Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2021-07-26 12:32:42 +10:00
parent 471d4b105a
commit 828c66f393
37 changed files with 70 additions and 73 deletions

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@ -188,8 +188,8 @@ extern GHOST_WindowHandle GHOST_CreateWindow(GHOST_SystemHandle systemhandle,
GHOST_GLSettings glSettings);
/**
* Create a new offscreen context.
* Never explicitly delete the context, use disposeContext() instead.
* Create a new off-screen context.
* Never explicitly delete the context, use #disposeContext() instead.
* \param systemhandle: The handle to the system.
* \param platform_support_callback: An optional callback to check platform support.
* \return A handle to the new context ( == NULL if creation failed).

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@ -29,8 +29,8 @@
/**
* Interface for GHOST context.
*
* You can create a offscreen context (windowless) with the system's
* GHOST_ISystem::createOffscreenContext method.
* You can create a off-screen context (windowless) with the system's
* #GHOST_ISystem::createOffscreenContext method.
* \see GHOST_ISystem#createOffscreenContext
*/
class GHOST_IContext {

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@ -261,8 +261,8 @@ class GHOST_ISystem {
virtual GHOST_TSuccess disposeWindow(GHOST_IWindow *window) = 0;
/**
* Create a new offscreen context.
* Never explicitly delete the context, use disposeContext() instead.
* Create a new off-screen context.
* Never explicitly delete the context, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/
virtual GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings) = 0;

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@ -611,9 +611,9 @@ typedef void (*GHOST_TimerProcPtr)(struct GHOST_TimerTaskHandle__ *task, uint64_
struct GHOST_XrDrawViewInfo;
struct GHOST_XrError;
/**
* The XR view (i.e. the OpenXR runtime) may require a different graphics library than OpenGL. An
* offscreen texture of the viewport will then be drawn into using OpenGL, but the final texture
* draw call will happen through another lib (say DirectX).
* The XR view (i.e. the OpenXR runtime) may require a different graphics library than OpenGL.
* An off-screen texture of the viewport will then be drawn into using OpenGL,
* but the final texture draw call will happen through another library (say DirectX).
*
* This enum defines the possible graphics bindings to attempt to enable.
*/

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@ -239,7 +239,7 @@ GHOST_TSuccess GHOST_ContextGLX::initializeDrawingContext()
}
attribs[i++] = 0;
/* Some drivers don't like having a true offscreen context.
/* Some drivers don't like having a true off-screen context.
* Create a pixel buffer instead of a window to render to.
* even if it will never be used for drawing. */
int pbuffer_attribs[] = {GLX_PBUFFER_WIDTH, 1, GLX_PBUFFER_HEIGHT, 1, None};

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@ -113,8 +113,8 @@ class GHOST_System : public GHOST_ISystem {
GHOST_TSuccess disposeWindow(GHOST_IWindow *window);
/**
* Create a new offscreen context.
* Never explicitly delete the context, use disposeContext() instead.
* Create a new off-screen context.
* Never explicitly delete the context, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/
virtual GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings) = 0;

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@ -112,8 +112,8 @@ class GHOST_SystemCocoa : public GHOST_System {
const GHOST_IWindow *parentWindow = NULL);
/**
* Create a new offscreen context.
* Never explicitly delete the context, use disposeContext() instead.
* Create a new off-screen context.
* Never explicitly delete the context, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/
GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings);

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@ -761,7 +761,7 @@ GHOST_IWindow *GHOST_SystemCocoa::createWindow(const char *title,
}
/**
* Create a new offscreen context.
* Create a new off-screen context.
* Never explicitly delete the context, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/

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@ -259,7 +259,7 @@ GHOST_IWindow *GHOST_SystemWin32::createWindow(const char *title,
}
/**
* Create a new offscreen context.
* Create a new off-screen context.
* Never explicitly delete the window, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/
@ -363,7 +363,7 @@ GHOST_TSuccess GHOST_SystemWin32::disposeContext(GHOST_IContext *context)
}
/**
* Create a new offscreen DirectX 11 context.
* Create a new off-screen DirectX 11 context.
* Never explicitly delete the window, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/

