Cleanup: spelling in comments
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@@ -511,7 +511,7 @@ void BKE_nla_tweakmode_clear_flags(struct AnimData *adt);
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* the Action.
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*
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* This function just writes to the AnimData-owned data. It is intended to be
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* used in blendfile reading code, which performs a reference count later
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* used in blend-file reading code, which performs a reference count later
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* anyway.
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*/
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void BKE_nla_tweakmode_exit_nofollowptr(AnimData *adt);
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@@ -116,7 +116,7 @@ void FileOutputOperation::deinit_execution()
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const int2 size = int2(get_width(), get_height());
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if (size == int2(0)) {
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for (const FileOutputInput &input : file_output_inputs_) {
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/* Ownership of outputs buffers are transfered to file outputs, so if we are not writing a
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/* Ownership of outputs buffers are transferred to file outputs, so if we are not writing a
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* file output, we need to free the output buffer here. */
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if (input.output_buffer) {
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MEM_freeN(input.output_buffer);
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@@ -143,7 +143,7 @@ void FileOutputOperation::execute_single_layer()
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for (const FileOutputInput &input : file_output_inputs_) {
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/* We only write images, not single values. */
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if (!input.image_input || input.image_input->get_flags().is_constant_operation) {
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/* Ownership of outputs buffers are transfered to file outputs, so if we are not writing a
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/* Ownership of outputs buffers are transferred to file outputs, so if we are not writing a
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* file output, we need to free the output buffer here. */
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if (input.output_buffer) {
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MEM_freeN(input.output_buffer);
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@@ -236,7 +236,7 @@ void FileOutputOperation::execute_multi_layer()
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for (const FileOutputInput &input : file_output_inputs_) {
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/* We only write images, not single values. */
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if (!input.image_input || input.image_input->get_flags().is_constant_operation) {
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/* Ownership of outputs buffers are transfered to file outputs, so if we are not writing a
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/* Ownership of outputs buffers are transferred to file outputs, so if we are not writing a
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* file output, we need to free the output buffer here. */
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if (input.output_buffer) {
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MEM_freeN(input.output_buffer);
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@@ -772,7 +772,7 @@ GPUTexture *DeferredLayer::render(View &main_view,
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inst_.manager->submit(combine_ps_);
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if (use_feedback_output_ && !use_clamp_direct_) {
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/* We skip writting the radiance during the combine pass. Do a simple fast copy. */
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/* We skip writing the radiance during the combine pass. Do a simple fast copy. */
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GPU_texture_copy(radiance_feedback_tx_, rb.combined_tx);
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}
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@@ -722,7 +722,7 @@ SphericalHarmonicL1 spherical_harmonics_clamp(SphericalHarmonicL1 sh, float clam
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vec3 max_L1 = vec3(reduce_max(abs(per_channel[0].yzw)),
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reduce_max(abs(per_channel[1].yzw)),
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reduce_max(abs(per_channel[2].yzw)));
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/* Find maximum of the sh function over all chanels. */
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/* Find maximum of the sh function over all channels. */
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vec3 max_sh = abs(sh.L0.M0.rgb) * 0.282094792 + max_L1 * 0.488602512;
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float fac = clamp_value * safe_rcp(reduce_max(max_sh));
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@@ -134,7 +134,7 @@ struct CutterSegments {
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* that intersect for the eye, but not in hard numbers. */
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static constexpr int BBOX_PADDING = 2;
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/* When creating new intersection points, we don't want them too close to their neighbour,
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/* When creating new intersection points, we don't want them too close to their neighbor,
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* because that clutters the geometry. This threshold defines what 'too close' is. */
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static constexpr float DISTANCE_FACTOR_THRESHOLD = 0.01f;
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@@ -65,7 +65,8 @@ static blender::IndexRange get_bounding_bezt_index_range(FCurve *fcu,
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last = BKE_fcurve_bezt_binarysearch_index(fcu->bezt, max, fcu->totvert, &replace);
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last = replace ? last + 1 : last;
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last = clamp_i(last, 0, fcu->totvert - 1);
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/* Iterating over index range is exlusive of the last index. But we need `last` to be visited. */
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/* Iterating over index range is exclusive of the last index.
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* But we need `last` to be visited. */
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return blender::IndexRange(first, (last - first) + 1);
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}
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@@ -169,7 +169,7 @@ class VKRenderGraph : public NonCopyable {
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* Submit partial graph to be able to read the expected result of the rendering commands
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* affecting the given vk_buffer. This method is called from
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* `GPU_texture/storagebuf/indexbuf/vertbuf/_read`. In vulkan the content of images cannot be
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* read directly and always needs tobe copied to a transfer buffer.
