Cleanup: spelling
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@ -446,7 +446,7 @@ ccl_device_inline float fast_expf(float x)
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}
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#ifndef __KERNEL_GPU__
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/* MSVC seems to have a codegen bug here in atleast SSE41/AVX
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/* MSVC seems to have a code-gen bug here in at least SSE41/AVX
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* see T78047 for details. */
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# ifdef _MSC_VER
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# pragma optimize("", off)
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@ -89,7 +89,7 @@ class StringRefBase {
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}
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/**
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* Implicitely convert to std::string. This is convenient in most cases, but you have to be a bit
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* Implicitly convert to std::string. This is convenient in most cases, but you have to be a bit
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* careful not to convert to std::string accidentally.
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*/
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operator std::string() const
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@ -107,7 +107,7 @@ class Vector {
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#endif
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/**
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* Be a friend with other vector instanciations. This is necessary to implement some memory
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* Be a friend with other vector instantiations. This is necessary to implement some memory
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* management logic.
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*/
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template<typename OtherT, uint OtherInlineBufferCapacity, typename OtherAllocator>
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@ -283,11 +283,11 @@ static void add_verts_to_dgroups(ReportList *reports,
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* weights, either through envelopes or using a heat equilibrium.
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*
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* This function can be called both when parenting a mesh to an armature,
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* or in weightpaint + posemode. In the latter case selection is taken
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* or in weight-paint + pose-mode. In the latter case selection is taken
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* into account and vertex weights can be mirrored.
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*
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* The mesh vertex positions used are either the final deformed coords
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* from the evaluated mesh in weightpaint mode, the final subsurf coords
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* from the evaluated mesh in weight-paint mode, the final sub-surface coords
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* when parenting, or simply the original mesh coords.
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*/
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@ -385,7 +385,7 @@ void UI_panels_free_instanced(bContext *C, ARegion *region)
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MEM_freeN(panel->runtime.custom_data_ptr);
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}
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/* Free the panel and its subpanels. */
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/* Free the panel and its sub-panels. */
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panel_delete(region, ®ion->panels, panel);
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}
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}
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@ -2916,7 +2916,7 @@ void UI_panel_custom_data_set(Panel *panel, PointerRNA *custom_data)
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{
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BLI_assert(panel->type != NULL);
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/* Free the old custom data, which should be shared among all of the panel's subpanels. */
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/* Free the old custom data, which should be shared among all of the panel's sub-panels. */
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if (panel->runtime.custom_data_ptr != NULL) {
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MEM_freeN(panel->runtime.custom_data_ptr);
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}
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@ -1680,7 +1680,7 @@ static TreeElement *do_outliner_select_walk(SpaceOutliner *soops,
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}
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/* Find the active element to walk from, or set one if none exists.
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* Changed is set to true if the active elmenet is found, or false if it was set */
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* Changed is set to true if the active element is found, or false if it was set */
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static TreeElement *find_walk_select_start_element(SpaceOutliner *soops, bool *changed)
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{
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TreeElement *active_te = outliner_find_element_with_flag(&soops->tree, TSE_ACTIVE);
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@ -87,7 +87,7 @@ void createTransCurveVerts(TransInfo *t)
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t->data_len_all = 0;
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/* Count control points (one per bez-triple) if any number of handles are selected.
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/* Count control points (one per #BezTriple) if any number of handles are selected.
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* Needed for #transform_around_single_fallback_ex. */
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int data_len_all_pt = 0;
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@ -71,7 +71,7 @@ static struct GPUGlobal {
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int samples_color_texture_max;
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float line_width_range[2];
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/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
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* calculate dfdy in shader differently when drawing to an offscreen buffer. First
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* calculate dfdy in shader differently when drawing to an off-screen buffer. First
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* number is factor on screen and second is off-screen */
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float dfdyfactors[2];
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float max_anisotropy;
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@ -84,9 +84,9 @@ static struct GPUGlobal {
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* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
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* We need a workaround in this cases. */
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bool mip_render_workaround;
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/* There is an issue with the glBlitFramebuffer on MacOS with radeon pro graphics.
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* Blitting depth with GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
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* GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
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/* There is an issue with the #glBlitFramebuffer on MacOS with radeon pro graphics.
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* Blitting depth with#GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
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* #GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
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* still be broken. */
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bool depth_blitting_workaround;
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/* Crappy driver don't know how to map framebuffer slot to output vars...
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@ -96,7 +96,7 @@ static struct GPUGlobal {
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/* Some crappy Intel drivers don't work well with shaders created in different
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* rendering contexts. */
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bool context_local_shaders_workaround;
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/* Intel drivers exhibit artifacts when using glCopyImageSubData & workbench antialiasing.
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/* Intel drivers exhibit artifacts when using #glCopyImageSubData & workbench anti-aliasing.
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* (see T76273) */
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bool texture_copy_workaround;
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} GG = {1, 0};
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@ -141,7 +141,7 @@ typedef struct Panel_Runtime {
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* Pointer for storing which data the panel corresponds to.
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* Useful when there can be multiple instances of the same panel type.
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*
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* \note A panel and its subpanels share the same custom data pointer.
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* \note A panel and its sub-panels share the same custom data pointer.
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* This avoids freeing the same pointer twice when panels are removed.
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*/
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struct PointerRNA *custom_data_ptr;
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@ -426,7 +426,7 @@ PanelType *modifier_panel_register(ARegionType *region_type, ModifierType type,
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panel_type->poll = modifier_ui_poll;
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/* Give the panel the special flag that says it was built here and corresponds to a
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* modifer rather than a PanelType. */
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* modifier rather than a #PanelType. */
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panel_type->flag = PNL_LAYOUT_HEADER_EXPAND | PNL_DRAW_BOX | PNL_INSTANCED;
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panel_type->reorder = modifier_reorder;
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panel_type->get_list_data_expand_flag = get_modifier_expand_flag;
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