Cleanup: spelling in comments
This commit is contained in:
@@ -164,8 +164,8 @@ elseif(CMAKE_COMPILER_IS_GNUCC OR (CMAKE_CXX_COMPILER_ID MATCHES "Clang"))
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list(APPEND CYCLES_MATH_FLAGS "-freciprocal-math")
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# Let the compiler reorder terms to save operations
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list(APPEND CYCLES_MATH_FLAGS "-fassociative-math")
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# Don't enable -ffinite-math-only since the BVH code relies on NaNs.
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# Otherwise, we could just use -ffast-math.
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# Don't enable `-ffinite-math-only` since the BVH code relies on NaNs.
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# Otherwise, we could just use `-ffast-math`.
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if(CMAKE_COMPILER_IS_GNUCC)
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# Assume no signal trapping for better code generation.
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@@ -62,8 +62,8 @@ using slot_handle_t = decltype(::ActionSlot::handle);
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* `Action::is_action_layered()`. Note that an empty Action is considered valid
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* for both.
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*
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* \see AnimData::action
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* \see AnimData::slot_handle
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* \see #AnimData::action
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* \see #AnimData::slot_handle
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*/
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class Action : public ::bAction {
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public:
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@@ -156,8 +156,8 @@ class Action : public ::bAction {
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* \note This does NOT ensure the first two characters match the ID type of
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* this slot. This is the caller's responsibility.
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*
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* \see Action::slot_name_define
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* \see Action::slot_name_propagate
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* \see #Action::slot_name_define
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* \see #Action::slot_name_propagate
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*/
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void slot_name_set(Main &bmain, Slot &slot, StringRefNull new_name);
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@@ -167,8 +167,8 @@ class Action : public ::bAction {
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* \note This does NOT ensure the first two characters match the ID type of
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* this slot. This is the caller's responsibility.
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*
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* \see Action::slot_name_set
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* \see Action::slot_name_propagate
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* \see #Action::slot_name_set
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* \see #Action::slot_name_propagate
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*/
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void slot_name_define(Slot &slot, StringRefNull new_name);
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@@ -216,7 +216,7 @@ class Action : public ::bAction {
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/**
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* Set the active Slot, ensuring only one Slot is flagged as the Active one.
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*
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* \param slot_handle if Slot::unassigned, there will not be any active slot.
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* \param slot_handle if #Slot::unassigned, there will not be any active slot.
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* Passing an unknown/invalid slot handle will result in no slot being active.
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*/
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void slot_active_set(slot_handle_t slot_handle);
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@@ -385,7 +385,7 @@ class Action : public ::bAction {
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* This ensures that the first two characters match the ID type of
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* this slot.
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*
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* \see Action::slot_name_propagate
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* \see #Action::slot_name_propagate
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*/
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void slot_name_ensure_prefix(Slot &slot);
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};
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@@ -485,7 +485,7 @@ class Strip : public ::ActionStrip {
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/**
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* Remove all data belonging to the given slot.
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*
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* This is typically only called from Layer::slot_data_remove().
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* This is typically only called from #Layer::slot_data_remove().
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*/
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void slot_data_remove(Action &owning_action, slot_handle_t slot_handle);
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};
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@@ -577,7 +577,7 @@ class Layer : public ::ActionLayer {
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/**
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* Remove all data belonging to the given slot.
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*
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* This is typically only called from Action::slot_remove().
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* This is typically only called from #Action::slot_remove().
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*/
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void slot_data_remove(Action &owning_action, slot_handle_t slot_handle);
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@@ -600,7 +600,7 @@ ENUM_OPERATORS(Layer::Flags, Layer::Flags::Enabled);
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* This is called a 'slot' because it binds the animatable ID to the sub-set
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* of animation data that should animate it.
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*
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* \see AnimData::slot_handle
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* \see #AnimData::slot_handle
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*/
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class Slot : public ::ActionSlot {
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public:
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@@ -680,7 +680,7 @@ class Slot : public ::ActionSlot {
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* This is a low-level function, and should only be used when calling `users(bmain)` is not
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* appropriate.
