Cleanup: fix source comment/documentation typos

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D16071
This commit is contained in:
Brecht Van Lommel 2022-10-03 19:24:13 +02:00
parent e2572bd89f
commit af51e4b41c
7 changed files with 8 additions and 8 deletions

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@ -6,11 +6,11 @@
* http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
*
* Major simplification has been made since we pad the buffer to always be
* bigger than input to avoid mipmapping misalignement.
* bigger than input to avoid mipmapping misalignment.
*
* Start by copying the base level by quad loading the depth.
* Then each thread compute it's local depth for level 1.
* After that we use shared variables to do inter thread comunication and
* After that we use shared variables to do inter thread communication and
* downsample to max level.
*/

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@ -1,6 +1,6 @@
/**
* Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots.
* Debug Shader outputting a gradient of orange - white - blue to mark culling hotspots.
* Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling
* pass is not conservative enough).
*/

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@ -47,7 +47,7 @@ int culling_z_to_zbin(float scale, float bias, float z)
/* Ensure all threads inside a subgroup get the same value to reduce VGPR usage. */ \
min_index = subgroupBroadcastFirst(subgroupMin(min_index)); \
max_index = subgroupBroadcastFirst(subgroupMax(max_index)); \
/* Same as divide by 32 but avoid interger division. */ \
/* Same as divide by 32 but avoid integer division. */ \
uint word_min = min_index >> 5u; \
uint word_max = max_index >> 5u; \
for (uint word_idx = word_min; word_idx <= word_max; word_idx++) { \

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@ -84,7 +84,7 @@ float light_point_light(LightData ld, const bool is_directional, vec3 L, float d
**/
float d_sqr = sqr(dist);
float r_sqr = ld.radius_squared;
/* Using reformulation that has better numerical percision. */
/* Using reformulation that has better numerical precision. */
float power = 2.0 / (d_sqr + r_sqr + dist * sqrt(d_sqr + r_sqr));
if (is_area_light(ld.type)) {

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@ -188,7 +188,7 @@ Frustum shape_frustum(vec3 corners[8])
/** \name Cone
* \{ */
/* Cone at orign with no height. */
/* Cone at origin with no height. */
struct Cone {
vec3 direction;
float angle_cos;

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@ -150,7 +150,7 @@ void node_bsdf_principled(vec4 base_color,
refraction_data.ior = ior;
/* Ref. T98190: Defines are optimizations for old compilers.
* Might become unecessary with EEVEE-Next. */
* Might become unnecessary with EEVEE-Next. */
if (do_diffuse == 0.0 && do_refraction == 0.0 && do_clearcoat != 0.0) {
#ifdef PRINCIPLED_CLEARCOAT
/* Metallic & Clearcoat case. */

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@ -42,7 +42,7 @@
" - :class:`bpy.types.Property` instance.\n" \
" - :class:`bpy.types.Struct` type.\n" \
" - (:class:`bpy.types.Struct`, str) type and property name.\n" \
" :type key: Muliple\n"
" :type key: Multiple\n"
/**
* There are multiple ways we can get RNA from Python,