Cleanup: spelling in comments (make check_spelling_*)
This commit is contained in:
@@ -2246,7 +2246,7 @@ LRESULT WINAPI GHOST_SystemWin32::s_wndProc(HWND hwnd, uint msg, WPARAM wParam,
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RECT rect;
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GetClientRect(hwnd, &rect);
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FillRect((HDC)(wParam), &rect, bgBrush);
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/* Clear the backround brush after the initial fill as we don't
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/* Clear the background brush after the initial fill as we don't
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* need or want any default Windows fill behavior on redraw. */
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SetClassLongPtr(hwnd, GCLP_HBRBACKGROUND, (LONG_PTR) nullptr);
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}
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@@ -644,9 +644,9 @@ class Strip : public ::ActionStrip {
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*
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* For example, to get a keyframe strip's data:
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*
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* ```
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* \code{.cc}
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* StripKeyframeData &strip_data = strip.data<StripKeyframeData>(action);
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* ```
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* \endcode
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*/
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template<typename T> const T &data(const Action &owning_action) const;
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template<typename T> T &data(Action &owning_action);
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@@ -1126,14 +1126,14 @@ class Channelbag : public ::ActionChannelbag {
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* Create many F-Curves at once.
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*
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* Conceptually the same as adding many curves in a loop:
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* ```
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* \code{.cc}
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* Vector<FCurve*> res(fcurve_descriptors.size(), nullptr);
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* for (int64_t i = 0; i < fcurve_descriptors.size(); i++) {
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* const FCurveDescriptor &desc = fcurve_descriptors[i];
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* res[i] = this->fcurve_create_unique(bmain, desc);
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* }
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* return res;
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* ```
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* \endcode
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*
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* However that is quadratic complexity due to each curve uniqueness check being
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* 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
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Vector<float> values;
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if (visual_key && visualkey_can_use(ptr, prop)) {
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/* Visual-keying is only available for object and pchan datablocks, as
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* it works by keyframing using a value extracted from the final matrix
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* instead of using the kt system to extract a value.
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*/
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/* Visual-keying is only available for object data-blocks and pose-channels,
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* as it works by key-framing using a value extracted from the final matrix
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* instead of using the kt system to extract a value. */
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values = visualkey_get_values(ptr, prop);
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}
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else {
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@@ -140,7 +140,7 @@ class LightModule {
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/** LightData buffer used for rendering. Filled by the culling pass. */
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LightDataBuf culling_light_buf_ = {"Lights_culled"};
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/** Culling infos. */
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/** Culling information. */
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LightCullingDataBuf culling_data_buf_ = {"LightCull_data"};
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/** Z-distance matching the key for each visible lights. Used for sorting. */
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LightCullingZdistBuf culling_zdist_buf_ = {"LightCull_zdist"};
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@@ -5,7 +5,7 @@
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/** \file
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* \ingroup eevee
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*
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* Shading passes contain drawcalls specific to shading pipelines.
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* Shading passes contain draw-calls specific to shading pipelines.
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* They are to be shared across views.
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* This file is only for shading passes. Other passes are declared in their own module.
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*/
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@@ -5,7 +5,7 @@
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/** \file
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* \ingroup eevee
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*
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* Shading passes contain drawcalls specific to shading pipelines.
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* Shading passes contain draw-calls specific to shading pipelines.
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* They are shared across views.
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* This file is only for shading passes. Other passes are declared in their own module.