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@ -138,8 +138,8 @@ class GHOST_SystemWin32 : public GHOST_System {
const GHOST_IWindow *parentWindow = 0);
/**
* Create a new offscreen context.
* Never explicitly delete the window, use disposeContext() instead.
* Create a new off-screen context.
* Never explicitly delete the window, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/
GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings);
@ -152,8 +152,8 @@ class GHOST_SystemWin32 : public GHOST_System {
GHOST_TSuccess disposeContext(GHOST_IContext *context);
/**
* Create a new offscreen DirectX context.
* Never explicitly delete the context, use disposeContext() instead.
* Create a new off-screen DirectX context.
* Never explicitly delete the context, use #disposeContext() instead.
* This is for GHOST internal, Win32 specific use, so it can be called statically.
*
* \return The new context (or 0 if creation failed).

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@ -390,8 +390,8 @@ GHOST_IWindow *GHOST_SystemX11::createWindow(const char *title,
}
/**
* Create a new offscreen context.
* Never explicitly delete the context, use disposeContext() instead.
* Create a new off-screen context.
* Never explicitly delete the context, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/
GHOST_IContext *GHOST_SystemX11::createOffscreenContext(GHOST_GLSettings glSettings)

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@ -148,8 +148,8 @@ class GHOST_SystemX11 : public GHOST_System {
const GHOST_IWindow *parentWindow = 0);
/**
* Create a new offscreen context.
* Never explicitly delete the context, use disposeContext() instead.
* Create a new off-screen context.
* Never explicitly delete the context, use #disposeContext() instead.
* \return The new context (or 0 if creation failed).
*/
GHOST_IContext *createOffscreenContext(GHOST_GLSettings glSettings);

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@ -148,7 +148,7 @@ static void create_reference_spaces(OpenXRSessionData &oxr, const GHOST_XrPose &
if (XR_FAILED(result)) {
/* One of the rare cases where we don't want to immediately throw an exception on failure,
* since runtimes are not required to support the stage reference space. Although we need the
* since run-times are not required to support the stage reference space. Although we need the
* stage reference space for absolute tracking, if the runtime doesn't support it then just
* fallback to the local space. */
if (result == XR_ERROR_REFERENCE_SPACE_UNSUPPORTED) {

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@ -67,7 +67,7 @@ const char *(*MEM_name_ptr)(void *vmemh) = MEM_lockfree_name_ptr;
void *aligned_malloc(size_t size, size_t alignment)
{
/* posix_memalign requires alignment to be a multiple of sizeof(void *). */
/* #posix_memalign requires alignment to be a multiple of `sizeof(void *)`. */
assert(alignment >= ALIGNED_MALLOC_MINIMUM_ALIGNMENT);
#ifdef _WIN32

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@ -384,7 +384,7 @@ typedef struct BevelParams {
// #pragma GCC diagnostic ignored "-Wpadded"
/* Only for debugging, this file shouldn't be in blender repo. */
/* Only for debugging, this file shouldn't be in blender repository. */
// #include "bevdebug.c"
/* Use the unused _BM_ELEM_TAG_ALT flag to flag the 'long' loops (parallel to beveled edge)
@ -1495,8 +1495,8 @@ static void offset_meet(BevelParams *bp,
}
}
/* This was changed from 0.25f to fix bug T86768. Original bug T44961 remainx fixed with this
* value. */
/* This was changed from 0.25f to fix bug T86768.
* Original bug T44961 remains fixed with this value. */
#define BEVEL_GOOD_ANGLE 0.0001f
/**

