is insufficient because
* parent @ parentinv => shearless result
* NOTE: If `ob->obmat` has shear, then this `parentinv` is insufficient because
* `parent @ parentinv => shearless result`
*
* Thus, local will have shear which cannot be decomposed into TRS:
* local = inv(parent @ parentinv) @ world
* `local = inv(parent @ parentinv) @ world`
*
* This is currently not supported for consistency in the handling of shear during the other
* parenting ops: Parent (Keep Transform), Clear [Parent] and Keep Transform.
@ -3591,11 +3591,11 @@ void BKE_object_apply_parent_inverse(struct Object *ob)
/* Now, preserve `world` given the new `parentinv`.
*
* world = parent @ parentinv @ local
* inv(parent) @ world = parentinv @ local
* inv(parentinv) @ inv(parent) @ world = local
* `world = parent @ parentinv @ local`
* `inv(parent) @ world = parentinv @ local`
* `inv(parentinv) @ inv(parent) @ world = local`
*
* local = inv(parentinv) @ inv(parent) @ world
* `local = inv(parentinv) @ inv(parent) @ world`
*/
float ob_local[4][4];
copy_m4_m4(ob_local, ob->parentinv);

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@ -22,12 +22,14 @@
namespace blender::bke::pbvh::pixels {
/** Durind debugging this check could be enabled. It will write to each image pixel that is covered
* by the pbvh. */
/**
* During debugging this check could be enabled.
* It will write to each image pixel that is covered by the PBVH.
*/
constexpr bool USE_WATERTIGHT_CHECK = false;
/**
* Calculate the delta of two neighbour uv coordinates in the given image buffer.
* Calculate the delta of two neighbor UV coordinates in the given image buffer.
*/
static float2 calc_barycentric_delta(const float2 uvs[3],
const float2 start_uv,

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@ -81,7 +81,7 @@ void eevee_shader_material_create_info_amend(GPUMaterial *gpumat,
const bool do_fragment_attrib_load = is_background || is_volume;
if (is_hair && !info.vertex_out_interfaces_.is_empty()) {
/** Hair attributes comme from sampler buffer. Transfer attributes to sampler. */
/** Hair attributes come from sampler buffer. Transfer attributes to sampler. */
for (auto &input : info.vertex_inputs_) {
info.sampler(0, ImageType::FLOAT_BUFFER, input.name, Frequency::BATCH);
}

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@ -78,7 +78,7 @@ void DRW_hair_free(void);
/* draw_volume.cc */
/**
* Add attributes bindings of volume grids to an exhisting shading group.
* Add attributes bindings of volume grids to an existing shading group.
* No draw call is added so the caller can decide how to use the data.
* \return nullptr if there is something to draw.
*/

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@ -70,7 +70,7 @@ BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
struct VolumeInfos {
/* Object to grid-space. */
float4x4 grids_xform[DRW_GRID_PER_VOLUME_MAX];
/* NOTE: vec4 for alignement. Only float3 needed. */
/* NOTE: vec4 for alignment. Only float3 needed. */
float4 color_mul;
float density_scale;
float temperature_mul;

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@ -1126,17 +1126,17 @@ static void get_keyframe_values_create_reports(ReportList *reports,
for (int i = 0; i < count; i++) {
const bool cur_index_evaluated = ELEM(index, i, -1) || force_all;
if (!cur_index_evaluated) {
/* values[i] was never intended to be remapped. */
/* `values[i]` was never intended to be remapped. */
continue;
}
if (BLI_BITMAP_TEST_BOOL(successful_remaps, i)) {
/* values[i] succesfully remapped. */
/* `values[i]` successfully remapped. */
continue;
}
total_failed++;
/* Report that values[i] were intended to be remapped but failed remapping process. */
/* Report that `values[i]` were intended to be remapped but failed remapping process. */
BLI_dynstr_appendf(ds_failed_indices, "%d, ", i);
}

