Cleanup: spelling in comments (make check_spelling_*)

This commit is contained in:
Campbell Barton
2025-04-17 12:06:12 +10:00
parent 57c5228b86
commit 64f5dee6d7
29 changed files with 56 additions and 55 deletions

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@@ -2246,7 +2246,7 @@ LRESULT WINAPI GHOST_SystemWin32::s_wndProc(HWND hwnd, uint msg, WPARAM wParam,
RECT rect;
GetClientRect(hwnd, &rect);
FillRect((HDC)(wParam), &rect, bgBrush);
/* Clear the backround brush after the initial fill as we don't
/* Clear the background brush after the initial fill as we don't
* need or want any default Windows fill behavior on redraw. */
SetClassLongPtr(hwnd, GCLP_HBRBACKGROUND, (LONG_PTR) nullptr);
}

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@@ -644,9 +644,9 @@ class Strip : public ::ActionStrip {
*
* For example, to get a keyframe strip's data:
*
* ```
* \code{.cc}
* StripKeyframeData &strip_data = strip.data<StripKeyframeData>(action);
* ```
* \endcode
*/
template<typename T> const T &data(const Action &owning_action) const;
template<typename T> T &data(Action &owning_action);
@@ -1126,14 +1126,14 @@ class Channelbag : public ::ActionChannelbag {
* Create many F-Curves at once.
*
* Conceptually the same as adding many curves in a loop:
* ```
* \code{.cc}
* Vector<FCurve*> res(fcurve_descriptors.size(), nullptr);
* for (int64_t i = 0; i < fcurve_descriptors.size(); i++) {
* const FCurveDescriptor &desc = fcurve_descriptors[i];
* res[i] = this->fcurve_create_unique(bmain, desc);
* }
* return res;
* ```
* \endcode
*
* However that is quadratic complexity due to each curve uniqueness check being
* a linear scan, plus invariants rebuilding after each curve.

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@@ -426,10 +426,9 @@ static Vector<float> get_keyframe_values(PointerRNA *ptr, PropertyRNA *prop, con
Vector<float> values;
if (visual_key && visualkey_can_use(ptr, prop)) {
/* Visual-keying is only available for object and pchan datablocks, as
* it works by keyframing using a value extracted from the final matrix
* instead of using the kt system to extract a value.
*/
/* Visual-keying is only available for object data-blocks and pose-channels,
* as it works by key-framing using a value extracted from the final matrix
* instead of using the kt system to extract a value. */
values = visualkey_get_values(ptr, prop);
}
else {

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@@ -140,7 +140,7 @@ class LightModule {
/** LightData buffer used for rendering. Filled by the culling pass. */
LightDataBuf culling_light_buf_ = {"Lights_culled"};
/** Culling infos. */
/** Culling information. */
LightCullingDataBuf culling_data_buf_ = {"LightCull_data"};
/** Z-distance matching the key for each visible lights. Used for sorting. */
LightCullingZdistBuf culling_zdist_buf_ = {"LightCull_zdist"};

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@@ -5,7 +5,7 @@
/** \file
* \ingroup eevee
*
* Shading passes contain drawcalls specific to shading pipelines.
* Shading passes contain draw-calls specific to shading pipelines.
* They are to be shared across views.
* This file is only for shading passes. Other passes are declared in their own module.
*/

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@@ -5,7 +5,7 @@
/** \file
* \ingroup eevee
*
* Shading passes contain drawcalls specific to shading pipelines.
* Shading passes contain draw-calls specific to shading pipelines.
* They are shared across views.
* This file is only for shading passes. Other passes are declared in their own module.
*/
@@ -246,7 +246,7 @@ struct DeferredLayerBase {
int count = count_bits_i(closure_bits_ &
(CLOSURE_REFRACTION | CLOSURE_REFLECTION | CLOSURE_CLEARCOAT |
CLOSURE_DIFFUSE | CLOSURE_TRANSLUCENT));
/* Count the additional infos layer needed by some closures. */
/* Count the additional information layer needed by some closures. */
count += count_bits_i(closure_bits_ &
(CLOSURE_SSS | CLOSURE_TRANSLUCENT | CLOSURE_REFRACTION));
return count;

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@@ -268,7 +268,7 @@ class ShadowModule {
ShadowPageHeapBuf pages_free_data_ = {"PagesFreeBuf"};
/** Pool of cached tiles waiting to be reused. */
ShadowPageCacheBuf pages_cached_data_ = {"PagesCachedBuf"};
/** Infos for book keeping and debug. */
/** Information for book keeping and debug. */
ShadowPagesInfoDataBuf pages_infos_data_ = {"PagesInfosBuf"};
int3 copy_dispatch_size_;