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*
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* \see Slot::users(Main &bmain)
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* \see #Slot::users(Main &bmain)
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*/
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Vector<ID *> runtime_users();
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@@ -707,7 +707,7 @@ class Slot : public ::ActionSlot {
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*
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* \note This static method invalidates all user caches of all Action Slots.
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*
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* \see blender::animrig::internal::rebuild_slot_user_cache()
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* \see #blender::animrig::internal::rebuild_slot_user_cache()
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*/
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static void users_invalidate(Main &bmain);
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@@ -783,7 +783,7 @@ class StripKeyframeData : public ::ActionStripKeyframeData {
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/**
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* Remove all strip data for the given slot.
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*
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* Typically only called from Strip::slot_data_remove().
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* Typically only called from #Strip::slot_data_remove().
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*/
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void slot_data_remove(slot_handle_t slot_handle);
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@@ -1138,7 +1138,7 @@ static_assert(sizeof(ChannelGroup) == sizeof(::bActionGroup),
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* This is basically the same as `BKE_action_add`, except that the Action has
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* zero users and it's already wrapped with its C++ wrapper.
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*
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* \see BKE_action_add
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* \see #BKE_action_add
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*/
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Action &action_add(Main &bmain, StringRefNull name);
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@@ -1166,7 +1166,7 @@ Action &action_add(Main &bmain, StringRefNull name);
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*
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* Use this function when you already have the AnimData struct of this ID.
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*
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* \return true when succesful, false otherwise. This can fail when the NLA is in tweak mode (no
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* \return true when successful, false otherwise. This can fail when the NLA is in tweak mode (no
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* action changes allowed) or when a legacy Action is assigned and it doesn't match the animated
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* ID's type.
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*/
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@@ -1182,7 +1182,7 @@ Action &action_add(Main &bmain, StringRefNull name);
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*
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* Same as calling `assign_action(nullptr, animated_id)`.
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*
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* \see blender::animrig::assign_action(ID &animated_id)
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* \see #blender::animrig::assign_action(ID &animated_id)
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*/
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[[nodiscard]] bool unassign_action(ID &animated_id);
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@@ -1191,7 +1191,7 @@ Action &action_add(Main &bmain, StringRefNull name);
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*
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* Same as calling `assign_action(nullptr, owned_adt)`.
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*
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* \see blender::animrig::assign_action(OwnedAnimData owned_adt)
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* \see #blender::animrig::assign_action(OwnedAnimData owned_adt)
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*/
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[[nodiscard]] bool unassign_action(OwnedAnimData owned_adt);
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@@ -1315,7 +1315,7 @@ animrig::ChannelBag *channelbag_for_action_slot(Action &action, slot_handle_t sl
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* \note This function requires a layered Action. To transparently handle legacy Actions, see the
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* `animrig::legacy` namespace.
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*
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* \see blender::animrig::legacy::fcurves_for_action_slot
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* \see #blender::animrig::legacy::fcurves_for_action_slot
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*/
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Span<FCurve *> fcurves_for_action_slot(Action &action, slot_handle_t slot_handle);
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Span<const FCurve *> fcurves_for_action_slot(const Action &action, slot_handle_t slot_handle);
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@@ -1356,14 +1356,14 @@ FCurve *action_fcurve_ensure(Main *bmain,
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* All the Action slots are searched for this F-Curve. To limit to a single
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* slot, use fcurve_find_in_action_slot().
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*
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* \see blender::animrig::fcurve_find_in_action_slot
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* \see #blender::animrig::fcurve_find_in_action_slot
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*/
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FCurve *fcurve_find_in_action(bAction *act, FCurveDescriptor fcurve_descriptor);
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/**
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* Find the F-Curve in the given Action Slot.
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*
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* \see blender::animrig::fcurve_find_in_action
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* \see #blender::animrig::fcurve_find_in_action
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*/
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FCurve *fcurve_find_in_action_slot(bAction *act,
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slot_handle_t slot_handle,
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@@ -1372,7 +1372,7 @@ FCurve *fcurve_find_in_action_slot(bAction *act,
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/**
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* Find the F-Curve in the Action Slot assigned to this ADT.