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@ -99,7 +99,7 @@ static void cage2d_draw_box_corners(const rctf *r,
const float color[3],
const float line_width)
{
/* Note(Metal): Prefer using 3D coordinates with 3D shader, even if rendering 2D gizmo's. */
/* NOTE(Metal): Prefer using 3D coordinates with 3D shader, even if rendering 2D gizmo's. */
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
@ -442,7 +442,7 @@ static void imm_draw_point_aspect_2d(
uint pos, float x, float y, float rad_x, float rad_y, bool solid)
{
if (solid) {
/* Note(Metal/AMD): Small Triangle-list primitives more optimal for GPU HW than Trianglestrip.
/* NOTE(Metal/AMD): Small Triangle-list primitives more optimal for GPU HW than Triangle-strip.
*/
immBegin(GPU_PRIM_TRIS, 6);
immVertex2f(pos, x - rad_x, y - rad_y);
@ -455,7 +455,7 @@ static void imm_draw_point_aspect_2d(
immEnd();
}
else {
/* Note(Metal/AMD): Small Line-list primitives more optimal for GPU HW than Linestrip. */
/* NOTE(Metal/AMD): Small Line-list primitives more optimal for GPU HW than Line-strip. */
immBegin(GPU_PRIM_LINES, 8);
immVertex2f(pos, x - rad_x, y - rad_y);
immVertex2f(pos, x - rad_x, y + rad_y);
@ -479,7 +479,7 @@ static void cage2d_draw_circle_wire(const rctf *r,
const int draw_options,
const float line_width)
{
/* Note(Metal): Prefer using 3D coordinates with 3D shader input, even if rendering 2D gizmo's.
/* NOTE(Metal): Prefer using 3D coordinates with 3D shader input, even if rendering 2D gizmo's.
*/
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
@ -491,7 +491,7 @@ static void cage2d_draw_circle_wire(const rctf *r,
immUniform2fv("viewportSize", &viewport[2]);
immUniform1f("lineWidth", line_width * U.pixelsize);
/* Small 'lines' primitives more efficient for hardware processing than linestrip. */
/* Small 'lines' primitives more efficient for hardware processing than line-strip. */
immBegin(GPU_PRIM_LINES, 8);
immVertex3f(pos, r->xmin, r->ymin, 0.0f);
immVertex3f(pos, r->xmax, r->ymin, 0.0f);

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@ -1638,7 +1638,7 @@ struct CollectionAddInfo {
ushort local_view_bits;
/* The transform that should be applied to the collection, determined through operator properties
* if set (e.g. to place the collection under the cursor), otherwise through context (e.g. 3D
* cursor location). */
* cursor location). */
float loc[3], rot[3];
};

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@ -855,7 +855,7 @@ bool ED_object_modifier_apply(Main *bmain,
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
ModifierData *md_eval = (ob_eval) ? BKE_modifiers_findby_name(ob_eval, md->name) : md;
/* allow apply of a not-realtime modifier, by first re-enabling realtime. */
/* Allow apply of a non-real-time modifier, by first re-enabling real-time. */
int prev_mode = md_eval->mode;
md_eval->mode |= eModifierMode_Realtime;

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@ -984,7 +984,7 @@ void MOD_lineart_smooth_chains(LineartRenderBuffer *rb, float tolerance)
/* No need to care for different line types/occlusion and so on, because at this stage they
* are all the same within a chain. */
/* If p3 is within the p1-p2 segment of a width of "tolerance" */
/* If p3 is within the p1-p2 segment of a width of "tolerance". */
if (dist_to_line_segment_v2(eci3->pos, eci->pos, eci2->pos) < tolerance) {
/* And if p4 is on the extension of p1-p2 , we remove p3. */
if ((eci4 = eci3->next) && (dist_to_line_v2(eci4->pos, eci->pos, eci2->pos) < tolerance)) {

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@ -116,7 +116,7 @@ typedef enum eGPUDefaultValue {
typedef struct GPUCodegenOutput {
char *attr_load;
/* Nodetree functions calls. */
/* Node-tree functions calls. */
char *displacement;
char *surface;
char *volume;

