Cleanup: spelling in comments
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@@ -260,8 +260,8 @@ GPU_SHADER_CREATE_INFO(eevee_shadow_page_tile_store)
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* \{ */
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GPU_SHADER_CREATE_INFO(eevee_shadow_data)
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/* SHADOW_READ_ATOMIC macro indiciating shadow funcions should use usampler2DArrayAtomic as the
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atlas type. */
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/* SHADOW_READ_ATOMIC macro indicating shadow functions should use `usampler2DArrayAtomic` as
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* the atlas type. */
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.define("SHADOW_READ_ATOMIC")
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.sampler(SHADOW_ATLAS_TEX_SLOT, ImageType::UINT_2D_ARRAY_ATOMIC, "shadow_atlas_tx")
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.sampler(SHADOW_TILEMAPS_TEX_SLOT, ImageType::UINT_2D, "shadow_tilemaps_tx");
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@@ -270,7 +270,7 @@ enum class ImageType {
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* NOTE: Atomic variants MUST be used if the texture bound to this resource has usage flag:
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* `GPU_TEXTURE_USAGE_ATOMIC`, even if atomic texture operations are not used in the given
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* shader.
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* The shader source MUST also utilise the correct atomic sampler handle e.g.
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* The shader source MUST also utilize the correct atomic sampler handle e.g.
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* `usampler2DAtomic` in conjunction with these types, for passing texture/image resources into
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* functions. */
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UINT_2D_ATOMIC,
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@@ -1949,7 +1949,7 @@ void MSLGeneratorInterface::prepare_from_createinfo(const shader::ShaderCreateIn
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}
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}
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/* For texure atomic fallback support, bind texture source buffers and data buffer as storage
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/* For texture atomic fallback support, bind texture source buffers and data buffer as storage
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* blocks. */
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if (!MTLBackend::get_capabilities().supports_texture_atomics) {
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uint atomic_fallback_buffer_count = 0;
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@@ -1962,7 +1962,7 @@ void MSLGeneratorInterface::prepare_from_createinfo(const shader::ShaderCreateIn
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ImageType::INT_2D_ARRAY_ATOMIC,
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ImageType::INT_3D_ATOMIC))
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{
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/* Add storagebuffer bindpoint. */
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/* Add storage-buffer bind-point. */
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MSLBufferBlock ssbo;
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/* We maintain two bind indices. "Slot" refers to the storage index buffer(N) in which
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@@ -2401,7 +2401,7 @@ void gpu::MTLTexture::ensure_baked()
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total_bytes, (gpu_image_usage_flags_ & GPU_TEXTURE_USAGE_HOST_READ));
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BLI_assert(backing_buffer_ != nullptr);
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/* NOTE: Fallback buffer-backed textue always set to Texture2D. */
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/* NOTE: Fallback buffer-backed texture always set to Texture2D. */
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texture_descriptor_.textureType = MTLTextureType2D;
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texture_descriptor_.depth = 1;
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texture_descriptor_.arrayLength = 1;
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@@ -226,7 +226,7 @@ template<typename T> T atomicExchange(device T &mem, T data)
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SAMPLER_DECLARATION \
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}
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/* If native texture atomics are unsupported, we instead utilise a custom type which wraps a
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/* If native texture atomics are unsupported, we instead utilize a custom type which wraps a
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* buffer-backed texture. This texture will always be a Texture2D, but will emulate access to
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* Texture3D and Texture2DArray by stacking layers.
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* Access pattern will be derived based on the source type. 2DArray and 3D atomic texture
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@@ -1271,10 +1271,11 @@ S _texture_image_atomic_exchange_internal(thread _mtl_combined_image_sampler_3d<
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#else
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/** Texture atomic fallback function entry points.
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/**
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* Texture atomic fallback function entry points.
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* NOTE: When texture atomics are unsupported, the wrapped type contains a buffer-backed 2D
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* texture. Atomic operations happen directly on the underlying buffer, and texture coordiantes are
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* remapped into 2D texture space from 2D Array or 3D texture coordiantes.
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* texture. Atomic operations happen directly on the underlying buffer, and texture coordinates are
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* remapped into 2D texture space from 2D Array or 3D texture coordinates.
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*/
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/* Image atomic operations. */
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@@ -1363,7 +1364,7 @@ template<int N> bool in_range(vec<int, N> value, vec<int, N> min, vec<int, N> ma
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return (all(value >= min) && all(value < max));
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}
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/* Map 2D/3D texture coordiante into buffer index, accounting for padded row widths. */
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/* Map 2D/3D texture coordinate into buffer index, accounting for padded row widths. */
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template<typename S, access A>
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uint tex_coord_to_linear_buffer_id(thread _mtl_combined_image_sampler_2d_atomic_fallback<S, A> tex,
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uint2 coord)
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@@ -54,7 +54,7 @@ enum {
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* the array is recalculated from scratch; there is no extra attempt to maintain the validity over
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* time.
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*
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* #MLoopTri is stored in an array, where each faces's triangles are stored contiguously.
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* #MLoopTri is stored in an array, where triangles tessellated from faces stored contiguously.
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* The number of triangles for each polygon is guaranteed to be the corner count - 2, even for
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* degenerate geometry (see #bke::mesh::face_triangles_num).
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*
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