Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2022-05-03 15:11:27 +10:00
parent ab7379ae62
commit e62b5e867d
29 changed files with 50 additions and 47 deletions

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@ -40,7 +40,7 @@ struct ReportList;
struct IDPrincipleProperties *BKE_lib_principleprop_init(struct ID *id);
#if 0
/**
* Shallow or deep copy of a whole princple properties from \a src_id to \a dst_id.
* Shallow or deep copy of a whole principle properties from \a src_id to \a dst_id.
*/
void BKE_lib_principleprop_copy(struct ID *dst_id, const struct ID *src_id, bool do_full_copy);
#endif

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@ -113,7 +113,7 @@ typedef enum ModifierApplyFlag {
/** Render time. */
MOD_APPLY_RENDER = 1 << 0,
/** Result of evaluation will be cached, so modifier might
* want to cache data for quick updates (used by subsurf) */
* want to cache data for quick updates (used by subdivision-surface) */
MOD_APPLY_USECACHE = 1 << 1,
/** Modifier evaluated for undeformed texture coordinates */
MOD_APPLY_ORCO = 1 << 2,

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@ -733,7 +733,7 @@ enum {
/* paint_vertex.cc */
/**
* Fills the object's active color atribute layer with the fill color.
* Fills the object's active color attribute layer with the fill color.
*
* \param[in] ob: The object.
* \param[in] fill_color: The fill color.

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@ -1564,7 +1564,7 @@ void BKE_blendfile_library_relocate(BlendfileLinkAppendContext *lapp_context,
}
if (GS(old_id->name) == ID_KE) {
/* Shape Keys are handled as part of their owning obdata (see below). This implies thar
/* Shape Keys are handled as part of their owning obdata (see below). This implies that
* there is no way to know when the old pointer gets invalid, so just clear it immediately.
*/
item->userdata = NULL;

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@ -68,7 +68,7 @@ BLI_INLINE int eevee_cryptomatte_layers_count(const ViewLayer *view_layer)
}
/* The number of render result passes are needed to store a single cryptomatte layer. Per
* renderpass 2 cryptomatte samples can be stored. */
* render-pass 2 cryptomatte samples can be stored. */
BLI_INLINE int eevee_cryptomatte_passes_per_layer(const ViewLayer *view_layer)
{
const int num_cryptomatte_levels = view_layer->cryptomatte_levels;

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@ -301,7 +301,7 @@ typedef struct EEVEE_PassList {
struct DRWPass *maxz_copydepth_ps;
struct DRWPass *maxz_copydepth_layer_ps;
/* Renderpass Accumulation. */
/* Render-pass Accumulation. */
struct DRWPass *material_accum_ps;
struct DRWPass *background_accum_ps;
struct DRWPass *cryptomatte_ps;
@ -1067,7 +1067,7 @@ typedef struct EEVEE_PrivateData {
GPUTexture *renderpass_col_input;
GPUTexture *renderpass_light_input;
GPUTexture *renderpass_transmittance_input;
/* Renderpass ubo reference used by material pass. */
/* Render-pass UBO reference used by material pass. */
struct GPUUniformBuf *renderpass_ubo;
/** For rendering shadows. */
struct DRWView *cube_views[6];

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@ -11,9 +11,11 @@
#pragma once
/* Number of items in a culling batch. Needs to be Power of 2. Must be <= to 65536. */
/* Current limiting factor is the sorting phase which is single pass and only sort within a
* threadgroup which maximum size is 1024. */
/**
Number of items in a culling batch. Needs to be Power of 2. Must be <= to 65536.
* Current limiting factor is the sorting phase which is single pass and only sort within a
* thread-group which maximum size is 1024.
*/
#define CULLING_BATCH_SIZE 1024
/**

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@ -21,9 +21,9 @@
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name Init
/** \name Initialization
*
* Init funcions need to be called once at the start of a frame.
* Initialization functions need to be called once at the start of a frame.
* Active camera, render extent and enabled render passes are immutable until next init.
* This takes care of resizing output buffers and view in case a parameter changed.
* IMPORTANT: xxx.init() functions are NOT meant to acquire and allocate DRW resources.