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*/
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@@ -246,7 +246,7 @@ struct DeferredLayerBase {
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int count = count_bits_i(closure_bits_ &
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(CLOSURE_REFRACTION | CLOSURE_REFLECTION | CLOSURE_CLEARCOAT |
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CLOSURE_DIFFUSE | CLOSURE_TRANSLUCENT));
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/* Count the additional infos layer needed by some closures. */
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/* Count the additional information layer needed by some closures. */
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count += count_bits_i(closure_bits_ &
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(CLOSURE_SSS | CLOSURE_TRANSLUCENT | CLOSURE_REFRACTION));
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return count;
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@@ -268,7 +268,7 @@ class ShadowModule {
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ShadowPageHeapBuf pages_free_data_ = {"PagesFreeBuf"};
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/** Pool of cached tiles waiting to be reused. */
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ShadowPageCacheBuf pages_cached_data_ = {"PagesCachedBuf"};
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/** Infos for book keeping and debug. */
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/** Information for book keeping and debug. */
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ShadowPagesInfoDataBuf pages_infos_data_ = {"PagesInfosBuf"};
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int3 copy_dispatch_size_;
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@@ -5,7 +5,7 @@
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/** \file
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* \ingroup eevee
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*
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* Converts the different renderable object types to drawcalls.
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* Converts the different renderable object types to draw-calls.
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*/
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#include "BKE_paint.hh"
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@@ -157,7 +157,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_no_lut)
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DEFINE_VALUE("DOF_BOKEH_TEXTURE", "false")
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/**
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* WORKAROUND(@fclem): This is to keep the code as is for now. The bokeh_lut_tx is referenced
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* even if not used after optimization. But we don't want to include it in the create infos.
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* even if not used after optimization. But we don't want to include it in the create information.
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*/
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DEFINE_VALUE("bokeh_lut_tx", "color_tx")
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GPU_SHADER_CREATE_END()
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@@ -498,7 +498,7 @@ class Armatures : Overlay {
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/* Draw the inner part of the bones, otherwise render just outlines. */
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bool is_filled = false;
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const ThemeWireColor *bcolor = nullptr; /* pchan color */
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const ThemeWireColor *bcolor = nullptr; /* Pose-channel color. */
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DrawContext() = default;
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};
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@@ -606,7 +606,7 @@ struct GreasePencilDepthPlane {
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float4 plane;
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/* Center and size of the bounding box of the Grease Pencil object. */
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Bounds<float3> bounds;
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/* Gpencil object resource handle. */
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/* Grease-pencil object resource handle. */
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ResourceHandle handle;
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};
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@@ -929,7 +929,7 @@ struct Resources : public select::SelectMap {
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}
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};
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/* List of flat objects drawcalls.
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/* List of flat objects draw-calls.
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* In order to not loose selection display of flat objects view from the side,
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* we store them in a list and add them to the pass just in time if their flat side is
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* perpendicular to the view. */
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@@ -77,8 +77,8 @@ static const std::array<uint3, 12> bone_box_solid_tris{
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};
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/**
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* Store indices of generated verts from bone_box_solid_tris to define adjacency infos.
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* See bone_octahedral_solid_tris for more infos.
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* Store indices of generated verts from `bone_box_solid_tris` to define adjacency information.
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* See `bone_octahedral_solid_tris` for more information.
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*/
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static const std::array<uint4, 12> bone_box_wire_lines_adjacency = {
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uint4{4, 2, 0, 11},
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@@ -168,7 +168,8 @@ static const std::array<uint3, 8> bone_octahedral_solid_tris = {
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};
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/**
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* Store indices of generated verts from bone_octahedral_solid_tris to define adjacency infos.
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* Store indices of generated verts from `bone_octahedral_solid_tris` to define adjacency
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* information.
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* Example: triangle {2, 1, 0} is adjacent to {3, 2, 0}, {1, 4, 0} and {5, 1, 2}.
