Cleanup: spelling in comments
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@ -160,7 +160,7 @@ bool BVHMetal::build_BLAS_mesh(Progress &progress,
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}
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/* Force a single any-hit call, so shadow record-all behavior works correctly */
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/* (Match optix behaviour: unsigned int build_flags =
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/* (Match optix behavior: unsigned int build_flags =
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* OPTIX_GEOMETRY_FLAG_REQUIRE_SINGLE_ANYHIT_CALL;) */
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geomDesc.allowDuplicateIntersectionFunctionInvocation = false;
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@ -359,7 +359,7 @@ bool BVHMetal::build_BLAS_hair(Progress &progress,
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geomDescMotion.intersectionFunctionTableOffset = 1;
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/* Force a single any-hit call, so shadow record-all behavior works correctly */
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/* (Match optix behaviour: unsigned int build_flags =
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/* (Match optix behavior: unsigned int build_flags =
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* OPTIX_GEOMETRY_FLAG_REQUIRE_SINGLE_ANYHIT_CALL;) */
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geomDescMotion.allowDuplicateIntersectionFunctionInvocation = false;
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geomDescMotion.opaque = true;
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@ -375,7 +375,7 @@ bool BVHMetal::build_BLAS_hair(Progress &progress,
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geomDescNoMotion.intersectionFunctionTableOffset = 1;
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/* Force a single any-hit call, so shadow record-all behavior works correctly */
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/* (Match optix behaviour: unsigned int build_flags =
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/* (Match optix behavior: unsigned int build_flags =
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* OPTIX_GEOMETRY_FLAG_REQUIRE_SINGLE_ANYHIT_CALL;) */
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geomDescNoMotion.allowDuplicateIntersectionFunctionInvocation = false;
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geomDescNoMotion.opaque = true;
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@ -333,7 +333,7 @@ bool MetalDevice::load_kernels(const uint _kernel_features)
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/* local helper: fetch the kernel source code, adjust it for specific PSO_.. kernel_type flavor,
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* then compile it into a MTLLibrary */
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auto fetch_and_compile_source = [&](int kernel_type) {
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/* record the source uesd to compile this library, for hash building later */
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/* Record the source used to compile this library, for hash building later. */
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string &source = source_used_for_compile[kernel_type];
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switch (kernel_type) {
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@ -925,7 +925,7 @@ void MetalDevice::tex_alloc(device_texture &mem)
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}
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}
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/* optimise the texture for GPU access */
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/* Optimize the texture for GPU access. */
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id<MTLCommandBuffer> commandBuffer = [mtlGeneralCommandQueue commandBuffer];
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id<MTLBlitCommandEncoder> blitCommandEncoder = [commandBuffer blitCommandEncoder];
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[blitCommandEncoder optimizeContentsForGPUAccess:mtlTexture];
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@ -50,7 +50,7 @@ enum {
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*/
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PSO_GENERIC,
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/* A kernel that is relatively quick to compile, but is specialised for the
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/* A kernel that is relatively quick to compile, but is specialized for the
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* scene being rendered. It only contains the functionality and even baked in
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* constants for values that means it needs to be recompiled whenever a
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* dependent setting is changed. The render performance of this kernel is
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@ -455,7 +455,7 @@ bool MetalDeviceKernels::load(MetalDevice *device, int kernel_type)
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return;
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}
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/* Only specialise kernels where it can make an impact */
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/* Only specialize kernels where it can make an impact. */
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if (kernel_type == PSO_SPECIALISED) {
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if (i < DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST ||
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i > DEVICE_KERNEL_INTEGRATOR_MEGAKERNEL) {
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@ -136,7 +136,7 @@ bool MetalDeviceQueue::enqueue(DeviceKernel kernel,
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arg_buffer_length += sizeof(KernelParamsMetal);
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arg_buffer_length = round_up(arg_buffer_length, 256);
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/* Metal ancilliary bindless pointers */
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/* Metal ancillary bindless pointers. */
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size_t metal_offsets = arg_buffer_length;
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arg_buffer_length += metal_device->mtlAncillaryArgEncoder.encodedLength;
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arg_buffer_length = round_up(arg_buffer_length, metal_device->mtlAncillaryArgEncoder.alignment);
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@ -401,8 +401,8 @@ void BKE_bone_parent_transform_apply(const struct BoneParentTransform *bpt,
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*
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* Construct the matrices (rot/scale and loc)
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* to apply the PoseChannels into the armature (object) space.
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* I.e. (roughly) the "pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)" in the
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* pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b)
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* I.e. (roughly) the `pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b)` in the
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* `pose_mat(b)= pose_mat(b-1) * yoffs(b-1) * d_root(b) * bone_mat(b) * chan_mat(b)`
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* ...function.
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*
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* This allows to get the transformations of a bone in its object space,
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@ -264,7 +264,7 @@ inline constexpr bool is_geometry_component_v = std::is_base_of_v<GeometryCompon
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* individual components might be shared between multiple geometries and other code. Shared
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* components are copied automatically when write access is requested.
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*
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* The components usually do not store data by themself, but keep a reference to a data structure
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* The components usually do not store data by them self, but keep a reference to a data structure
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* defined elsewhere in Blender. There is at most one component of each type:
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* - #MeshComponent
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* - #CurveComponent
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@ -559,7 +559,7 @@ class MeshComponent : public GeometryComponent {
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* A geometry component that stores a point cloud, corresponding to the #PointCloud data structure.
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* While a point cloud is technically a subset of a mesh in some respects, it is useful because of
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* its simplicity, partly on a conceptual level for the user, but also in the code, though partly
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* for historical reasons. Pointclouds can also be rendered in special ways, based on the built-in
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* for historical reasons. Point-clouds can also be rendered in special ways, based on the built-in
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* `radius` attribute.
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*
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* Attributes on point clouds are all stored in contiguous arrays in its #CustomData,
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