Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2022-10-19 12:52:55 +11:00
parent 8115d30dca
commit 8aca40652a
7 changed files with 23 additions and 23 deletions

View File

@ -5,7 +5,7 @@
/** \file
* \ingroup bke
*
* #Instances is a container for geometry instances. It fullfills some key requirements:
* #Instances is a container for geometry instances. It fulfills some key requirements:
* - Support nested instances.
* - Support instance attributes.
* - Support referencing different kinds of instances (objects, collections, geometry sets).

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@ -266,7 +266,7 @@ bool Instances::owns_direct_data() const
void Instances::ensure_owns_direct_data()
{
for (const InstanceReference &const_reference : references_) {
/* Const cast is fine because we are not changing anything that would change the hash of the
/* `const` cast is fine because we are not changing anything that would change the hash of the
* reference. */
InstanceReference &reference = const_cast<InstanceReference &>(const_reference);
reference.ensure_owns_direct_data();

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@ -445,7 +445,7 @@ struct VolumeGrid {
* may actually be loaded by another user while this is false. But only after
* calling load() and is_loaded changes to true is it safe to access.
*
* Const write access to this must be protected by `entry->mutex`.
* `const` write access to this must be protected by `entry->mutex`.
*/
mutable bool is_loaded;
};
@ -480,7 +480,7 @@ struct VolumeGridVector : public std::list<VolumeGrid> {
metadata.reset();
}
/* Mutex for file loading of grids list. Const write access to the fields after this must be
/* Mutex for file loading of grids list. `const` write access to the fields after this must be
* protected by locking with this mutex. */
mutable std::mutex mutex;
/* Absolute file path that grids have been loaded from. */

View File

@ -454,8 +454,8 @@ static int foreach_id_cow_detect_need_for_update_callback(LibraryIDLinkCallbackD
return IDWALK_RET_NOP;
}
if (!ID_TYPE_IS_COW(GS(id->name))) {
/* No need to go further if thte id never had a cow copy in the depsgraph. This function is
* only concerned with keeping the mapping between original and cow ids intact. */
/* No need to go further if the id never had a cow copy in the depsgraph. This function is
* only concerned with keeping the mapping between original and COW ids intact. */
return IDWALK_RET_NOP;
}

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@ -69,7 +69,7 @@ void MTLBatch::MTLVertexDescriptorCache::vertex_descriptor_cache_ensure()
}
}
/* Initialise cache if not ready. */
/* Initialize cache if not ready. */
if (cache_context_ == nullptr) {
this->vertex_descriptor_cache_init(MTLContext::get());
}
@ -189,7 +189,7 @@ int MTLBatch::prepare_vertex_binding(MTLVertBuf *verts,
buffer_stride);
}
else {
/* Ensure stride is correct for de-interlevaed attributes. */
/* Ensure stride is correct for de-interleaved attributes. */
desc.vertex_descriptor.buffer_layouts[buffer_index].stride = buffer_stride;
}
@ -279,7 +279,7 @@ int MTLBatch::prepare_vertex_binding(MTLVertBuf *verts,
* elements).
*
* Certain conversion cannot be performed however, and in these cases, we need to
* instruct the shader to generate a specialised version with a conversion routine upon
* instruct the shader to generate a specialized version with a conversion routine upon
* attribute read.
* - This handles cases such as conversion between types e.g. Integer to float without
* normalization.
@ -311,7 +311,7 @@ int MTLBatch::prepare_vertex_binding(MTLVertBuf *verts,
* This then controls how a given attribute is interpreted. The data will be read
* as specified and then converted appropriately to the correct form.
*
* e.g. if `GPU_FETCH_INT_TO_FLOAT` is specified, the specialised read-routine
* e.g. if `GPU_FETCH_INT_TO_FLOAT` is specified, the specialized read-routine
* in the shader will read the data as an int, and cast this to floating point
* representation. (Rather than reading the source data as float).
*
@ -404,7 +404,7 @@ id<MTLRenderCommandEncoder> MTLBatch::bind(uint v_first, uint v_count, uint i_fi
active_shader_ = (shader) ? static_cast<MTLShader *>(unwrap(shader)) : nullptr;
if (active_shader_ == nullptr || !active_shader_->is_valid()) {
/* Skip drawing if there is no vaid Metal shader.
/* Skip drawing if there is no valid Metal shader.
* This will occur if the path through which the shader is prepared
* is invalid (e.g. Python without create-info), or, the source shader uses a geometry pass. */
BLI_assert_msg(false, "No valid Metal shader!");
@ -456,7 +456,7 @@ id<MTLRenderCommandEncoder> MTLBatch::bind(uint v_first, uint v_count, uint i_fi
/* Fetch RenderPassState to enable resource binding for active pass. */
MTLRenderPassState &rps = ctx->main_command_buffer.get_render_pass_state();
/* Debug Check: Ensure Framebuffer instance is not dirty. */
/* Debug Check: Ensure Frame-buffer instance is not dirty. */
BLI_assert(!ctx->main_command_buffer.get_active_framebuffer()->get_dirty());
/* Bind Shader. */
@ -496,8 +496,8 @@ id<MTLRenderCommandEncoder> MTLBatch::bind(uint v_first, uint v_count, uint i_fi
if (mtl_elem != nullptr) {
/* Fetch index buffer. This function can situationally return an optimised
* index buffer of a different primtiive type. If this is the case, `final_prim_type`
/* Fetch index buffer. This function can situationally return an optimized
* index buffer of a different primitive type. If this is the case, `final_prim_type`
* and `v_count` will be updated with the new format.
* NOTE: For indexed rendering, v_count represents the number of indices. */
idx_buffer = mtl_elem->get_index_buffer(final_prim_type, v_count);
@ -672,7 +672,7 @@ void MTLBatch::prepare_vertex_descriptor_and_bindings(
}
}
/* Extract Vertex attribues (First-bound vertex buffer takes priority). */
/* Extract Vertex attributes (First-bound vertex buffer takes priority). */
for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) {
if (mtl_verts[v] != NULL) {
MTL_LOG_INFO(" -- [Batch] Checking bindings for bound vertex buffer %p\n", mtl_verts[v]);
@ -830,7 +830,7 @@ void MTLBatch::draw_advanced(int v_first, int v_count, int i_first, int i_count)
"Index offset is not 2/4-byte aligned as per METAL spec");
/* Fetch index buffer. May return an index buffer of a differing format,
* if index buffer optimisation is used. In these cases, final_prim_type and
* if index buffer optimization is used. In these cases, final_prim_type and
* index_count get updated with the new properties. */
GPUPrimType final_prim_type = this->prim_type;
uint index_count = v_count;