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* {2, 1, 0} becomes {0, 1, 2}
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* {3, 2, 0} becomes {3, 4, 5}
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@@ -178,7 +178,7 @@ void Draw::execute(RecordingState &state) const
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}
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if (is_primitive_expansion()) {
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/* Expanded drawcall. */
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/* Expanded draw-call. */
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IndexRange expanded_range = GPU_batch_draw_expanded_parameter_get(
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batch->prim_type,
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GPUPrimType(expand_prim_type),
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@@ -199,7 +199,7 @@ void Draw::execute(RecordingState &state) const
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gpu_batch, expanded_range.start(), expanded_range.size(), instance_first, instance_len);
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}
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else {
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/* Regular drawcall. */
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/* Regular draw-call. */
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GPU_batch_set_shader(batch, state.shader);
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GPU_batch_draw_advanced(batch, vertex_first, vertex_len, instance_first, instance_len);
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}
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@@ -736,9 +736,9 @@ void DrawCommandBuf::finalize_commands(Vector<Header, 0> &headers,
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cmd.vertex_len = batch_vert_len;
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}
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/* NOTE: Only do this if a handle is present. If a drawcall is using instancing with null
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/* NOTE: Only do this if a handle is present. If a draw-call is using instancing with null
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* handle, the shader should not rely on `resource_id` at ***all***. This allows procedural
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* instanced drawcalls with lots of instances with no overhead. */
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* instanced draw-calls with lots of instances with no overhead. */
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/* TODO(fclem): Think about either fixing this feature or removing support for instancing all
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* together. */
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if (cmd.handle.raw > 0) {
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@@ -762,7 +762,7 @@ void DrawCommandBuf::generate_commands(Vector<Header, 0> &headers,
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SubPassVector &sub_passes)
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{
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/* First instance ID contains the null handle with identity transform.
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* This is referenced for drawcalls with no handle. */
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* This is referenced for draw-calls with no handle. */
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resource_id_buf_.get_or_resize(0) = 0;
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resource_id_count_ = 1;
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finalize_commands(headers, commands, sub_passes, resource_id_count_, resource_id_buf_);
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@@ -812,7 +812,7 @@ void DrawMultiBuf::generate_commands(Vector<Header, 0> & /*headers*/,
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UNUSED_VARS_NDEBUG(batch_inst_len);
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if (group.desc.expand_prim_type != GPU_PRIM_NONE) {
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/* Expanded drawcall. */
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/* Expanded draw-call. */
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IndexRange vert_range = GPU_batch_draw_expanded_parameter_get(
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group.desc.gpu_batch->prim_type,
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GPUPrimType(group.desc.expand_prim_type),
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@@ -822,7 +822,7 @@ void DrawMultiBuf::generate_commands(Vector<Header, 0> & /*headers*/,
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group.vertex_first = vert_range.start();
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group.vertex_len = vert_range.size();
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/* Override base index to -1 as the generated drawcall will not use an index buffer and do
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/* Override base index to -1 as the generated draw-call will not use an index buffer and do
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* the indirection manually inside the shader. */
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group.base_index = -1;
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}
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@@ -47,9 +47,9 @@ struct DrawGroup {
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/** Atomic counters used during command sorting. GPU only. Reset on CPU. */
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/* Counts visible and invisible instances. Create drawcalls when it reaches `DrawGroup::len`. */
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/* Counts visible and invisible instances. Create draw-calls when it reaches `DrawGroup::len`. */
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uint total_counter;
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/* Counts only visible instance (counting multi-view). Used to issue the drawcalls. */
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/* Counts only visible instance (counting multi-view). Used to issue the draw-calls. */
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uint front_facing_counter;
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uint back_facing_counter;
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@@ -654,7 +654,7 @@ ObjectRef::ObjectRef(DEGObjectIterData &iter_data, Object *ob)
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this->dupli_parent = iter_data.dupli_parent;
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this->dupli_object = iter_data.dupli_object_current;
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this->object = ob;
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/* Set by the first drawcall. */
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/* Set by the first draw-call. */
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this->handle = ResourceHandle(0);
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}
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@@ -663,7 +663,7 @@ ObjectRef::ObjectRef(Object *ob)
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this->dupli_parent = nullptr;
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this->dupli_object = nullptr;
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this->object = ob;
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/* Set by the first drawcall. */
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/* Set by the first draw-call. */
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this->handle = ResourceHandle(0);
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}
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@@ -97,7 +97,7 @@ struct ParticleHairCache {
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/* Hair Procedural display: Interpolation is done on the GPU. */
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blender::gpu::VertBuf *proc_point_buf; /* Input control points */
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/** Infos of control points strands (segment count and base index) */
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/** Information of control points strands (segment count and base index) */
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blender::gpu::VertBuf *proc_strand_buf;
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/* Hair Length */
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@@ -72,7 +72,7 @@ gpu::Batch *pointcloud_sub_pass_setup_implementation(PassT &sub_ps,
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{
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BLI_assert(object->type == OB_POINTCLOUD);
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PointCloud &pointcloud = DRW_object_get_data_for_drawing<PointCloud>(*object);
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/* An empty point cloud should never result in a drawcall. However, the buffer binding commands
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/* An empty point cloud should never result in a draw-call. However, the buffer binding commands
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* will still be executed. In this case, in order to avoid assertion, we bind dummy VBOs. */
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bool is_empty = pointcloud.totpoint == 0;
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@@ -1816,7 +1816,7 @@ static ListBase /*tEulerFilter*/ euler_filter_group_channels(
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/* Check if this is an appropriate F-Curve:
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* - Only rotation curves.
