Cleanup: spelling in comments
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@ -5,7 +5,7 @@
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/** \file
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* \ingroup bke
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*
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* #Instances is a container for geometry instances. It fullfills some key requirements:
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* #Instances is a container for geometry instances. It fulfills some key requirements:
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* - Support nested instances.
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* - Support instance attributes.
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* - Support referencing different kinds of instances (objects, collections, geometry sets).
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@ -266,7 +266,7 @@ bool Instances::owns_direct_data() const
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void Instances::ensure_owns_direct_data()
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{
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for (const InstanceReference &const_reference : references_) {
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/* Const cast is fine because we are not changing anything that would change the hash of the
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/* `const` cast is fine because we are not changing anything that would change the hash of the
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* reference. */
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InstanceReference &reference = const_cast<InstanceReference &>(const_reference);
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reference.ensure_owns_direct_data();
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@ -445,7 +445,7 @@ struct VolumeGrid {
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* may actually be loaded by another user while this is false. But only after
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* calling load() and is_loaded changes to true is it safe to access.
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*
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* Const write access to this must be protected by `entry->mutex`.
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* `const` write access to this must be protected by `entry->mutex`.
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*/
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mutable bool is_loaded;
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};
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@ -480,7 +480,7 @@ struct VolumeGridVector : public std::list<VolumeGrid> {
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metadata.reset();
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}
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/* Mutex for file loading of grids list. Const write access to the fields after this must be
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/* Mutex for file loading of grids list. `const` write access to the fields after this must be
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* protected by locking with this mutex. */
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mutable std::mutex mutex;
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/* Absolute file path that grids have been loaded from. */
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@ -454,8 +454,8 @@ static int foreach_id_cow_detect_need_for_update_callback(LibraryIDLinkCallbackD
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return IDWALK_RET_NOP;
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}
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if (!ID_TYPE_IS_COW(GS(id->name))) {
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/* No need to go further if thte id never had a cow copy in the depsgraph. This function is
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* only concerned with keeping the mapping between original and cow ids intact. */
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/* No need to go further if the id never had a cow copy in the depsgraph. This function is
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* only concerned with keeping the mapping between original and COW ids intact. */
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return IDWALK_RET_NOP;
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}
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@ -69,7 +69,7 @@ void MTLBatch::MTLVertexDescriptorCache::vertex_descriptor_cache_ensure()
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}
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}
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/* Initialise cache if not ready. */
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/* Initialize cache if not ready. */
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if (cache_context_ == nullptr) {
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this->vertex_descriptor_cache_init(MTLContext::get());
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}
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@ -189,7 +189,7 @@ int MTLBatch::prepare_vertex_binding(MTLVertBuf *verts,
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buffer_stride);
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}
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else {
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/* Ensure stride is correct for de-interlevaed attributes. */
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/* Ensure stride is correct for de-interleaved attributes. */
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desc.vertex_descriptor.buffer_layouts[buffer_index].stride = buffer_stride;
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}
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@ -279,7 +279,7 @@ int MTLBatch::prepare_vertex_binding(MTLVertBuf *verts,
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* elements).
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*
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* Certain conversion cannot be performed however, and in these cases, we need to
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* instruct the shader to generate a specialised version with a conversion routine upon
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* instruct the shader to generate a specialized version with a conversion routine upon
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* attribute read.
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* - This handles cases such as conversion between types e.g. Integer to float without
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* normalization.
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@ -311,7 +311,7 @@ int MTLBatch::prepare_vertex_binding(MTLVertBuf *verts,
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* This then controls how a given attribute is interpreted. The data will be read
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* as specified and then converted appropriately to the correct form.
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*
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* e.g. if `GPU_FETCH_INT_TO_FLOAT` is specified, the specialised read-routine
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* e.g. if `GPU_FETCH_INT_TO_FLOAT` is specified, the specialized read-routine
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* in the shader will read the data as an int, and cast this to floating point
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* representation. (Rather than reading the source data as float).
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*
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@ -404,7 +404,7 @@ id<MTLRenderCommandEncoder> MTLBatch::bind(uint v_first, uint v_count, uint i_fi
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active_shader_ = (shader) ? static_cast<MTLShader *>(unwrap(shader)) : nullptr;
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if (active_shader_ == nullptr || !active_shader_->is_valid()) {
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/* Skip drawing if there is no vaid Metal shader.
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/* Skip drawing if there is no valid Metal shader.
