Cleanup: spelling in comments, capitalize tags

This commit is contained in:
Campbell Barton
2023-07-20 09:40:32 +10:00
parent 9d73926873
commit 08f4f1f41e
16 changed files with 45 additions and 39 deletions

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@@ -206,8 +206,9 @@ void GHOST_ContextCGL::metalInit()
@autoreleasepool {
id<MTLDevice> device = m_metalLayer.device;
/* Create a command queue for blit/present operation. Note: All context should share a single
* command queue to ensure correct ordering of work submitted from multiple contexts. */
/* Create a command queue for blit/present operation.
* NOTE: All context should share a single command queue
* to ensure correct ordering of work submitted from multiple contexts. */
if (s_sharedMetalCommandQueue == nil) {
s_sharedMetalCommandQueue = (MTLCommandQueue *)[device
newCommandQueueWithMaxCommandBufferCount:GHOST_ContextCGL::max_command_buffer_count];

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@@ -4285,11 +4285,10 @@ void CustomData_blend_write_prepare(CustomData &data,
data.totlayer = layers_to_write.size();
data.maxlayer = data.totlayer;
/* Note: data->layers may be null, this happens when adding
* a legacy MPoly struct to a mesh with no other face attributes.
/* NOTE: `data->layers` may be null, this happens when adding
* a legacy #MPoly struct to a mesh with no other face attributes.
* This leaves us with no unique ID for DNA to identify the old
* data with when loading the file.
*/
* data with when loading the file. */
if (!data.layers && layers_to_write.size() > 0) {
/* We just need an address that's unique. */
data.layers = reinterpret_cast<CustomDataLayer *>(&data.layers);

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@@ -2617,7 +2617,7 @@ bool *BKE_keyblock_get_dependent_keys(const Key *key, const int index)
marked[index] = true;
/* Iterative breadth-first search through the key list. This method minimizes
* the number of scans through the list and is failsafe vs reference cycles. */
* the number of scans through the list and is fail-safe vs reference cycles. */
bool updated, found = false;
int i;

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@@ -125,7 +125,7 @@ void BKE_screen_foreach_id_screen_area(LibraryForeachIDData *data, ScrArea *area
if (sbuts->pinid == nullptr) {
sbuts->flag &= ~SB_PIN_CONTEXT;
}
/* Note: Restoring path pointers is complicated, if not impossible, because this contains
/* NOTE: Restoring path pointers is complicated, if not impossible, because this contains
* data pointers too, not just ID ones. See #40046. */
MEM_SAFE_FREE(sbuts->path);
}

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@@ -51,7 +51,7 @@ void main()
#endif
/* Temporal supersampling */
/* Note : this uses the cell non-jittered position (texel center). */
/* NOTE: this uses the cell non-jittered position (texel center). */
vec3 curr_ndc = volume_to_ndc(vec3(gl_FragCoord.xy, float(volumetric_geom_iface.slice) + 0.5) *
volInvTexSize.xyz);
vec3 wpos = get_world_space_from_depth(curr_ndc.xy, curr_ndc.z);

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@@ -658,7 +658,7 @@ static void calc_shapeKeys(Object *obedit, ListBase *newnurbs)
LISTBASE_FOREACH (Nurb *, nu, &editnurb->nurbs) {
if (nu->bezt) {
/* Three vects to store handles and one for tilt. */
/* Three vectors to store handles and one for tilt. */
totvec += nu->pntsu * 4;
}
else {

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@@ -336,7 +336,7 @@ static int gizmo_arrow_modal(bContext *C,
float offset[3];
float facdir = 1.0f;
/* (src, dst) */
/* A pair: (source, destination). */
struct {
blender::float2 mval;
float ray_origin[3], ray_direction[3];

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@@ -705,12 +705,11 @@ static void annotation_draw_data_layers(
*/
if (ED_gpencil_session_active() && (gpl->flag & GP_LAYER_ACTIVE) &&
(gpf->flag & GP_FRAME_PAINT)) {
/* Buffer stroke needs to be drawn with a different linestyle
/* Buffer stroke needs to be drawn with a different line-style
* to help differentiate them from normal strokes.
*
* It should also be noted that sbuffer contains temporary point types
* i.e. tGPspoints NOT bGPDspoints
*/
* It should also be noted that #bGPdata_Runtime::sbuffer contains temporary point types
* i.e. #tGPspoints NOT #bGPDspoints. */
annotation_draw_stroke_buffer(gpd, lthick, dflag, ink);
}
}