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* - For pchan curves, make sure we're only using the euler curves.
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* - For pose-channel curves, make sure we're only using the euler curves.
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*/
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if (strstr(fcu->rna_path, "rotation_euler") == nullptr) {
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continue;
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@@ -44,13 +44,11 @@ class GaussianFilter {
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* value. The sigma value determines the mask size (~ 2 x sigma).
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* \param map: The image we wish to work on.
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* The Map template must implement the following methods:
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* - float pixel(uint x, uint y) const;
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* - uint width() const;
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* - uint height() const;
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* \param x:
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* The abscissa of the pixel where we want to evaluate the gaussian blur.
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* \param y:
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* The ordinate of the pixel where we want to evaluate the gaussian blur.
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* - `float pixel(uint x, uint y) const;`
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* - `uint width() const;`
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* - `uint height() const;`
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* \param x: The abscissa of the pixel where we want to evaluate the gaussian blur.
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* \param y: The ordinate of the pixel where we want to evaluate the gaussian blur.
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*/
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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
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/* -------------------------------------------------------------------- */
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/** \name Procedural drawing
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*
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* A drawcall always need a batch to be issued.
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* A draw-call always need a batch to be issued.
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* These are dummy batches that contains no vertex data and can be used to render geometry
|
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* without per vertex inputs.
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* \{ */
|
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@@ -323,7 +323,7 @@ void GPU_batch_bind_as_resources(Batch *batch, GPUShader *shader)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Drawing / Drawcall functions
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/** \name Drawing / Draw-call functions
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* \{ */
|
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|
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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
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GPUMaterialAttribute *attr = gpu_node_graph_add_attribute(graph, type, name, false, false);
|
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|
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if (type == CD_ORCO) {
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/* OPTI: orco might be computed from local positions and needs object infos. */
|
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/* OPTI: orco might be computed from local positions and needs object information. */
|
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GPU_material_flag_set(mat, GPU_MATFLAG_OBJECT_INFO);
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}
|
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|
||||
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@@ -20,5 +20,8 @@ void gpu_shader_create_info_exit();
|
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|
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bool gpu_shader_create_info_compile(const char *name_starts_with_filter);
|
||||
|
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/** Runtime create infos are not registered in the dictionary and cannot be searched. */
|
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/**
|
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* Runtime created shader information is not registered in the dictionary
|
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* and cannot be searched.
|
||||
*/
|
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const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -70,12 +70,12 @@ static void APIENTRY debug_callback(GLenum /*source*/,
|
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if (TRIM_NVIDIA_BUFFER_INFO && STRPREFIX(message, "Buffer detailed info") &&
|
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GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_OFFICIAL))
|
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{
|
||||
/* 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;
|
||||
}
|
||||
|
||||
|
||||
@@ -52,7 +52,7 @@ class VKDescriptorPools {
|
||||
VkDescriptorSet allocate(const VkDescriptorSetLayout descriptor_set_layout);
|
||||
|
||||
/**
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||||
* 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.
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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. */
|
||||
|
||||
Reference in New Issue
Block a user