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@ -104,7 +104,7 @@ static inline eMaterialGeometry to_material_geometry(const Object *ob)
}
}
/** Unique key to identify each material in the hashmap. */
/** Unique key to identify each material in the hash-map. */
struct MaterialKey {
Material *mat;
uint64_t options;
@ -169,7 +169,7 @@ struct ShaderKey {
/** \} */
/* -------------------------------------------------------------------- */
/** \name Default Material Nodetree
/** \name Default Material Node-Tree
*
* In order to support materials without nodetree we reuse and configure a standalone nodetree that
* we pass for shader generation. The GPUMaterial is still stored inside the Material even if
@ -254,4 +254,4 @@ class MaterialModule {
/** \} */
} // namespace blender::eevee
} // namespace blender::eevee

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@ -25,7 +25,7 @@ ShaderModule *ShaderModule::g_shader_module = nullptr;
ShaderModule *ShaderModule::module_get()
{
if (g_shader_module == nullptr) {
/* TODO(fclem) threadsafety. */
/* TODO(@fclem) thread-safety. */
g_shader_module = new ShaderModule();
}
return g_shader_module;
@ -34,7 +34,7 @@ ShaderModule *ShaderModule::module_get()
void ShaderModule::module_free()
{
if (g_shader_module != nullptr) {
/* TODO(fclem) threadsafety. */
/* TODO(@fclem) thread-safety. */
delete g_shader_module;
g_shader_module = nullptr;
}
@ -148,7 +148,7 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu
/** Noop. */
break;
case MAT_GEOM_CURVES:
/** Hair attributes comme from sampler buffer. Transfer attributes to sampler. */
/** Hair attributes come from sampler buffer. Transfer attributes to sampler. */
for (auto &input : info.vertex_inputs_) {
if (input.name == "orco") {
/** NOTE: Orco is generated from strand position for now. */
@ -163,14 +163,14 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu
case MAT_GEOM_WORLD:
/**
* Only orco layer is supported by world and it is procedurally generated. These are here to
* make the attribs_load function calls valids.
* make the attribs_load function calls valid.
*/
ATTR_FALLTHROUGH;
case MAT_GEOM_GPENCIL:
/**
* Only one uv and one color attribute layer are supported by gpencil objects and they are
* already declared in another createInfo. These are here to make the attribs_load
* function calls valids.
* function calls valid.
*/
for (auto &input : info.vertex_inputs_) {
global_vars << input.type << " " << input.name << ";\n";

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@ -36,7 +36,7 @@ class ShaderModule {
private:
std::array<GPUShader *, MAX_SHADER_TYPE> shaders_;
/** Shared shader module accross all engine instances. */
/** Shared shader module across all engine instances. */
static ShaderModule *g_shader_module;
public:

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@ -26,7 +26,7 @@ using draw::TextureFromPool;
#define UBO_MIN_MAX_SUPPORTED_SIZE 1 << 14
/* -------------------------------------------------------------------- */
/** \name Raytracing
/** \name Ray-Tracing
* \{ */
enum eClosureBits : uint32_t {

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@ -27,7 +27,7 @@ class Instance;
/* -------------------------------------------------------------------- */
/** \name ObjectKey
*
* Unique key to identify each object in the hashmap.
* Unique key to identify each object in the hash-map.
* \{ */
struct ObjectKey {