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* read directly and always needs to be copied to a transfer buffer.
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*
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* After calling this function the mapped memory of the vk_buffer would contain the data of the
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* buffer.
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@@ -17,7 +17,7 @@
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* different workflow as its state can be altered externally and needs to be reset.
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* - Read/Write access masks: To generate correct and performing pipeline barriers the src/dst
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* access masks needs to be accurate and precise. When creating pipeline barriers the resource
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* usage upto that point should be known and the resource usage from that point on.
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* usage up to that point should be known and the resource usage from that point on.
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*/
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#pragma once
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@@ -61,17 +61,17 @@ class VKDevice;
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* Some of the information would be boiler plating; or at least from Blender point of view. To
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* improve lookup performance we use a slimmed down version of the pipeline create info structs.
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* The idea is that we can limit the required data because we control which data we actually use,
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* removing te boiler plating and improve hashing performance better than the VkPipelineCache can
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* removing the boiler plating and improve hashing performance better than the VkPipelineCache can
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* give us.
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*
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* TODO: Extensions like `VK_EXT_graphics_pipeline_library` should fit in this class and ease the
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* development for graphics pipelines. Geometry in and framebuffer out could be cached separately
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* development for graphics pipelines. Geometry in and frame-buffer out could be cached separately
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* to reduce pipeline creation times. Most likely we will add support when we work on graphic
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* pipelines. Recent drivers all support this extension, but the full coverage is still <20%. A
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* fallback should made available for older drivers is required.
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*
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* TODO: Creation of shader modules needs to be revisited.
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* VK_EXT_graphics_pipeline_library deprecates the use of shader modules and use the spriv bin
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* VK_EXT_graphics_pipeline_library deprecates the use of shader modules and use the `spriv` bin
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* directly. In this extension the pipeline and shader module are the same. The current approach
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* should also be revisited as the latest drivers all implement pipeline libraries, but there are
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* some platforms where the driver isn't been updated and doesn't implement this extension. In
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@@ -180,7 +180,7 @@ class USDPrimReader {
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*
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* \param merge_with_parent: If true, set the properties of the prim's parent
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* on the object ID
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* \param motionSampleTime: The time code for sampling tha USD attributes
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* \param motionSampleTime: The time code for sampling the USD attributes.
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*/
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void set_props(bool merge_with_parent = false,
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pxr::UsdTimeCode motionSampleTime = pxr::UsdTimeCode::Default());
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@@ -2860,7 +2860,7 @@ typedef enum RaytraceEEVEE_DenoiseStages {
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} RaytraceEEVEE_DenoiseStages;
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typedef enum RaytraceEEVEE_Method {
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/* NOTE: Each method contains the previos one. */
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/* NOTE: Each method contains the previous one. */
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RAYTRACE_EEVEE_METHOD_PROBE = 0,
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RAYTRACE_EEVEE_METHOD_SCREEN = 1,
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/* TODO(fclem): Hardware ray-tracing. */
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@@ -84,7 +84,7 @@ enum PropertyUnit {
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PROP_UNIT_CAMERA = (10 << 16), /* mm */
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PROP_UNIT_POWER = (11 << 16), /* W */
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PROP_UNIT_TEMPERATURE = (12 << 16), /* C */
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PROP_UNIT_WAVELENGTH = (13 << 16), /* nm (independent of scene) */
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PROP_UNIT_WAVELENGTH = (13 << 16), /* `nm` (independent of scene). */
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};
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ENUM_OPERATORS(PropertyUnit, PROP_UNIT_TEMPERATURE)
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@@ -160,8 +160,8 @@ struct PropertyRNAOrID {
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*/
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bool is_idprop;
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/**
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* Whether this property is defined as a RNA one, but uses an IDProperty to store its value (aka
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* python-defined runtine RNA properties).
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* Whether this property is defined as a RNA one, but uses an #IDProperty to store its value
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* (aka Python-defined runtime RNA properties).
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*
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* \note: In that case, the IDProperty itself may very well not exist (yet), when it has never
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* been set.
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@@ -568,7 +568,7 @@ dict_custom = {
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"unparent",
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# Accepted abbreviations.
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# "dir", # direction/directory? Too ambiguous, don't use this.
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# `"dir",` # direction/directory? Too ambiguous, don't use this.
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"anim", # animation.
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"attr",
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"attrs",
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