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*
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* \see blender::animrig::fcurve_find_in_action
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* \see #blender::animrig::fcurve_find_in_action
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*/
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FCurve *fcurve_find_in_assigned_slot(AnimData &adt, FCurveDescriptor fcurve_descriptor);
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@@ -1446,9 +1446,9 @@ void action_fcurve_attach(Action &action,
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* The F-Curve must exist on the source Action. All channelbags for all slots
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* are searched for the F-Curve.
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*
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* \param action_slot_dst may not be Slot::unassigned on layered Actions.
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* \param action_slot_dst may not be #Slot::unassigned on layered Actions.
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*
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* \see blender::animrig::action_fcurve_detach
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* \see #blender::animrig::action_fcurve_detach
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*/
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void action_fcurve_move(Action &action_dst,
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slot_handle_t action_slot_dst,
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@@ -1512,7 +1512,7 @@ ID *action_slot_get_id_best_guess(Main &bmain, Slot &slot, ID *primary_id);
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* TODO: Maybe at some point this function should get extended with an ID type parameter, to return
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* the first slot that is suitable for that ID type.
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*
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* \return The handle of the first slot, or Slot::unassigned if there is no slot (which includes
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* \return The handle of the first slot, or #Slot::unassigned if there is no slot (which includes
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* legacy Actions).
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*/
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slot_handle_t first_slot_handle(const ::bAction &dna_action);
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@@ -62,7 +62,7 @@ void rebuild_slot_user_cache(Main &bmain)
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if (!slot) {
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return true;
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}
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/* Const cast because the foreach produces const Actions, and I (Sybren)
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/* Constant cast because the `foreach` produces const Actions, and I (Sybren)
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* didn't want to make a non-const duplicate. */
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const_cast<Slot *>(slot)->users_add(*id);
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return true;
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@@ -110,7 +110,7 @@ static void id_type_init()
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UNUSED_VARS_NDEBUG(init_types_num);
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{ /* Inspect which ID types can be animated, so that IDType_ID_AC.dependencies_id_types can be
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* set to include those. The runtime ID* cache of animrig::Slot will point to any
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* set to include those. The runtime ID* cache of #animrig::Slot will point to any
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* ID that is animated by it, and thus can point to any animatable ID type. */
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IDType_ID_AC.dependencies_id_types = 0;
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for (const IDTypeInfo *id_type : id_types) {
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@@ -23,9 +23,9 @@
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* to be relatively fast by default in all cases. However, it also offers many customization
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* points that allow it to be optimized for a specific use case.
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*
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* A rudimentary benchmark can be found in BLI_set_test.cc. The results of that benchmark are
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* there as well. The numbers show that in this specific case blender::Set outperforms
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* std::unordered_set consistently by a good amount.
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* A rudimentary benchmark can be found in `BLI_set_test.cc`. The results of that benchmark are
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* there as well. The numbers show that in this specific case #blender::Set outperforms
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* #std::unordered_set consistently by a good amount.
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*
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* Some noteworthy information:
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* - Key must be a movable type.
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@@ -299,7 +299,7 @@ PointsRange copy_point_attributes(MutableSpan<PointsRange> selected_ranges,
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void copy_curve_attributes(Span<PointsRange> ranges_selected, bke::CurvesGeometry &dst_curves)
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{
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/* The decission of which stroke use to copy the curve attribues is a bit arbitrary, since the
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/* The decision of which stroke use to copy the curve attributes is a bit arbitrary, since the
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* original selection may embrace several strokes. The criteria is as follows:
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* - If the selection contained points from the active layer, the first selected stroke from it
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* is used.
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@@ -181,7 +181,7 @@ void ED_screen_draw_edges(wmWindow *win)
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if (!active_area) {
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LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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AZone *zone = ED_area_actionzone_find_xy(area, win->eventstate->xy);
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/* Get area from action zone, if not scrollbar. */
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/* Get area from action zone, if not scroll-bar. */
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if (zone && zone->type != AZONE_REGION_SCROLL) {
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active_area = area;
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break;
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@@ -240,7 +240,7 @@ struct StepData {
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std::mutex nodes_mutex;
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/**
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* #undo::Node is stored per pbvh::Node to reduce data storage needed for changes only impacting
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* #undo::Node is stored per #pbvh::Node to reduce data storage needed for changes only impacting
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* small portions of the mesh. During undo step creation and brush evaluation we often need to
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* look up the undo state for a specific node. That lookup must be protected by a lock since
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* nodes are pushed from multiple threads. This map speeds up undo node access to reduce the
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@@ -229,11 +229,11 @@ struct ShaderSpecialization {
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/**
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* Request the compilation of multiple specialization constant variations at once,
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* allowing the backend to use multithreaded compilation.