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@ -9,7 +9,7 @@
* - The entire main view.
* - A fragment of the main view (for panoramic projections).
* - A shadow map view.
* - A lightprobe view (either planar, cubemap, irradiance grid).
* - A light-probe view (either planar, cube-map, irradiance grid).
*
* A pass is a container for scene data. It is view agnostic but has specific logic depending on
* its type. Passes are shared between views.
@ -40,7 +40,7 @@ void ShadingView::sync(int2 render_extent_)
int64_t render_pixel_count = render_extent_.x * (int64_t)render_extent_.y;
/* Divide pixel count between the 6 views. Rendering to a square target. */
extent_[0] = extent_[1] = ceilf(sqrtf(1 + (render_pixel_count / 6)));
/* TODO(fclem) Clip unused views heres. */
/* TODO(@fclem): Clip unused views here. */
is_enabled_ = true;
}
else {
@ -60,8 +60,8 @@ void ShadingView::sync(int2 render_extent_)
const float(*viewmat_p)[4] = viewmat.ptr(), (*winmat_p)[4] = winmat.ptr();
#if 0
if (false /* inst_.camera.is_panoramic() */) {
/* TODO(fclem) Overscans. */
/* For now a mandatory 5% overscan for DoF. */
/* TODO(@fclem) Over-scans. */
/* For now a mandatory 5% over-scan for DoF. */
float side = data.clip_near * 1.05f;
float near = data.clip_near;
float far = data.clip_far;
@ -204,4 +204,4 @@ void ShadingView::update_view(void)
/** \} */
} // namespace blender::eevee
} // namespace blender::eevee

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@ -8,7 +8,7 @@
* A view is either:
* - The entire main view.
* - A portion of the main view (for panoramic projections).
* - A lightprobe view (either planar, cubemap, irradiance grid).
* - A light-probe view (either planar, cube-map, irradiance grid).
*
* A pass is a container for scene data. It is view agnostic but has specific logic depending on
* its type. Passes are shared between views.
@ -154,4 +154,4 @@ class MainView {
/** \} */
} // namespace blender::eevee
} // namespace blender::eevee

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@ -18,7 +18,7 @@ namespace blender::eevee {
class Instance;
/* -------------------------------------------------------------------- */
/** \name Default World Nodetree
/** \name Default World Node-Tree
*
* In order to support worlds without nodetree we reuse and configure a standalone nodetree that
* we pass for shader generation. The GPUMaterial is still stored inside the World even if

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@ -93,7 +93,7 @@ GPU_SHADER_CREATE_INFO(eevee_surf_forward)
.fragment_source("eevee_surf_forward_frag.glsl")
// .additional_info("eevee_sampling_data",
// "eevee_lightprobe_data",
/* Optionnally added depending on the material. */
/* Optionally added depending on the material. */
// "eevee_raytrace_data",
// "eevee_transmittance_data",
// "eevee_utility_texture",

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@ -284,7 +284,7 @@ GPU_SHADER_INTERFACE_INFO(overlay_particle_iface, "").flat(Type::VEC4, "finalCol
GPU_SHADER_CREATE_INFO(overlay_particle)
.sampler(0, ImageType::FLOAT_1D, "weightTex")
.push_constant(Type::VEC4, "color") /* Drawsize packed in alpha */
.push_constant(Type::VEC4, "color") /* Draw-size packed in alpha. */
.vertex_in(0, Type::VEC3, "part_pos")
.vertex_in(1, Type::VEC4, "part_rot")
.vertex_in(2, Type::FLOAT, "part_val")

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@ -48,7 +48,7 @@ GPU_SHADER_CREATE_INFO(overlay_volume_velocity_needle)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Volume Gridlines
/** \name Volume Grid-Lines
* \{ */
GPU_SHADER_INTERFACE_INFO(overlay_volume_gridlines_iface, "").flat(Type::VEC4, "finalColor");

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@ -21,7 +21,7 @@ GPU_SHADER_CREATE_INFO(overlay_wireframe)
.sampler(0, ImageType::DEPTH_2D, "depthTex")
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC3, "nor")
.vertex_in(2, Type::FLOAT, "wd") /* wiredata */
.vertex_in(2, Type::FLOAT, "wd") /* wire-data. */
.vertex_out(overlay_wireframe_iface)
.vertex_source("wireframe_vert.glsl")
.fragment_source("wireframe_frag.glsl")

