Cleanup: spelling in comments
This commit is contained in:
@@ -850,7 +850,7 @@ Span<const FCurve *> fcurves_for_action_slot(const Action &action, slot_handle_t
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*
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* This is a utility function whose purpose is unclear after multi-layer Actions are introduced.
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* It might still be useful, it might not be.
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*
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* The use of this function is an indicator for code that might have to be altered when
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* multi-layered Actions are getting implemented.
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*/
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@@ -1172,7 +1172,7 @@ bool ChannelBag::fcurve_remove(FCurve &fcurve_to_remove)
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dna::array::remove_index(
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&this->fcurve_array, &this->fcurve_array_num, nullptr, fcurve_index, fcurve_ptr_destructor);
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/* As an optimisation, this function could call `DEG_relations_tag_update(bmain)` to prune any
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/* As an optimization, this function could call `DEG_relations_tag_update(bmain)` to prune any
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* relationships that are now no longer necessary. This is not needed for correctness of the
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* depsgraph evaluation results though. */
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@@ -29,7 +29,7 @@ class AssetLibrary;
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class AssetRepresentation;
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class AssetStorage {
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/* Uses shared pointers so the UI can aquire weak pointers. It can then ensure pointers are not
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/* Uses shared pointers so the UI can acquire weak pointers. It can then ensure pointers are not
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* dangling before accessing. */
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using StorageT = Set<std::shared_ptr<AssetRepresentation>>;
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@@ -509,7 +509,7 @@ void mesh_remesh_reproject_attributes(const Mesh &src, Mesh &dst)
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/* The main idea in the following code is to trade some complexity in sampling for the benefit of
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* only using and building a single BVH tree. Since sculpt mode doesn't generally deal with loose
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* vertices and edges, we use the standard "triangles" BVH which won't contain them. Also, only
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* relying on a single BVH should reduce memory usage, and work better if the BVH and pbvh::Tree
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* relying on a single BVH should reduce memory usage, and work better if the BVH and #pbvh::Tree
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* are ever merged.
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*
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* One key decision is separating building transfer index maps from actually transferring any
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@@ -47,7 +47,7 @@
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#define MAX_TREETYPE 32
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/* Setting zero so we can catch bugs in BLI_task/KDOPBVH.
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* TODO(sergey): Deduplicate the limits with blender::bke::pbvh::Tree from BKE.
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* TODO(sergey): Deduplicate the limits with #blender::bke::pbvh::Tree from BKE.
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*/
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#ifndef NDEBUG
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# define KDOPBVH_THREAD_LEAF_THRESHOLD 0
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@@ -255,7 +255,7 @@ static OldNewMap *oldnewmap_new()
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}
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/**
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* \return `true` if the \a oldaddr key has been sucessfully added to the \a onm, and no existing
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* \return `true` if the \a oldaddr key has been successfully added to the \a onm, and no existing
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* entry was overwritten.
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*/
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static bool oldnewmap_insert(OldNewMap *onm, const void *oldaddr, void *newaddr, int nr)
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@@ -95,7 +95,7 @@ void Camera::sync()
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int2 display_extent = inst_.film.display_extent_get();
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int2 film_extent = inst_.film.film_extent_get();
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int2 film_offset = inst_.film.film_offset_get();
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/* Overscan in film pixel. Not the same as `render_overscan_get`. */
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/* Over-scan in film pixel. Not the same as `render_overscan_get`. */
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int film_overscan = inst_.film.overscan_pixels_get(overscan_, film_extent);
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rcti film_rect;
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@@ -86,8 +86,8 @@ class Film {
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int2 display_extent;
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eViewLayerEEVEEPassType enabled_passes_ = eViewLayerEEVEEPassType(0);
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/* Store the pass types needed by the viewport compositor separatly, because some passes might be
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* enabled but not used by the viewport compositor, so they needn't be written. */
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/* Store the pass types needed by the viewport compositor separately, because some passes might
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* be enabled but not used by the viewport compositor, so they needn't be written. */
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eViewLayerEEVEEPassType viewport_compositor_enabled_passes_ = eViewLayerEEVEEPassType(0);
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PassCategory enabled_categories_ = PassCategory(0);
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bool use_reprojection_ = false;
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@@ -523,7 +523,7 @@ void Instance::render_frame(RenderEngine *engine, RenderLayer *render_layer, con
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if ((sampling.sample_index() == 1) || ((sampling.sample_index() % 25) == 0) ||
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sampling.finished())
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{
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/* TODO: Use fmt. */
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/* TODO: Use `fmt`. */
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std::string re_info = "Rendering " + std::to_string(sampling.sample_index()) + " / " +
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std::to_string(sampling.sample_count()) + " samples";
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RE_engine_update_stats(engine, nullptr, re_info.c_str());
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@@ -278,7 +278,7 @@ GPU_SHADER_CREATE_INFO(eevee_surf_shadow_tbdr)
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.define("SHADOW_UPDATE_TBDR")
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.builtins(BuiltinBits::LAYER)
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/* Use greater depth write to avoid loosing the early Z depth test but ensure correct fragment