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@ -178,19 +178,19 @@ static void eevee_cache_finish(void *vedata)
}
EEVEE_renderpasses_output_init(sldata, vedata, tot_samples);
/* Restart taa if a shader has finish compiling. */
/* HACK We should use notification of some sort from the compilation job instead. */
/* Restart TAA if a shader has finish compiling. */
/* HACK: We should use notification of some sort from the compilation job instead. */
if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) {
g_data->queued_shaders_count_prev = g_data->queued_shaders_count;
EEVEE_temporal_sampling_reset(vedata);
}
}
/* As renders in an HDR offscreen buffer, we need draw everything once
/* As renders in an HDR off-screen buffer, we need draw everything once
* during the background pass. This way the other drawing callback between
* the background and the scene pass are visible.
* NOTE: we could break it up in two passes using some depth test
* to reduce the fillrate */
* to reduce the fill-rate. */
static void eevee_draw_scene(void *vedata)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;

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@ -287,7 +287,7 @@ GPENCIL_tLayer *gpencil_layer_cache_add(GPENCIL_PrivateData *pd,
pd->is_render ? gpl->vertex_paint_opacity :
pd->vertex_paint_opacity;
/* Negate thickness sign to tag that strokes are in screen space.
* Convert to world units (by default, 1 meter = 2000 px). */
* Convert to world units (by default, 1 meter = 2000 pixels). */
float thickness_scale = (is_screenspace) ? -1.0f : (gpd->pixfactor / GPENCIL_PIXEL_FACTOR);
float layer_opacity = gpencil_layer_final_opacity_get(pd, ob, gpl);
float layer_tint[4];

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@ -196,7 +196,7 @@ static void gpencil_layer_cache_populate(bGPDlayer *gpl,
float object_scale = mat4_to_scale(iter->ob->obmat);
/* Negate thickness sign to tag that strokes are in screen space.
* Convert to world units (by default, 1 meter = 2000 px). */
* Convert to world units (by default, 1 meter = 2000 pixels). */
float thickness_scale = (is_screenspace) ? -1.0f : (gpd->pixfactor / 2000.0f);
DRWShadingGroup *grp = iter->stroke_grp = DRW_shgroup_create_sub(iter->stroke_grp);

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@ -304,7 +304,7 @@ static DRWVolumeGrid *volume_grid_cache_get(const Volume *volume,
BLI_addtail(&cache->grids, cache_grid);
/* TODO: can we load this earlier, avoid accessing the global and take
* advantage of dependency graph multithreading? */
* advantage of dependency graph multi-threading? */
BKE_volume_load(volume, G.main);
/* Test if we support textures with the number of channels. */

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@ -74,8 +74,8 @@ BLI_INLINE void DRW_ibo_request(GPUBatch *batch, GPUIndexBuf **ibo)
BLI_INLINE bool DRW_ibo_requested(GPUIndexBuf *ibo)
{
/* TODO: do not rely on data uploaded. This prevents multithreading.
* (need access to a gl context) */
/* TODO: do not rely on data uploaded. This prevents multi-threading.
* (need access to a OpenGL context). */
return (ibo != NULL && !GPU_indexbuf_is_init(ibo));
}
@ -85,7 +85,7 @@ BLI_INLINE void DRW_vbo_request(GPUBatch *batch, GPUVertBuf **vbo)
*vbo = GPU_vertbuf_calloc();
}
if (batch != NULL) {
/* HACK we set vbos that may not yet be valid. */
/* HACK we set VBO's that may not yet be valid. */
GPU_batch_vertbuf_add(batch, *vbo);
}
}

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@ -110,8 +110,8 @@ typedef struct DRWCullingState {
/* Minimum max UBO size is 64KiB. We take the largest
* UBO struct and alloc the max number.
* ((1 << 16) / sizeof(DRWObjectMatrix)) = 512
* Keep in sync with common_view_lib.glsl */
* `((1 << 16) / sizeof(DRWObjectMatrix)) = 512`
* Keep in sync with `common_view_lib.glsl`. */
#define DRW_RESOURCE_CHUNK_LEN 512
/**

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@ -918,7 +918,7 @@ void ED_annotation_draw_view3d(
return;
}
/* when rendering to the offscreen buffer we don't want to
/* When rendering to the off-screen buffer we don't want to
* deal with the camera border, otherwise map the coords to the camera border. */
if ((rv3d->persp == RV3D_CAMOB) && !(G.f & G_FLAG_RENDER_VIEWPORT)) {
rctf rectf;

