diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index ab960414353..43bcb7faab2 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -1000,7 +1000,7 @@ typedef struct EEVEE_PrivateData { /* Compiling shaders count. This is to track if a shader has finished compiling. */ int queued_shaders_count; int queued_shaders_count_prev; - /* Optimising shaders count. */ + /* Optimizing shaders count. */ int queued_optimise_shaders_count; /* LookDev Settings */ diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 7b1fcead349..8268dd78c10 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -237,13 +237,14 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader); * * PSOs require descriptors containing information on the render state for a given shader, which * includes input vertex data layout and output pixel formats, along with some state such as - * blend mode and colour output masks. As this state information is usually consistent between + * blend mode and color output masks. As this state information is usually consistent between * similar draws, we can assign a parent shader and use this shader's cached pipeline state's to * prime compilations. * * Shaders do not necessarily have to be similar in functionality to be used as a parent, so long - * as the GPUVertFormt and GPUFrameBuffer which they are used with remain the same. Other bindings - * such as textures, uniforms and UBOs are all assigned independently as dynamic state. + * as the #GPUVertFormt and #GPUFrameBuffer which they are used with remain the same. + * Other bindings such as textures, uniforms and UBOs are all assigned independently as dynamic + * state. * * This function should be called asynchronously, mitigating the impact of run-time stuttering from * dynamic compilation of PSOs during normal rendering. diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc index ef71638b415..78cddc6d272 100644 --- a/source/blender/gpu/intern/gpu_codegen.cc +++ b/source/blender/gpu/intern/gpu_codegen.cc @@ -256,7 +256,7 @@ class GPUCodegen { ListBase ubo_inputs_ = {nullptr, nullptr}; GPUInput *cryptomatte_input_ = nullptr; - /** Cache paramters for complexity heuristic. */ + /** Cache parameters for complexity heuristic. */ uint nodes_total_ = 0; uint textures_total_ = 0; uint uniforms_total_ = 0; @@ -477,7 +477,7 @@ void GPUCodegen::generate_library() GPUCodegenCreateInfo &info = *create_info; void *value; - /* Iterate over libraries. We need to keep this struct intact incase + /* Iterate over libraries. We need to keep this struct intact in case * it is required for the optimization pass. */ GHashIterator *ihash = BLI_ghashIterator_new((GHash *)graph.used_libraries); while (!BLI_ghashIterator_done(ihash)) { @@ -721,7 +721,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, /** Cache lookup: Reuse shaders already compiled. * NOTE: We only perform cache look-up for non-optimized shader - * graphs, as baked constant data amongst other optimizations will generate too many + * graphs, as baked constant data among other optimizations will generate too many * shader source permutations, with minimal re-usability. */ pass_hash = gpu_pass_cache_lookup(codegen.hash_get()); @@ -777,7 +777,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, pass->compiled = false; /* Only flag pass optimization hint if this is the first generated pass for a material. * Optimized passes cannot be optimized further, even if the heuristic is still not - * favourable. */ + * favorable. */ pass->should_optimize = (!optimize_graph) && codegen.should_optimize_heuristic(); codegen.create_info = nullptr; diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 9b4a7fb5594..f1b790a0a03 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -122,7 +122,7 @@ struct GPUMaterial { /** Default material reference used for PSO cache warming. Default materials may perform * different operations, but the permutation will frequently share the same input PSO - * descriptors. This enables async PSO compilation as part of the deferred compiltion + * descriptors. This enables asynchronous PSO compilation as part of the deferred compilation * pass, reducing runtime stuttering and responsiveness while compiling materials. */ GPUMaterial *default_mat; @@ -951,7 +951,7 @@ void GPU_material_compile(GPUMaterial *mat) * * As PSOs do not always match for default shaders, we limit warming for PSO * configurations to ensure compile time remains fast, as these first - * entries will be the most commonly used PSOs. As not all PSOs are necesasrily + * entries will be the most commonly used PSOs. As not all PSOs are necessarily * required immediately, this limit should remain low (1-3 at most). * */ if (mat->default_mat != NULL && mat->default_mat != mat) { diff --git a/source/blender/gpu/metal/mtl_shader.mm b/source/blender/gpu/metal/mtl_shader.mm index 6623c218e54..3f0bcaea875 100644 --- a/source/blender/gpu/metal/mtl_shader.mm +++ b/source/blender/gpu/metal/mtl_shader.mm @@ -793,7 +793,7 @@ MTLRenderPipelineStateInstance *MTLShader::bake_current_pipeline_state( } /* Variant which bakes a pipeline state based on an an existing MTLRenderPipelineStateDescriptor. - * This function should be callable from a secondary compilatiom thread. */ + * This function should be callable from a secondary compilation thread. */ MTLRenderPipelineStateInstance *MTLShader::bake_pipeline_state( MTLContext *ctx, MTLPrimitiveTopologyClass prim_type,