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ordering after slope bias. */
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* ordering after slope bias. */
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.depth_write(DepthWrite::GREATER)
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/* F32 color attachment for on-tile depth accumulation without atomics. */
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.fragment_out(0, Type::FLOAT, "out_depth", DualBlend::NONE, SHADOW_ROG_ID);
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@@ -790,7 +790,7 @@ static GPENCIL_tObject *grease_pencil_object_cache_populate(GPENCIL_PrivateData
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visible_strokes.foreach_index([&](const int stroke_i, const int pos) {
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const IndexRange points = points_by_curve[stroke_i];
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/* The material index is allowed to be negative as it's stored as a generic attribure. We
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/* The material index is allowed to be negative as it's stored as a generic attribute. We
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* clamp it here to avoid crashing in the rendering code. Any stroke with a material < 0 will
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* use the first material in the first material slot.*/
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const int material_index = std::max(stroke_materials[stroke_i], 0);
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@@ -1573,9 +1573,9 @@ static size_t animfilter_action_slots(bAnimContext *ac,
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BLI_assert(slot);
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/* In some cases (see `ob_to_keylist()` and friends) fake bDopeSheet and fake bAnimContext are
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* created. These are mostly null-initialised, and so do not have a bmain. This means that
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* created. These are mostly null-initialized, and so do not have a bmain. This means that
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* lookup of the animated ID is not possible, which can result in failure to look up the proper
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* F-Curve display name. For the `..._to_keylist` functions that doens't matter, as those are
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* F-Curve display name. For the `..._to_keylist` functions that doesn't matter, as those are
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* only interested in the key data anyway. So rather than trying to get a reliable `bmain`
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* through the maze, this code just treats it as optional (even though ideally it should always
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* be known). */
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@@ -1311,7 +1311,7 @@ void ED_view3d_buttons_region_layout_ex(const bContext *C,
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* \param frame_selected Frame the newly out-of-local view to show currently visible selected
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* objects. Will only do something if a valid #depsgraph pointer is also provided.
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* \param smooth_viewtx Smooth transition time (in milliseconds) between current view and final
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* view, if changes are hapenning. Currently only used if #frame_selected is enabled.
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* view, if changes are happening. Currently only used if #frame_selected is enabled.
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*
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* \return `true` if the local view was actually exited.
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*/
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@@ -120,7 +120,7 @@ struct SeqStripDrawData {
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/* Horizontal strip positions (1.0 is one frame). */
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float left_handle, right_handle; /* Left and right strip sides. */
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float content_start, content_end; /* Start and end of actual content (only relevant for strips
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that have holdout regions). */
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* that have holdout regions). */
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float handle_width;
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/* Vertical strip positions (1.0 is one channel). */
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float bottom;
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@@ -51,11 +51,11 @@ struct VKGraphicsInfo {
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bool operator==(const VertexIn &other) const
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{
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// TODO: use an exact implementation and remove the hash compare.
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/*
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/* TODO: use an exact implementation and remove the hash compare. */
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#if 0
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return vk_topology == other.vk_topology && attributes.hash() == other.attributes.hash() &&
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bindings.hash() == other.bindings.hash();
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*/
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#endif
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return hash() == other.hash();
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}
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@@ -188,7 +188,7 @@ typedef struct LightCache {
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LightCacheTexture cube_tx;
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/** Does not contains valid GPUTexture, only data. */
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LightCacheTexture *cube_mips;
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/* All lightprobes data contained in the cache. */
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/* All light-probes data contained in the cache. */
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LightProbeCache *cube_data;
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LightGridCache *grid_data;
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} LightCache;
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@@ -235,7 +235,7 @@ enum PropertyFlag {
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*/
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PROP_HIDDEN = (1 << 19),
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/**
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* Donnot preserve the last value for repeated operator calls.
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* Doesn't preserve the last value for repeated operator calls.
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*
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* Also don't save in presets, as if #PROP_SKIP_PRESET was set.
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*/
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@@ -483,7 +483,7 @@ static void rna_PaintModeSettings_canvas_source_update(bContext *C, PointerRNA *
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{
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Scene *scene = CTX_data_scene(C);
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Object *ob = CTX_data_active_object(C);
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/* When canvas source changes the pbvh::Tree would require updates when switching between color
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/* When canvas source changes the #pbvh::Tree would require updates when switching between color
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* attributes. */
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if (ob && ob->type == OB_MESH) {
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BKE_texpaint_slots_refresh_object(scene, ob);
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