Cleanup: fix source comment/documentation typos
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D16071
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@ -6,11 +6,11 @@
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* http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
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*
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* Major simplification has been made since we pad the buffer to always be
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* bigger than input to avoid mipmapping misalignement.
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* bigger than input to avoid mipmapping misalignment.
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*
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* Start by copying the base level by quad loading the depth.
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* Then each thread compute it's local depth for level 1.
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* After that we use shared variables to do inter thread comunication and
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* After that we use shared variables to do inter thread communication and
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* downsample to max level.
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*/
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@ -1,6 +1,6 @@
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/**
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* Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots.
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* Debug Shader outputting a gradient of orange - white - blue to mark culling hotspots.
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* Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling
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* pass is not conservative enough).
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*/
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@ -47,7 +47,7 @@ int culling_z_to_zbin(float scale, float bias, float z)
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/* Ensure all threads inside a subgroup get the same value to reduce VGPR usage. */ \
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min_index = subgroupBroadcastFirst(subgroupMin(min_index)); \
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max_index = subgroupBroadcastFirst(subgroupMax(max_index)); \
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/* Same as divide by 32 but avoid interger division. */ \
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/* Same as divide by 32 but avoid integer division. */ \
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uint word_min = min_index >> 5u; \
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uint word_max = max_index >> 5u; \
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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
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**/
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float d_sqr = sqr(dist);
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float r_sqr = ld.radius_squared;
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/* Using reformulation that has better numerical percision. */
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/* Using reformulation that has better numerical precision. */
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float power = 2.0 / (d_sqr + r_sqr + dist * sqrt(d_sqr + r_sqr));
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if (is_area_light(ld.type)) {
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@ -188,7 +188,7 @@ Frustum shape_frustum(vec3 corners[8])
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/** \name Cone
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* \{ */
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/* Cone at orign with no height. */
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/* Cone at origin with no height. */
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struct Cone {
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vec3 direction;
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float angle_cos;
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@ -150,7 +150,7 @@ void node_bsdf_principled(vec4 base_color,
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refraction_data.ior = ior;
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/* Ref. T98190: Defines are optimizations for old compilers.
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* Might become unecessary with EEVEE-Next. */
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* Might become unnecessary with EEVEE-Next. */
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if (do_diffuse == 0.0 && do_refraction == 0.0 && do_clearcoat != 0.0) {
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#ifdef PRINCIPLED_CLEARCOAT
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/* Metallic & Clearcoat case. */
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@ -42,7 +42,7 @@
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" - :class:`bpy.types.Property` instance.\n" \
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" - :class:`bpy.types.Struct` type.\n" \
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" - (:class:`bpy.types.Struct`, str) type and property name.\n" \
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" :type key: Muliple\n"
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" :type key: Multiple\n"
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/**
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* There are multiple ways we can get RNA from Python,
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