Cleanup: spelling

This commit is contained in:
Campbell Barton 2022-08-10 16:23:11 +10:00
parent 72f388c85e
commit 77f41da5f1
8 changed files with 13 additions and 13 deletions

View File

@ -44,7 +44,7 @@ ccl_device_forceinline float3 integrate_surface_ray_offset(KernelGlobals kg,
/* Self intersection tests already account for the case where a ray hits the
* same primitive. However precision issues can still cause neighboring
* triangles to be hit. Here we test if the ray-triangle intersection with
* the same primitive would miss, implying that a neighbouring triangle would
* the same primitive would miss, implying that a neighboring triangle would
* be hit instead.
*
* This relies on triangle intersection to be watertight, and the object inverse

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@ -20,7 +20,7 @@ struct MVert;
/* UvVertMap */
#define STD_UV_CONNECT_LIMIT 0.0001f
/* Map from uv vertex to face. Used by select linked, uv subsurf and obj exporter. */
/* Map from uv vertex to face. Used by select linked, uv subdivision-surface and obj exporter. */
typedef struct UvVertMap {
struct UvMapVert **vert;
struct UvMapVert *buf;

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@ -599,7 +599,7 @@ void drw_debug_draw()
if (!GPU_shader_storage_buffer_objects_support() || DST.debug == nullptr) {
return;
}
/* TODO(fclem): Convenience for now. Will have to move to DRWManager. */
/* TODO(@fclem): Convenience for now. Will have to move to #DRWManager. */
reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->display_to_view();
#endif
}
@ -610,12 +610,12 @@ void drw_debug_draw()
void drw_debug_init()
{
/* Module should not be used in release builds. */
/* TODO(fclem): Hide the functions declarations without using ifdefs everywhere. */
/* TODO(@fclem): Hide the functions declarations without using `ifdefs` everywhere. */
#ifdef DEBUG
if (!GPU_shader_storage_buffer_objects_support()) {
return;
}
/* TODO(fclem): Convenience for now. Will have to move to DRWManager. */
/* TODO(@fclem): Convenience for now. Will have to move to #DRWManager. */
if (DST.debug == nullptr) {
DST.debug = reinterpret_cast<DRWDebugModule *>(new blender::draw::DebugDraw());
}

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@ -98,7 +98,7 @@ class DebugDraw {
void draw_matrix_as_bbox(float4x4 mat, const float4 color = {1, 0, 0, 1});
/**
* Will draw all debug shapes and text cached up until now to the current view / framebuffer.
* Will draw all debug shapes and text cached up until now to the current view / frame-buffer.
* Draw buffers will be emptied and ready for new debug data.
*/
void display_to_view();

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@ -47,8 +47,8 @@
/**
* IMPORTANT:
* In order to be able to write to the same print buffer sequentially, we add a barrier to allow
* multiple shader calls writting to the same buffer.
* However, this adds explicit synchronisation events which might change the rest of the
* multiple shader calls writing to the same buffer.
* However, this adds explicit synchronization events which might change the rest of the
* application behavior and hide some bugs. If you know you are using shader debug print in only
* one shader pass, you can comment this out to remove the aforementioned barrier.
*/
@ -1532,7 +1532,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
drw_shgroup_uniform_create_ex(
shgroup, debug_print_location, DRW_UNIFORM_STORAGE_BLOCK, buf, 0, 0, 1);
# ifndef DISABLE_DEBUG_SHADER_PRINT_BARRIER
/* Add a barrier to allow multiple shader writting to the same buffer. */
/* Add a barrier to allow multiple shader writing to the same buffer. */
DRW_shgroup_barrier(shgroup, GPU_BARRIER_SHADER_STORAGE);
# endif
}

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@ -1975,7 +1975,7 @@ static int sel_to_copy_ints(const BPoint *bp,
else if (not_full == -1) {
not_full = selected_in_curr_leg;
}
/* We have partialy selected leg in opposite dimension if condition is met. */
/* We have partially selected leg in opposite dimension if condition is met. */
else if (not_full != selected_in_curr_leg) {
return -1;
}

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@ -5227,7 +5227,7 @@ static void lineart_gpencil_generate(LineartCache *cache,
}
if (shaodow_selection) {
if (ec->shadow_mask_bits != LRT_SHADOW_MASK_UNDEFINED) {
/* TODO(Yiming): Give a behaviour option for how to display undefined shadow info. */
/* TODO(Yiming): Give a behavior option for how to display undefined shadow info. */
if ((shaodow_selection == LRT_SHADOW_FILTER_ILLUMINATED &&
(!(ec->shadow_mask_bits & LRT_SHADOW_MASK_ILLUMINATED)))) {
continue;

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@ -660,7 +660,7 @@ struct GPUSource {
std::string func_args = input_args;
/* Workaround to support function call inside prints. We replace commas by a non control
* caracter $ in order to use simpler regex later. */
* character `$` in order to use simpler regex later. */
bool string_scope = false;
int func_scope = 0;
for (char &c : func_args) {
@ -682,7 +682,7 @@ struct GPUSource {
const bool print_as_variable = (input_args[0] != '"') && find_token(input_args, ',') == -1;
if (print_as_variable) {
/* Variable or expression debuging. */
/* Variable or expression debugging. */
std::string arg = input_args;
/* Pad align most values. */
while (arg.length() % 4 != 0) {