Cleanup: spelling in comments
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@@ -2192,7 +2192,7 @@ void present(MTLRenderPassDescriptor *blit_descriptor,
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/* Release synchronization primitive for current frame to avoid cross-frame dependencies.
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* We require MTLEvents to ensure correct ordering of workload submissions within a frame,
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* however, we should not create long chains of dependencies spanning several drawables as any
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* temporary stalls can then trigger erroneous GPU timeouts in non-dependent submsisions. */
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* temporary stalls can then trigger erroneous GPU timeouts in non-dependent submissions. */
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[MTLCommandBufferManager::sync_event release];
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MTLCommandBufferManager::sync_event = nil;
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MTLCommandBufferManager::event_signal_val = 0;
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@@ -249,8 +249,8 @@ static void detect_workarounds()
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return;
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}
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/* Only use main context when running inside renderdoc. Renderdoc requires that all calls are
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* from the same context.*/
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/* Only use main context when running inside RenderDoc.
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* RenderDoc requires that all calls are* from the same context. */
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if (G.debug & G_DEBUG_GPU_RENDERDOC) {
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GCaps.use_main_context_workaround = true;
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}
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@@ -609,7 +609,7 @@ void convert_component(F32 &dst, const UnsignedNormalized<StorageType> &src)
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dst.value = float(src.value) / scalar;
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}
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/* Copy the contents of src to dst with out performing any actual conversion.*/
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/* Copy the contents of src to dst with out performing any actual conversion. */
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template<typename DestinationType, typename SourceType>
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void convert_component(DestinationType &dst, const SourceType &src)
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{
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@@ -136,7 +136,7 @@ class VKDescriptorSetTracker : protected VKResourceTracker<VKDescriptorSet> {
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};
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private:
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/** A list of bindings that needs to be updated.*/
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/** A list of bindings that needs to be updated. */
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Vector<Binding> bindings_;
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VkDescriptorSetLayout layout_;
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@@ -241,7 +241,7 @@ void VKFrameBuffer::render_pass_create()
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VK_ALLOCATION_CALLBACKS
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/* Track first attachment for size.*/
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/* Track first attachment for size. */
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GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
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std::array<VkAttachmentDescription, GPU_FB_MAX_ATTACHMENT> attachment_descriptions;
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@@ -276,7 +276,7 @@ void VKFrameBuffer::render_pass_create()
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depth_location;
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if (attachment.tex) {
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/* Ensure texture is allocated to ensure the image view.*/
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/* Ensure texture is allocated to ensure the image view. */
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VKTexture &texture = *static_cast<VKTexture *>(unwrap(attachment.tex));
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texture.ensure_allocated();
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image_views[attachment_location] = texture.vk_image_view_handle();
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@@ -346,7 +346,7 @@ void VKFrameBuffer::render_pass_create()
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vkCreateRenderPass(
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context.device_get(), &render_pass_info, vk_allocation_callbacks, &vk_render_pass_);
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/* We might want to split framebuffer and render pass....*/
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/* We might want to split frame-buffer and render pass. */
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VkFramebufferCreateInfo framebuffer_create_info = {};
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framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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framebuffer_create_info.renderPass = vk_render_pass_;
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@@ -186,7 +186,7 @@ static VkImageUsageFlagBits to_vk_image_usage(const eGPUTextureUsage usage,
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if (usage & GPU_TEXTURE_USAGE_ATTACHMENT) {
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if (format_flag & (GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_COMPRESSED)) {
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/* These formats aren't supported as an attachment. When using GPU_TEXTURE_USAGE_DEFAULT they
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* are still being evaluated to be attachable. So we need to skip them.*/
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* are still being evaluated to be attachable. So we need to skip them. */
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}
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else {
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if (format_flag & (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL)) {
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@@ -17,10 +17,10 @@ class VKTexture : public Texture {
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VkImageView vk_image_view_ = VK_NULL_HANDLE;
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VmaAllocation allocation_ = VK_NULL_HANDLE;
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/* Last image layout of the texture. Framebuffer and barriers can alter/require the actual layout
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* to be changed. During this it requires to set the current layout in order to know which
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/* Last image layout of the texture. Frame-buffer and barriers can alter/require the actual
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* layout to be changed. During this it requires to set the current layout in order to know which
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* conversion should happen. #current_layout_ keep track of the layout so the correct conversion
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* can be done.*/
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* can be done. */
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VkImageLayout current_layout_ = VK_IMAGE_LAYOUT_UNDEFINED;
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public:
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