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* allowing the backend to use multi-threaded compilation.
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* Returns a handle that can be used to poll if all variations have been compiled.
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* A NULL handle indicates no compilation of any variant was possible (likely due to
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* some state being currently available) and so no batch was created. Compilation
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* of the specialiized variant will instead occur at draw/dispatch time.
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* of the specialized variant will instead occur at draw/dispatch time.
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* NOTE: This function is asynchronous on OpenGL and Metal and a no-op on Vulkan.
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* Batches are processed one by one in FIFO order.
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* WARNING: Binding a specialization before the batch finishes will fail.
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@@ -1818,7 +1818,7 @@ bool MTLShader::has_transform_feedback_varying(std::string str)
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/* Since this is going to be compiling shaders in a multi-threaded fashion we
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* don't want to create an instance per context as we want to restrict the
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* number of simultanenous compliation threads to ensure system respsonsiveness.
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* number of simultaneous compilation threads to ensure system responsiveness.
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* Hence the global shared instance. */
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MTLParallelShaderCompiler *g_shared_parallel_shader_compiler = nullptr;
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std::mutex g_shared_parallel_shader_compiler_mutex;
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@@ -1893,7 +1893,7 @@ void MTLParallelShaderCompiler::create_compile_threads()
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id<MTLDevice> metal_device = metal_context->device;
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#if defined(MAC_OS_VERSION_13_3)
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/* Clamp the number of threads if neccessary. */
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/* Clamp the number of threads if necessary. */
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if (@available(macOS 13.3, *)) {
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/* Check we've set the flag to allow more than 2 compile threads. */
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BLI_assert(metal_device.shouldMaximizeConcurrentCompilation);
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@@ -2120,7 +2120,7 @@ SpecializationBatchHandle MTLParallelShaderCompiler::precompile_specializations(
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* We don't have the relevant info to create a Render PSO Descriptor unless
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* the shader has a has_parent_shader() but in that case it would (currently) be
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* invalid to apply specialization constants. For those reasons we currently only
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* support precompilation of Compute shaders.
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* support pre-compilation of Compute shaders.
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* (technically we could call makeFunction but the benefit would likely be minimal) */
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if (!sh->has_compute_shader_lib()) {
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continue;
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@@ -5,7 +5,7 @@
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/** \file
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* \ingroup gpu
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*
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* GL implementation of gpu::Batch.
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* GL implementation of #gpu::Batch.
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* The only specificity of GL here is that it caches a list of
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* Vertex Array Objects based on the bound shader interface.
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*/
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@@ -48,7 +48,7 @@ enum class OutputSocketFieldType {
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};
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/**
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* A bit-field that maps to the realtime_compositor::InputRealizationOptions.
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* A bit-field that maps to the #realtime_compositor::InputRealizationOptions.
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*/
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enum class CompositorInputRealizationOptions : uint8_t {
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None = 0,
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@@ -192,7 +192,7 @@ PyObject *pyrna_struct_CreatePyObject_with_primitive_support(PointerRNA *ptr);
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PyObject *pyrna_struct_CreatePyObject(PointerRNA *ptr);
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PyObject *pyrna_prop_CreatePyObject(PointerRNA *ptr, PropertyRNA *prop);
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/* extern'd by other modules which don't deal closely with RNA */
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/* Made public for other modules which don't deal closely with RNA. */
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PyObject *pyrna_id_CreatePyObject(ID *id);
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bool pyrna_id_FromPyObject(PyObject *obj, ID **id);
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bool pyrna_id_CheckPyObject(PyObject *obj);
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@@ -578,6 +578,7 @@ dict_custom = {
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"multithreaded",
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"multithreading",
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"namespace",
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"namespaces",
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"reparent",
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"tooltip",
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"unparent",
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Reference in New Issue
Block a user