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@@ -5,7 +5,7 @@
/** \file
* \ingroup eevee
*
* Converts the different renderable object types to drawcalls.
* Converts the different renderable object types to draw-calls.
*/
#include "BKE_paint.hh"

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@@ -157,7 +157,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_no_lut)
DEFINE_VALUE("DOF_BOKEH_TEXTURE", "false")
/**
* WORKAROUND(@fclem): This is to keep the code as is for now. The bokeh_lut_tx is referenced
* even if not used after optimization. But we don't want to include it in the create infos.
* even if not used after optimization. But we don't want to include it in the create information.
*/
DEFINE_VALUE("bokeh_lut_tx", "color_tx")
GPU_SHADER_CREATE_END()

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@@ -498,7 +498,7 @@ class Armatures : Overlay {
/* Draw the inner part of the bones, otherwise render just outlines. */
bool is_filled = false;
const ThemeWireColor *bcolor = nullptr; /* pchan color */
const ThemeWireColor *bcolor = nullptr; /* Pose-channel color. */
DrawContext() = default;
};

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@@ -606,7 +606,7 @@ struct GreasePencilDepthPlane {
float4 plane;
/* Center and size of the bounding box of the Grease Pencil object. */
Bounds<float3> bounds;
/* Gpencil object resource handle. */
/* Grease-pencil object resource handle. */
ResourceHandle handle;
};
@@ -929,7 +929,7 @@ struct Resources : public select::SelectMap {
}
};
/* List of flat objects drawcalls.
/* List of flat objects draw-calls.
* In order to not loose selection display of flat objects view from the side,
* we store them in a list and add them to the pass just in time if their flat side is
* perpendicular to the view. */

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@@ -77,8 +77,8 @@ static const std::array<uint3, 12> bone_box_solid_tris{
};
/**
* Store indices of generated verts from bone_box_solid_tris to define adjacency infos.
* See bone_octahedral_solid_tris for more infos.
* Store indices of generated verts from `bone_box_solid_tris` to define adjacency information.
* See `bone_octahedral_solid_tris` for more information.
*/
static const std::array<uint4, 12> bone_box_wire_lines_adjacency = {
uint4{4, 2, 0, 11},
@@ -168,7 +168,8 @@ static const std::array<uint3, 8> bone_octahedral_solid_tris = {
};
/**
* Store indices of generated verts from bone_octahedral_solid_tris to define adjacency infos.
* Store indices of generated verts from `bone_octahedral_solid_tris` to define adjacency
* information.
* Example: triangle {2, 1, 0} is adjacent to {3, 2, 0}, {1, 4, 0} and {5, 1, 2}.
* {2, 1, 0} becomes {0, 1, 2}
* {3, 2, 0} becomes {3, 4, 5}

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@@ -178,7 +178,7 @@ void Draw::execute(RecordingState &state) const
}
if (is_primitive_expansion()) {
/* Expanded drawcall. */
/* Expanded draw-call. */
IndexRange expanded_range = GPU_batch_draw_expanded_parameter_get(
batch->prim_type,
GPUPrimType(expand_prim_type),
@@ -199,7 +199,7 @@ void Draw::execute(RecordingState &state) const
gpu_batch, expanded_range.start(), expanded_range.size(), instance_first, instance_len);
}
else {
/* Regular drawcall. */
/* Regular draw-call. */
GPU_batch_set_shader(batch, state.shader);
GPU_batch_draw_advanced(batch, vertex_first, vertex_len, instance_first, instance_len);
}
@@ -736,9 +736,9 @@ void DrawCommandBuf::finalize_commands(Vector<Header, 0> &headers,
cmd.vertex_len = batch_vert_len;
}
/* NOTE: Only do this if a handle is present. If a drawcall is using instancing with null
/* NOTE: Only do this if a handle is present. If a draw-call is using instancing with null
* handle, the shader should not rely on `resource_id` at ***all***. This allows procedural
* instanced drawcalls with lots of instances with no overhead. */
* instanced draw-calls with lots of instances with no overhead. */
/* TODO(fclem): Think about either fixing this feature or removing support for instancing all
* together. */
if (cmd.handle.raw > 0) {
@@ -762,7 +762,7 @@ void DrawCommandBuf::generate_commands(Vector<Header, 0> &headers,
SubPassVector &sub_passes)
{
/* First instance ID contains the null handle with identity transform.
* This is referenced for drawcalls with no handle. */
* This is referenced for draw-calls with no handle. */
resource_id_buf_.get_or_resize(0) = 0;
resource_id_count_ = 1;
finalize_commands(headers, commands, sub_passes, resource_id_count_, resource_id_buf_);
@@ -812,7 +812,7 @@ void DrawMultiBuf::generate_commands(Vector<Header, 0> & /*headers*/,
UNUSED_VARS_NDEBUG(batch_inst_len);
if (group.desc.expand_prim_type != GPU_PRIM_NONE) {
/* Expanded drawcall. */
/* Expanded draw-call. */
IndexRange vert_range = GPU_batch_draw_expanded_parameter_get(
group.desc.gpu_batch->prim_type,
GPUPrimType(group.desc.expand_prim_type),
@@ -822,7 +822,7 @@ void DrawMultiBuf::generate_commands(Vector<Header, 0> & /*headers*/,
group.vertex_first = vert_range.start();
group.vertex_len = vert_range.size();
/* Override base index to -1 as the generated drawcall will not use an index buffer and do
/* Override base index to -1 as the generated draw-call will not use an index buffer and do
* the indirection manually inside the shader. */
group.base_index = -1;
}