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* This will occur if the path through which the shader is prepared
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* is invalid (e.g. Python without create-info), or, the source shader uses a geometry pass. */
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BLI_assert_msg(false, "No valid Metal shader!");
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@ -456,7 +456,7 @@ id<MTLRenderCommandEncoder> MTLBatch::bind(uint v_first, uint v_count, uint i_fi
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/* Fetch RenderPassState to enable resource binding for active pass. */
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MTLRenderPassState &rps = ctx->main_command_buffer.get_render_pass_state();
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/* Debug Check: Ensure Framebuffer instance is not dirty. */
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/* Debug Check: Ensure Frame-buffer instance is not dirty. */
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BLI_assert(!ctx->main_command_buffer.get_active_framebuffer()->get_dirty());
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/* Bind Shader. */
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@ -496,8 +496,8 @@ id<MTLRenderCommandEncoder> MTLBatch::bind(uint v_first, uint v_count, uint i_fi
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if (mtl_elem != nullptr) {
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/* Fetch index buffer. This function can situationally return an optimised
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* index buffer of a different primtiive type. If this is the case, `final_prim_type`
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/* Fetch index buffer. This function can situationally return an optimized
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* index buffer of a different primitive type. If this is the case, `final_prim_type`
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* and `v_count` will be updated with the new format.
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* NOTE: For indexed rendering, v_count represents the number of indices. */
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idx_buffer = mtl_elem->get_index_buffer(final_prim_type, v_count);
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@ -672,7 +672,7 @@ void MTLBatch::prepare_vertex_descriptor_and_bindings(
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}
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}
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/* Extract Vertex attribues (First-bound vertex buffer takes priority). */
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/* Extract Vertex attributes (First-bound vertex buffer takes priority). */
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for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) {
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if (mtl_verts[v] != NULL) {
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MTL_LOG_INFO(" -- [Batch] Checking bindings for bound vertex buffer %p\n", mtl_verts[v]);
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@ -830,7 +830,7 @@ void MTLBatch::draw_advanced(int v_first, int v_count, int i_first, int i_count)
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"Index offset is not 2/4-byte aligned as per METAL spec");
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/* Fetch index buffer. May return an index buffer of a differing format,
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* if index buffer optimisation is used. In these cases, final_prim_type and
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* if index buffer optimization is used. In these cases, final_prim_type and
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* index_count get updated with the new properties. */
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GPUPrimType final_prim_type = this->prim_type;
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uint index_count = v_count;
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@ -153,7 +153,7 @@ void MTLDrawList::submit()
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{
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/* Metal does not support MDI from the host side, but we still benefit from only executing the
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* batch bind a single time, rather than per-draw.
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* NOTE(Metal): Consider using MTLIndirectCommandBuffer to achieve similar behaviour. */
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* NOTE(Metal): Consider using #MTLIndirectCommandBuffer to achieve similar behavior. */
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if (command_len_ == 0) {
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return;
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}
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@ -194,12 +194,12 @@ void MTLDrawList::submit()
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/* Common properties. */
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MTLPrimitiveType mtl_prim_type = gpu_prim_type_to_metal(batch_->prim_type);
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/* Execute multidraw indirect. */
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/* Execute multi-draw indirect. */
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if (can_use_MDI && false) {
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/* Metal Doesn't support MDI -- Singular Indirect draw calls are supported,
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* but Multidraw is not.
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* TODO(Metal): Consider using IndirectCommandBuffers to provide similar
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* behaviour. */
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* but Multi-draw is not.
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* TODO(Metal): Consider using #IndirectCommandBuffers to provide similar
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* behavior. */
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}
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else {
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@ -216,7 +216,7 @@ void MTLDrawList::submit()
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uint32_t index_count = cmd->indexCount;
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/* Fetch index buffer. May return an index buffer of a differing format,
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* if index buffer optimisation is used. In these cases, mtl_prim_type and
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* if index buffer optimization is used. In these cases, mtl_prim_type and
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* index_count get updated with the new properties. */
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GPUPrimType final_prim_type = batch_->prim_type;
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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)
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texture_descriptor_.mipmapLevelCount = mtl_max_mips_;
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texture_descriptor_.usage =
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MTLTextureUsageShaderRead | MTLTextureUsageShaderWrite |
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MTLTextureUsagePixelFormatView; /* TODO(Metal): Optimise usage flags. */
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MTLTextureUsagePixelFormatView; /* TODO(Metal): Optimize usage flags. */
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texture_descriptor_.storageMode = [source_buffer storageMode];
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texture_descriptor_.sampleCount = 1;
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texture_descriptor_.cpuCacheMode = [source_buffer cpuCacheMode];
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