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@@ -105,24 +105,24 @@ static void gaussian_blur_1D(const Span<T> src,
{
/* 1D Gaussian-like smoothing function.
*
* Note : This is the algorithm used by BKE_gpencil_stroke_smooth_point (legacy),
* but generalized and written in C++.
* NOTE: This is the algorithm used by #BKE_gpencil_stroke_smooth_point (legacy),
* but generalized and written in C++.
*
* This function uses a binomial kernel, which is the discrete version of gaussian blur.
* The weight for a value at the relative index is:
* w = nCr(n, j + n/2) / 2^n = (n/1 * (n-1)/2 * ... * (n-j-n/2)/(j+n/2)) / 2^n
* `w = nCr(n, j + n/2) / 2^n = (n/1 * (n-1)/2 * ... * (n-j-n/2)/(j+n/2)) / 2^n`.
* All weights together sum up to 1.
* This is equivalent to doing multiple iterations of averaging neighbors,
* where n = iterations * 2 and -n/2 <= j <= n/2
* where: `n = iterations * 2 and -n/2 <= j <= n/2`.
*
* Now the problem is that nCr(n, j + n/2) is very hard to compute for n > 500, since even
* double precision isn't sufficient. A very good robust approximation for n > 20 is
* nCr(n, j + n/2) / 2^n = sqrt(2/(pi*n)) * exp(-2*j*j/n)
* Now the problem is that `nCr(n, j + n/2)` is very hard to compute for `n > 500`, since even
* double precision isn't sufficient. A very good robust approximation for `n > 20` is:
* `nCr(n, j + n/2) / 2^n = sqrt(2/(pi*n)) * exp(-2*j*j/n)`.
*
* `keep_shape` is a new option to stop the points from severely deforming.
* It uses different partially negative weights.
* w = 2 * (nCr(n, j + n/2) / 2^n) - (nCr(3*n, j + n) / 2^(3*n))
* ~ 2 * sqrt(2/(pi*n)) * exp(-2*j*j/n) - sqrt(2/(pi*3*n)) * exp(-2*j*j/(3*n))
* `w = 2 * (nCr(n, j + n/2) / 2^n) - (nCr(3*n, j + n) / 2^(3*n))`
* ` ~ 2 * sqrt(2/(pi*n)) * exp(-2*j*j/n) - sqrt(2/(pi*3*n)) * exp(-2*j*j/(3*n))`
* All weights still sum up to 1.
* Note that these weights only work because the averaging is done in relative coordinates.
*/

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@@ -137,13 +137,13 @@ static int grease_pencil_layer_reorder_exec(bContext *C, wmOperator *op)
switch (reorder_location) {
case LAYER_REORDER_ABOVE: {
/* Note: The layers are stored from bottom to top, so inserting above (visually), means
/* NOTE: The layers are stored from bottom to top, so inserting above (visually), means
* inserting the link after the target. */
target_layer->parent_group().add_layer_after(active_layer, &target_layer->as_node());
break;
}
case LAYER_REORDER_BELOW: {
/* Note: The layers are stored from bottom to top, so inserting below (visually), means
/* NOTE: The layers are stored from bottom to top, so inserting below (visually), means
* inserting the link before the target. */
target_layer->parent_group().add_layer_before(active_layer, &target_layer->as_node());
break;

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@@ -400,7 +400,7 @@ static void tree_element_material_activate(bContext *C,
{
/* we search for the object parent */
Object *ob = (Object *)outliner_search_back(te, ID_OB);
/* Note : ob->matbits can be nullptr when a local object points to a library mesh. */
/* NOTE: `ob->matbits` can be nullptr when a local object points to a library mesh. */
BKE_view_layer_synced_ensure(scene, view_layer);
if (ob == nullptr || ob != BKE_view_layer_active_object_get(view_layer) ||
ob->matbits == nullptr) {
@@ -1040,7 +1040,7 @@ static eOLDrawState tree_element_active_material_get(const Scene *scene,
{
/* we search for the object parent */
const Object *ob = (const Object *)outliner_search_back((TreeElement *)te, ID_OB);
/* Note : ob->matbits can be nullptr when a local object points to a library mesh. */
/* NOTE: `ob->matbits` can be nullptr when a local object points to a library mesh. */
BKE_view_layer_synced_ensure(scene, view_layer);
if (ob == nullptr || ob != BKE_view_layer_active_object_get(view_layer) ||
ob->matbits == nullptr) {