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@@ -47,9 +47,9 @@ struct DrawGroup {
/** Atomic counters used during command sorting. GPU only. Reset on CPU. */
/* Counts visible and invisible instances. Create drawcalls when it reaches `DrawGroup::len`. */
/* Counts visible and invisible instances. Create draw-calls when it reaches `DrawGroup::len`. */
uint total_counter;
/* Counts only visible instance (counting multi-view). Used to issue the drawcalls. */
/* Counts only visible instance (counting multi-view). Used to issue the draw-calls. */
uint front_facing_counter;
uint back_facing_counter;

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@@ -654,7 +654,7 @@ ObjectRef::ObjectRef(DEGObjectIterData &iter_data, Object *ob)
this->dupli_parent = iter_data.dupli_parent;
this->dupli_object = iter_data.dupli_object_current;
this->object = ob;
/* Set by the first drawcall. */
/* Set by the first draw-call. */
this->handle = ResourceHandle(0);
}
@@ -663,7 +663,7 @@ ObjectRef::ObjectRef(Object *ob)
this->dupli_parent = nullptr;
this->dupli_object = nullptr;
this->object = ob;
/* Set by the first drawcall. */
/* Set by the first draw-call. */
this->handle = ResourceHandle(0);
}

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@@ -97,7 +97,7 @@ struct ParticleHairCache {
/* Hair Procedural display: Interpolation is done on the GPU. */
blender::gpu::VertBuf *proc_point_buf; /* Input control points */
/** Infos of control points strands (segment count and base index) */
/** Information of control points strands (segment count and base index) */
blender::gpu::VertBuf *proc_strand_buf;
/* Hair Length */

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@@ -72,7 +72,7 @@ gpu::Batch *pointcloud_sub_pass_setup_implementation(PassT &sub_ps,
{
BLI_assert(object->type == OB_POINTCLOUD);
PointCloud &pointcloud = DRW_object_get_data_for_drawing<PointCloud>(*object);
/* An empty point cloud should never result in a drawcall. However, the buffer binding commands
/* An empty point cloud should never result in a draw-call. However, the buffer binding commands
* will still be executed. In this case, in order to avoid assertion, we bind dummy VBOs. */
bool is_empty = pointcloud.totpoint == 0;

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@@ -1816,7 +1816,7 @@ static ListBase /*tEulerFilter*/ euler_filter_group_channels(
/* Check if this is an appropriate F-Curve:
* - Only rotation curves.
* - For pchan curves, make sure we're only using the euler curves.
* - For pose-channel curves, make sure we're only using the euler curves.
*/
if (strstr(fcu->rna_path, "rotation_euler") == nullptr) {
continue;

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@@ -44,13 +44,11 @@ class GaussianFilter {
* value. The sigma value determines the mask size (~ 2 x sigma).
* \param map: The image we wish to work on.
* The Map template must implement the following methods:
* - float pixel(uint x, uint y) const;
* - uint width() const;
* - uint height() const;
* \param x:
* The abscissa of the pixel where we want to evaluate the gaussian blur.
* \param y:
* The ordinate of the pixel where we want to evaluate the gaussian blur.
* - `float pixel(uint x, uint y) const;`
* - `uint width() const;`
* - `uint height() const;`
* \param x: The abscissa of the pixel where we want to evaluate the gaussian blur.
* \param y: The ordinate of the pixel where we want to evaluate the gaussian blur.
*/
template<class Map> float getSmoothedPixel(Map *map, int x, int y);