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@ -49,17 +49,17 @@ typedef struct IMMDrawPixelsTexState {
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin);
/**
* immDrawPixelsTex - Functions like a limited glDrawPixels, but actually draws the
* #immDrawPixelsTex - Functions like a limited #glDrawPixels, but actually draws the
* image using textures, which can be tremendously faster on low-end
* cards, and also avoids problems with the raster position being
* clipped when offscreen. Pixel unpacking parameters and
* the glPixelZoom values are _not_ respected.
* clipped when off-screen. Pixel unpacking parameters and
* the #glPixelZoom values are _not_ respected.
*
* \attention Use immDrawPixelsTexSetup before calling this function.
* \attention Use #immDrawPixelsTexSetup before calling this function.
*
* \attention This routine makes many assumptions: the rect data
* \attention This routine makes many assumptions: the `rect` data
* is expected to be in RGBA byte or float format, and the
* modelview and projection matrices are assumed to define a
* model-view and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
*/
void immDrawPixelsTex(IMMDrawPixelsTexState *state,

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@ -286,18 +286,15 @@ static void vicon_small_tri_right_draw(int x, int y, int w, int UNUSED(h), float
static void vicon_keytype_draw_wrapper(
int x, int y, int w, int h, float alpha, short key_type, short handle_type)
{
/* init dummy theme state for Action Editor - where these colors are defined
* (since we're doing this offscreen, free from any particular space_id)
*/
/* Initialize dummy theme state for Action Editor - where these colors are defined
* (since we're doing this off-screen, free from any particular space_id). */
struct bThemeState theme_state;
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_ACTION, RGN_TYPE_WINDOW);
/* the "x" and "y" given are the bottom-left coordinates of the icon,
* while the draw_keyframe_shape() function needs the midpoint for
* the keyframe
*/
/* The "x" and "y" given are the bottom-left coordinates of the icon,
* while the #draw_keyframe_shape() function needs the midpoint for the keyframe. */
const float xco = x + w / 2 + 0.5f;
const float yco = y + h / 2 + 0.5f;
@ -1347,8 +1344,8 @@ void ui_icon_ensure_deferred(const bContext *C, const int icon_id, const bool bi
case ICON_TYPE_PREVIEW: {
ID *id = (icon->id_type != 0) ? icon->obj : NULL;
PreviewImage *prv = id ? BKE_previewimg_id_ensure(id) : icon->obj;
/* Using jobs for screen previews crashes due to offscreen rendering.
* XXX would be nicer if PreviewImage could store if it supports jobs */
/* Using jobs for screen previews crashes due to off-screen rendering.
* XXX: would be nicer if #PreviewImage could store if it supports jobs. */
const bool use_jobs = !id || (GS(id->name) != ID_SCR);
if (prv) {
@ -2144,7 +2141,7 @@ static int ui_id_brush_get_icon(const bContext *C, ID *id)
static int ui_id_screen_get_icon(const bContext *C, ID *id)
{
BKE_icon_id_ensure(id);
/* Don't use jobs here, offscreen rendering doesn't like this and crashes. */
/* Don't use jobs here, off-screen rendering doesn't like this and crashes. */
ui_id_icon_render(C, id, false);
return id->icon_id;

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@ -188,7 +188,7 @@ static uiBlock *ui_block_func_POPOVER(bContext *C, uiPopupBlockHandle *handle, v
}
}
/* Estimated a maximum size so we don't go offscreen for low height
/* Estimated a maximum size so we don't go off-screen for low height
* areas near the bottom of the window on refreshes. */
handle->max_size_y = UI_UNIT_Y * 16.0f;
}

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@ -1089,7 +1089,7 @@ bTheme *UI_GetTheme(void)
}
/**
* for the rare case we need to temp swap in a different theme (offscreen render)
* For the rare case we need to temp swap in a different theme (off-screen render).
*/
void UI_Theme_Store(struct bThemeState *theme_state)
{