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@ -627,7 +627,7 @@ struct ShaderCreateInfo {
Resource res(Resource::BindType::SAMPLER, slot);
res.sampler.type = type;
res.sampler.name = name;
/* Produces asan errors for the moment. */
/* Produces ASAN errors for the moment. */
// res.sampler.sampler = sampler;
UNUSED_VARS(sampler);
((freq == Frequency::PASS) ? pass_resources_ : batch_resources_).append(res);

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@ -7,7 +7,7 @@
* their standard libraries are not quite there yet.
* LLVM/libc++ only has a float parser since LLVM 14,
* and gcc/libstdc++ since 11.1. So until at least these are
* the mininum spec, use an external library. */
* the minimum spec, use an external library. */
#include "fast_float.h"
#include <charconv>

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@ -364,7 +364,7 @@ typedef struct wmKeyMapItem {
short type;
/** KM_ANY, KM_PRESS, KM_NOTHING etc. */
int8_t val;
/** Use when `val == KM_CLICK_DRAG`, */
/** Use when `val == KM_CLICK_DRAG`. */
int8_t direction;
/** `oskey` also known as apple, windows-key or super. */
short shift, ctrl, alt, oskey;

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@ -562,8 +562,8 @@ static void rna_PaintModeSettings_canvas_source_update(bContext *C, PointerRNA *
{
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
/* When canvas source changes the pbvh would require updates when switching between color
* attributes. */
/* When canvas source changes the PBVH would require updates when switching between color
* attributes. */
if (ob && ob->type == OB_MESH) {
BKE_texpaint_slots_refresh_object(scene, ob);
DEG_id_tag_update(&ob->id, 0);

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@ -722,7 +722,7 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
}
case SH_NODE_ADD_SHADER: {
/* Simple passthrough node. Each original inputs will get the same weight. */
/* TODO(fclem) Better use some kind of reroute node? */
/* TODO(fclem): Better use some kind of reroute node? */
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->tmp_flag = -2; /* Copy */
@ -761,14 +761,14 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
}
id++;
/* Reroute the weight input to the 3 processing nodes. Simplify linking later-on. */
/* TODO(fclem) Better use some kind of reroute node? */
/* TODO(fclem): Better use some kind of reroute node? */
nodes_copy[id] = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
->value = 0.0f;
id++;
/* Link between nodes for the substraction. */
/* Link between nodes for the subtraction. */
fromnode = nodes_copy[id_start];
tonode = nodes_copy[id_start + 1];
fromsock = ntree_shader_node_output_get(fromnode, 0);
@ -890,8 +890,8 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
break;
}
/* Manually add the link to the socket to avoid calling
* BKE_ntree_update_main_tree(G.main, oop, nullptr. */
/* Manually add the link to the socket to avoid calling:
* `BKE_ntree_update_main_tree(G.main, oop, nullptr)`. */
fromsock->link = nodeAddLink(ntree, fromnode, fromsock, tonode, tosock);
BLI_assert(fromsock->link);
}

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@ -37,15 +37,15 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
NodeTexImage *tex_original = (NodeTexImage *)node_original->storage;
ImageUser *iuser = &tex_original->iuser;
eGPUSamplerState sampler = GPU_SAMPLER_REPEAT | GPU_SAMPLER_ANISO | GPU_SAMPLER_FILTER;
/* TODO(fclem): For now assume mipmap is always enabled. */
/* TODO(@fclem): For now assume mipmap is always enabled. */
if (true) {
sampler |= GPU_SAMPLER_MIPMAP;
}
GPUNodeLink *outalpha;
/* HACK(fclem): For lookdev mode: do not compile an empty environment and just create an empty
* texture entry point. We manually bind to it after DRW_shgroup_add_material_resources(). */
/* HACK(@fclem): For lookdev mode: do not compile an empty environment and just create an empty
* texture entry point. We manually bind to it after #DRW_shgroup_add_material_resources(). */
if (!ima && !GPU_material_flag_get(mat, GPU_MATFLAG_LOOKDEV_HACK)) {
return GPU_stack_link(mat, node, "node_tex_environment_empty", in, out);
}