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@@ -435,7 +435,7 @@ blender::IndexRange GPU_batch_draw_expanded_parameter_get(GPUPrimType input_prim
/* -------------------------------------------------------------------- */
/** \name Procedural drawing
*
* A drawcall always need a batch to be issued.
* A draw-call always need a batch to be issued.
* These are dummy batches that contains no vertex data and can be used to render geometry
* without per vertex inputs.
* \{ */

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@@ -323,7 +323,7 @@ void GPU_batch_bind_as_resources(Batch *batch, GPUShader *shader)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Drawing / Drawcall functions
/** \name Drawing / Draw-call functions
* \{ */
void GPU_batch_draw_parameter_get(Batch *batch,

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@@ -533,7 +533,7 @@ GPUNodeLink *GPU_attribute(GPUMaterial *mat, const eCustomDataType type, const c
GPUMaterialAttribute *attr = gpu_node_graph_add_attribute(graph, type, name, false, false);
if (type == CD_ORCO) {
/* OPTI: orco might be computed from local positions and needs object infos. */
/* OPTI: orco might be computed from local positions and needs object information. */
GPU_material_flag_set(mat, GPU_MATFLAG_OBJECT_INFO);
}

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@@ -20,5 +20,8 @@ void gpu_shader_create_info_exit();
bool gpu_shader_create_info_compile(const char *name_starts_with_filter);
/** Runtime create infos are not registered in the dictionary and cannot be searched. */
/**
* Runtime created shader information is not registered in the dictionary
* and cannot be searched.
*/
const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name);

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@@ -45,7 +45,7 @@ const char *MTLLogParser::parse_line(const char *source_combined,
if (source_name == "msl_wrapper_code") {
/* In this case the issue is in the wrapper. We cannot access it.
* So we still display the internal error lines for some more infos. */
* So we still display the internal error lines for some more information. */
log_item.cursor.row = -1;
wrapper_error_ = true;
}

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@@ -70,12 +70,12 @@ static void APIENTRY debug_callback(GLenum /*source*/,
if (TRIM_NVIDIA_BUFFER_INFO && STRPREFIX(message, "Buffer detailed info") &&
GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL))
{
/* Suppress buffer infos flooding the output. */
/* Suppress buffer information flooding the output. */
return;
}
if (TRIM_SHADER_STATS_INFO && STRPREFIX(message, "Shader Stats")) {
/* Suppress buffer infos flooding the output. */
/* Suppress buffer information flooding the output. */
return;
}

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@@ -52,7 +52,7 @@ class VKDescriptorPools {
VkDescriptorSet allocate(const VkDescriptorSetLayout descriptor_set_layout);
/**
* Discard all existing pools and reinitializes this instance.
* Discard all existing pools and re-initializes this instance.
*
* This is a fix to ensure that resources will not be rewritten. Eventually we should discard the
* resource pools for reuse.

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@@ -88,7 +88,7 @@ struct FbxImportContext {
void FbxImportContext::import_globals(Scene *scene) const
{
/* Set scene framerate to that of FBX file. */
/* Set scene frame-rate to that of FBX file. */
double fps = this->fbx.settings.frames_per_second;
scene->r.frs_sec = roundf(fps);
scene->r.frs_sec_base = scene->r.frs_sec / fps;

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@@ -420,7 +420,7 @@ static void geom_new_object(const char *p,
{
r_state_shaded_smooth = false;
r_state_group_name = "";
/* Reset object-local material index that's used in face infos.
/* Reset object-local material index that's used in face information.
* NOTE: do not reset the material name; that has to carry over
* into the next object if needed. */
r_state_material_index = -1;

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@@ -46,7 +46,7 @@ typedef struct bConstraint {
/** Object to use as target for Custom Space of owner. */
struct Object *space_object;
/** Subtarget for Custom Space of owner - pchan or vgroup name, MAX_ID_NAME-2. */
/** Sub-target for Custom Space of owner - pose-channel or vertex-group name, MAX_ID_NAME-2. */
char space_subtarget[64];
/** Constraint name, MAX_NAME. */
@@ -80,7 +80,7 @@ typedef struct bConstraintTarget {
/** Object to use as target. */
struct Object *tar;
/** Subtarget - pchan or vgroup name, MAX_ID_NAME-2. */
/** Sub-target - pose-channel or vertex-group name, MAX_ID_NAME-2. */
char subtarget[64];
/** Matrix used during constraint solving - should be cleared before each use. */