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@ -767,7 +767,7 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op)
sizey = (scene->r.size * scene->r.ysch) / 100;
/* corrects render size with actual size, not every card supports non-power-of-two dimensions */
DRW_opengl_context_enable(); /* Offscreen creation needs to be done in DRW context. */
DRW_opengl_context_enable(); /* Off-screen creation needs to be done in DRW context. */
ofs = GPU_offscreen_create(sizex, sizey, true, true, err_out);
DRW_opengl_context_disable();

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@ -270,7 +270,7 @@ typedef struct ProjPaintState {
float stencil_value;
/* projection painting only */
/** for multithreading, the first item is sometimes used for non threaded cases too. */
/** For multi-threading, the first item is sometimes used for non threaded cases too. */
MemArena *arena_mt[BLENDER_MAX_THREADS];
/** screen sized 2D array, each pixel has a linked list of ProjPixel's */
LinkNode **bucketRect;
@ -4449,7 +4449,7 @@ static void project_paint_begin(const bContext *C,
ProjPaintFaceLookup face_lookup;
const MLoopUV *mloopuv_base = NULL;
/* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
/* At the moment this is just ps->arena_mt[0], but use this to show were not multi-threading. */
MemArena *arena;
const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush);

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@ -2125,7 +2125,7 @@ void node_draw_space(const bContext *C, ARegion *region)
SpaceNode *snode = CTX_wm_space_node(C);
View2D *v2d = &region->v2d;
/* Setup offscreen buffers. */
/* Setup off-screen buffers. */
GPUViewport *viewport = WM_draw_region_get_viewport(region);
GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);

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@ -1602,7 +1602,7 @@ void view3d_main_region_draw(const bContext *C, ARegion *region)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Offscreen Drawing
/** \name Off-screen Drawing
* \{ */
static void view3d_stereo3d_setup_offscreen(Depsgraph *depsgraph,

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@ -163,7 +163,7 @@ class CPPType : NonCopyable, NonMovable {
* Required memory in bytes for an instance of this type.
*
* C++ equivalent:
* sizeof(T);
* `sizeof(T);`
*/
int64_t size() const
{

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@ -268,7 +268,7 @@ void GPU_batch_draw_advanced(
}
if (i_count == 0) {
i_count = (batch->inst[0]) ? batch->inst_(0)->vertex_len : 1;
/* Meh. This is to be able to use different numbers of verts in instance vbos. */
/* Meh. This is to be able to use different numbers of verts in instance VBO's. */
if (batch->inst[1] != nullptr) {
i_count = min_ii(i_count, batch->inst_(1)->vertex_len);
}

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@ -56,7 +56,7 @@ struct GPUSelectQueryState {
Vector<uint> *ids;
/* Cache on initialization. */
uint (*buffer)[4];
/* Buffer size (stores number of integers, for actual size multiply by sizeof integer). */
/* Buffer size (stores number of integers, for actual size multiply by `sizeof(int)`). */
uint bufsize;
/* Mode of operation. */
char mode;

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@ -93,7 +93,7 @@ GLContext::GLContext(void *ghost_window, GLSharedOrphanLists &shared_orphan_list
}
}
else {
/* For offscreen contexts. Default framebuffer is NULL. */
/* For off-screen contexts. Default frame-buffer is NULL. */
back_left = new GLFrameBuffer("back_left", this, GL_NONE, 0, 0, 0);
}

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@ -24,7 +24,7 @@
extern "C" {
#endif
/** Settings for offscreen rendering */
/** Settings for off-screen rendering. */
typedef enum eV3DOffscreenDrawFlag {
V3D_OFSDRAW_NONE = (0),
V3D_OFSDRAW_SHOW_ANNOTATION = (1 << 0),

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@ -19,7 +19,7 @@
*
* \name WM-Surface
*
* Container to manage painting in an offscreen context.
* Container to manage painting in an off-screen context.
*/
#pragma once

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@ -92,7 +92,7 @@ typedef struct wmXrViewportPair {
} wmXrViewportPair;
typedef struct {
/* Offscreen buffers/viewports for each view. */
/** Off-screen buffers/viewports for each view. */
ListBase viewports; /* wmXrViewportPair */
} wmXrSurfaceData;