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@@ -96,7 +96,7 @@ typedef enum eGPUBlend {
/** Order independent transparency.
* NOTE: Cannot be used as is. Needs special setup (frame-buffer, shader ...). */
GPU_BLEND_OIT,
/** Special blend to add color under and multiply dst color by src alpha. */
/** Special blend to add color under and multiply DST color by SRC alpha. */
GPU_BLEND_BACKGROUND,
/** Custom blend parameters using dual source blending : SRC0 + SRC1 * DST
* NOTE: Can only be used with _ONE_ Draw Buffer and shader needs to be specialized. */

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@@ -1058,12 +1058,12 @@ static int ffmpeg_seek_by_byte(AVFormatContext *pFormatCtx)
static int64_t ffmpeg_get_seek_pts(anim *anim, int64_t pts_to_search)
{
/* FFmpeg seeks internally using DTS values instead of PTS. In some files DTS and PTS values are
* offset and sometimes ffmpeg fails to take this into account when seeking.
/* FFMPEG seeks internally using DTS values instead of PTS. In some files DTS and PTS values are
* offset and sometimes FFMPEG fails to take this into account when seeking.
* Therefore we need to seek backwards a certain offset to make sure the frame we want is in
* front of us. It is not possible to determine the exact needed offset, this value is determined
* experimentally. Note: Too big offset can impact performance. Current 3 frame offset has no
* measurable impact.
* front of us. It is not possible to determine the exact needed offset,
* this value is determined experimentally.
* NOTE: Too big offset can impact performance. Current 3 frame offset has no measurable impact.
*/
int64_t seek_pts = pts_to_search - (ffmpeg_steps_per_frame_get(anim) * 3);

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@@ -221,7 +221,7 @@ void MeshFromGeometry::create_polys_loops(Mesh *mesh, bool use_vertex_groups)
/* Setup vertex group data, if needed. */
if (!dverts.is_empty()) {
const int group_index = curr_face.vertex_group_index;
/* Note: face might not belong to any group */
/* NOTE: face might not belong to any group. */
if (group_index >= 0 || 1) {
MDeformWeight *dw = BKE_defvert_ensure_index(&dverts[corner_verts[tot_loop_idx]],
group_index);

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@@ -245,19 +245,23 @@ bool RE_engine_use_persistent_data(struct RenderEngine *engine);
struct RenderEngine *RE_engine_get(const struct Render *re);
struct RenderEngine *RE_view_engine_get(const struct ViewRender *view_render);
/* Acquire render engine for drawing via its `draw()` callback.
/**
* Acquire render engine for drawing via its `draw()` callback.
*
* If drawing is not possible false is returned. If drawing is possible then the engine is
* "acquired" so that it can not be freed by the render pipeline.
*
* Drawing is possible if the engine has the `draw()` callback and it is in its `render()`
* callback. */
* callback.
*/
bool RE_engine_draw_acquire(struct Render *re);
void RE_engine_draw_release(struct Render *re);
/* GPU context for engine to create and update GPU resources in its own thread,
/**
* GPU context for engine to create and update GPU resources in its own thread,
* without blocking the main thread. Used by Cycles' display driver to create
* display textures. */
* display textures.
*/
bool RE_engine_gpu_context_create(struct RenderEngine *engine);
void RE_engine_gpu_context_destroy(struct RenderEngine *engine);

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@@ -33,6 +33,7 @@ dict_custom = {
# Correct spelling, update the dictionary, here:
# https://github.com/en-wl/wordlist
"accessor",
"accumulatively",
"additively",
"adjoint",
"adjugate",
@@ -317,6 +318,8 @@ dict_custom = {
"suboptimally",
"subrange",
"subtractive",
"subtype",
"subtypes",
"superset",
"symmetrizable",
"symmetrize",