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@ -3,7 +3,7 @@
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Select ID fo Edit Mesh selection
/** \name Select ID for Edit Mesh Selection
* \{ */
GPU_SHADER_INTERFACE_INFO(select_id_iface, "").flat(Type::INT, "id");

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@ -146,7 +146,7 @@ typedef struct tGP_BrushEditData {
float inv_mat[4][4];
RNG *rng;
/* Automasking strokes. */
/* Auto-masking strokes. */
struct GHash *automasking_strokes;
bool automasking_ready;

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@ -4145,7 +4145,7 @@ static bool vertex_color_set(Object *ob, ColorPaint4f paintcol_in, Color *color_
}
/**
* Fills the object's active color atribute layer with the fill color.
* Fills the object's active color attribute layer with the fill color.
*
* \param[in] ob: The object.
* \param[in] fill_color: The fill color.

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@ -240,7 +240,7 @@ class MTLTexture : public Texture {
id<MTLBuffer> vert_buffer_mtl_;
int vert_buffer_offset_;
/* Core parameters and subresources. */
/* Core parameters and sub-resources. */
eGPUTextureUsage gpu_image_usage_flags_;
/* Whether the texture's properties or state has changed (e.g. mipmap range), and re-baking of

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@ -1767,8 +1767,8 @@ void gpu::MTLTexture::ensure_baked()
/* CUBE TEXTURES */
case GPU_TEXTURE_CUBE:
case GPU_TEXTURE_CUBE_ARRAY: {
/* Note: For a cubemap 'Texture::d_' refers to total number of faces, not just array slices
*/
/* NOTE: For a cube-map 'Texture::d_' refers to total number of faces,
* not just array slices. */
BLI_assert(this->w_ > 0 && this->h_ > 0);
this->texture_descriptor_ = [[MTLTextureDescriptor alloc] init];
this->texture_descriptor_.pixelFormat = mtl_format;

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@ -28,7 +28,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_clipped_uniform_color)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.push_constant(Type::VEC4, "color")
/* TODO(fclem): Put thoses two to one UBO. */
/* TODO(@fclem): Put those two to one UBO. */
.push_constant(Type::MAT4, "ModelMatrix")
.push_constant(Type::VEC4, "ClipPlane")
.vertex_source("gpu_shader_3D_clipped_uniform_color_vert.glsl")

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@ -320,8 +320,8 @@ static bool parse_keyword(StringRef &line, StringRef keyword)
if (!line.startswith(keyword)) {
return false;
}
/* Treat any ASCII control character as whitespace; don't use isspace() for performance reasons.
*/
/* Treat any ASCII control character as white-space;
* don't use `isspace()` for performance reasons. */
if (line[keyword_len] > ' ') {
return false;
}

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@ -125,7 +125,7 @@ typedef struct ViewLayerAOV {
int type;
} ViewLayerAOV;
/* Lightgroup Renderpass definition. */
/** Light-group Render-pass definition. */
typedef struct ViewLayerLightgroup {
struct ViewLayerLightgroup *next, *prev;

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@ -1193,8 +1193,9 @@ typedef struct wmDropBox {
struct wmDrag *drag,
const int xy[2]);
/** Called with the draw buffer (#GPUViewport) set up for drawing into the region's view.
* \note Only setups the drawing buffer for drawing in view, not the GPU transform matricies.
/**
* Called with the draw buffer (#GPUViewport) set up for drawing into the region's view.
* \note Only setups the drawing buffer for drawing in view, not the GPU transform matrices.
* The callback has to do that itself, with for example #UI_view2d_view_ortho.
* \param xy: Cursor location in window coordinates (#wmEvent.xy compatible).
*/