Cleanup: spelling in comments
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@@ -914,7 +914,7 @@ void BKE_packedfile_blend_read(BlendDataReader *reader, PackedFile **pf_p, Strin
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/* NOTE: there is no way to handle endianness switch here. */
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pf->sharing_info = BLO_read_shared(reader, &pf->data, [&]() {
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BLO_read_data_address(reader, &pf->data);
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/* Do not create an inplicit sharing if read data pointer is `nullptr`. */
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/* Do not create an implicit sharing if read data pointer is `nullptr`. */
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return pf->data ? blender::implicit_sharing::info_for_mem_free(const_cast<void *>(pf->data)) :
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nullptr;
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});
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@@ -44,8 +44,8 @@ namespace blender {
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*
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* \note: #ConcurrentMap does not support iteration over all values.
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*
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* This is a thin wrapper around tbb::concurrent_hash_map that also has a fallback implemention if
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* TBB is not available. The fallback implementation is not optimized for performance. It mainly
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* This is a thin wrapper around #tbb::concurrent_hash_map that also has a fallback implementation
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* if TBB is not available. The fallback implementation is not optimized for performance. It mainly
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* intends to be a simple implementation that can compile whenever the TBB variant can compile.
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*/
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template<typename Key,
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@@ -82,7 +82,7 @@ class ConcurrentMap {
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* may have write access to it at a time. The looked up value can be accessed through the
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* accessor.
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*
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* \return True if the lookup was successfull.
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* \return True if the lookup was successful.
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*/
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bool lookup(MutableAccessor &accessor, const Key &key)
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{
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@@ -36,7 +36,7 @@ class GenericKey {
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virtual bool equal_to(const GenericKey &other) const = 0;
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/**
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* For efficieny, it can be good to not always allocate the key if it's just used for lookup.
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* For efficiency, it can be good to not always allocate the key if it's just used for lookup.
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* This method allows the key to be converted into a heap-allocated version that can be stored
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* safely if necessary.
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*/
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@@ -257,7 +257,7 @@ void Instance::draw(Manager &manager)
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View view("OverlayView", view_legacy);
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if (state.xray_enabled) {
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/* For Xray we render the scene to a separate depth buffer. */
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/* For X-ray we render the scene to a separate depth buffer. */
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resources.xray_depth_tx.acquire(render_size, GPU_DEPTH_COMPONENT24);
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resources.depth_target_tx.wrap(resources.xray_depth_tx);
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}
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@@ -281,7 +281,7 @@ struct Resources : public select::SelectMap {
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/**
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* Depth target.
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* Can either be default depth buffer texture from #DefaultTextureList
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* or `xray_depth_tx` if Xray is enabled.
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* or `xray_depth_tx` if X-ray is enabled.
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*/
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TextureRef depth_target_tx;
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@@ -97,7 +97,7 @@ void enable_ex(Main &bmain, Depsgraph &depsgraph, Object &ob)
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ss.bm_log = BM_log_create(ss.bm);
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/* Update dependency graph, so modifiers that depend on dyntopo being enabled
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* are re-evaluated and the bke::pbvh::Tree is re-created. */
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* are re-evaluated and the #bke::pbvh::Tree is re-created. */
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DEG_id_tag_update(&ob.id, ID_RECALC_GEOMETRY);
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BKE_scene_graph_update_tagged(&depsgraph, &bmain);
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}
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@@ -152,7 +152,7 @@ static void disable(
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BKE_ptcache_object_reset(&scene, &ob, PTCACHE_RESET_OUTDATED);
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/* Update dependency graph, so modifiers that depend on dyntopo being enabled
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* are re-evaluated and the bke::pbvh::Tree is re-created. */
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* are re-evaluated and the #bke::pbvh::Tree is re-created. */
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DEG_id_tag_update(&ob.id, ID_RECALC_GEOMETRY);
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BKE_scene_graph_update_tagged(&depsgraph, &bmain);
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}
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@@ -59,17 +59,17 @@ namespace detail_size {
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constexpr float RELATIVE_SCALE_FACTOR = 0.4f;
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/**
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* Converts from Sculpt#constant_detail to the pbvh::Tree max edge length.
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* Converts from Sculpt#constant_detail to the #pbvh::Tree max edge length.
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*/
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float constant_to_detail_size(float constant_detail, const Object &ob);
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/**
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* Converts from Sculpt#detail_percent to the pbvh::Tree max edge length.
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* Converts from Sculpt#detail_percent to the #pbvh::Tree max edge length.
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*/
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float brush_to_detail_size(float brush_percent, float brush_radius);
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/**
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* Converts from Sculpt#detail_size to the pbvh::Tree max edge length.
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* Converts from Sculpt#detail_size to the #pbvh::Tree max edge length.
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*/
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float relative_to_detail_size(float relative_detail,
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float brush_radius,
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@@ -20,8 +20,8 @@ namespace blender::ed::sculpt_paint::geodesic {
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/**
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* Returns an array indexed by vertex index containing the geodesic distance to the closest vertex
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* in the initial vertex set. The caller is responsible for freeing the array.
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* Geodesic distances will only work when used with blender::bke::pbvh::Type::Mesh, for other
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* types of blender::bke::pbvh::Tree it will fallback to euclidean distances to one of the initial
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* Geodesic distances will only work when used with #blender::bke::pbvh::Type::Mesh, for other
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* types of #blender::bke::pbvh::Tree it will fallback to euclidean distances to one of the initial
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* vertices in the set.
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*/
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Array<float> distances_create(const Depsgraph &depsgraph,
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@@ -275,11 +275,11 @@ class VKDevice : public NonCopyable {
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* When the active thread has a context a discard pool associated to the thread is returned.
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* When there is no context the orphan discard pool is returned.
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*
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* A thread with a context can have multiple discard pools. One for each swapchain image.
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* A thread with a context can have multiple discard pools. One for each swap-chain image.
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* A thread without a context is most likely a discarded resource triggered during dependency
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* graph update. A deps graph update from the viewport during playback or editing; or a deps
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* graph update when rendering. These can happen from a different thread which will don't have a
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* context at all.
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* graph update. A dependency graph update from the viewport during playback or editing;
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* or a dependency graph update when rendering.
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* These can happen from a different thread which will don't have a context at all.
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*/
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VKDiscardPool &discard_pool_for_current_thread();
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