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@ -153,7 +153,7 @@ void MTLDrawList::submit()
{
/* Metal does not support MDI from the host side, but we still benefit from only executing the
* batch bind a single time, rather than per-draw.
* NOTE(Metal): Consider using MTLIndirectCommandBuffer to achieve similar behaviour. */
* NOTE(Metal): Consider using #MTLIndirectCommandBuffer to achieve similar behavior. */
if (command_len_ == 0) {
return;
}
@ -194,12 +194,12 @@ void MTLDrawList::submit()
/* Common properties. */
MTLPrimitiveType mtl_prim_type = gpu_prim_type_to_metal(batch_->prim_type);
/* Execute multidraw indirect. */
/* Execute multi-draw indirect. */
if (can_use_MDI && false) {
/* Metal Doesn't support MDI -- Singular Indirect draw calls are supported,
* but Multidraw is not.
* TODO(Metal): Consider using IndirectCommandBuffers to provide similar
* behaviour. */
* but Multi-draw is not.
* TODO(Metal): Consider using #IndirectCommandBuffers to provide similar
* behavior. */
}
else {
@ -216,7 +216,7 @@ void MTLDrawList::submit()
uint32_t index_count = cmd->indexCount;
/* Fetch index buffer. May return an index buffer of a differing format,
* if index buffer optimisation is used. In these cases, mtl_prim_type and
* if index buffer optimization is used. In these cases, mtl_prim_type and
* index_count get updated with the new properties. */
GPUPrimType final_prim_type = batch_->prim_type;
id<MTLBuffer> index_buffer = mtl_elem->get_index_buffer(final_prim_type, index_count);

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@ -1510,7 +1510,7 @@ bool gpu::MTLTexture::init_internal(GPUVertBuf *vbo)
texture_descriptor_.mipmapLevelCount = mtl_max_mips_;
texture_descriptor_.usage =
MTLTextureUsageShaderRead | MTLTextureUsageShaderWrite |
MTLTextureUsagePixelFormatView; /* TODO(Metal): Optimise usage flags. */
MTLTextureUsagePixelFormatView; /* TODO(Metal): Optimize usage flags. */
texture_descriptor_.storageMode = [source_buffer storageMode];
texture_descriptor_.sampleCount = 1;
texture_descriptor_.cpuCacheMode = [source_buffer cpuCacheMode];