Cleanup: spelling in comments
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@@ -47,7 +47,7 @@ struct ConnexionDeviceState {
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uint64_t time;
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uint8_t report[8];
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uint16_t buttons8; /* Obsolete! (pre-10.x drivers). */
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int16_t axis[6]; /* tx, ty, tz, rx, ry, rz. */
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int16_t axis[6]; /* TX, TY, TZ, RX, RY, RZ. */
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uint16_t address;
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uint32_t buttons;
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};
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@@ -426,7 +426,7 @@ extern "C" int GHOST_HACK_getFirstFile(char buf[FIRSTFILEBUFLG])
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{
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/* TODO: implement graceful termination through Cocoa mechanism
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* to avoid session log off to be canceled. */
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/* Note that Cmd+Q is already handled by key-handler. */
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/* Note that Command-Q is already handled by key-handler. */
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systemCocoa->handleQuitRequest();
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return NSTerminateCancel;
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}
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@@ -1497,8 +1497,9 @@ bool GHOST_SystemCocoa::handleOpenDocumentRequest(void *filepathStr)
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char *temp_buff;
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size_t filenameTextSize;
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/* Check for blender opened windows and make the frontmost key. In case blender
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* is minimized, opened on another desktop space, or in full-screen mode. */
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/* Check for blender opened windows and make the front-most key.
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* In case blender is minimized, opened on another desktop space,
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* or in full-screen mode. */
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windowsList = [NSApp orderedWindows];
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if ([windowsList count]) {
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[[windowsList objectAtIndex:0] makeKeyAndOrderFront:nil];
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@@ -1970,7 +1971,7 @@ GHOST_TSuccess GHOST_SystemCocoa::handleKeyEvent(void *eventPtr)
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}
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if ((keyCode == GHOST_kKeyQ) && (m_modifierMask & NSEventModifierFlagCommand)) {
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break; /* Cmd-Q is directly handled by Cocoa. */
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break; /* Command-Q is directly handled by Cocoa. */
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}
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if ([event type] == NSEventTypeKeyDown) {
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@@ -58,7 +58,7 @@
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- (void)windowDidBecomeKey:(NSNotification *)notification
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{
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systemCocoa->handleWindowEvent(GHOST_kEventWindowActivate, associatedWindow);
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/* Workaround for broken app-switching when combining cmd-tab and mission-control. */
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/* Workaround for broken app-switching when combining Command-Tab and mission-control. */
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[(NSWindow *)associatedWindow->getOSWindow() orderFrontRegardless];
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}
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@@ -90,7 +90,7 @@
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- (void)windowDidEnterFullScreen:(NSNotification *)notification
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{
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/* macOS does not send a window resize event when switching between zoomed
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* and fullscreen, when automatic show/hide of dock and menu bar are enabled.
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* and full-screen, when automatic show/hide of dock and menu bar are enabled.
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* Send our own to prevent artifacts. */
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systemCocoa->handleWindowEvent(GHOST_kEventWindowSize, associatedWindow);
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@@ -386,7 +386,7 @@ GHOST_WindowCocoa::GHOST_WindowCocoa(GHOST_SystemCocoa *systemCocoa,
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if (m_systemCocoa->m_nativePixel) {
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/* Needs to happen early when building with the 10.14 SDK, otherwise
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* has no effect until resizeing the window. */
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* has no effect until resizing the window. */
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if ([view respondsToSelector:@selector(setWantsBestResolutionOpenGLSurface:)]) {
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[view setWantsBestResolutionOpenGLSurface:YES];
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}
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@@ -752,11 +752,11 @@ void GHOST_WindowCocoa::setNativePixelSize(void)
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}
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/**
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* \note Full-screen switch is not actual fullscreen with display capture.
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* \note Full-screen switch is not actual full-screen with display capture.
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* As this capture removes all OS X window manager features.
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*
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* Instead, the menu bar and the dock are hidden, and the window is made border-less and enlarged.
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* Thus, process switch, exposé, spaces, ... still work in fullscreen mode
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* Thus, process switch, exposé, spaces, ... still work in full-screen mode.
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*/
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GHOST_TSuccess GHOST_WindowCocoa::setState(GHOST_TWindowState state)
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{
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@@ -2420,7 +2420,7 @@ static void legacy_object_modifiers(Main & /*bmain*/, Object &object)
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*
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* \note De-duplication needs to assign the new, duplicated GPv2 ID to annotations, and keep the
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* original one assigned to objects. That way, when the object data are converted, other potential
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* references to the old GPv2 ID (drivers, custom propoerties, etc.) can be safely remapped to the
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* references to the old GPv2 ID (drivers, custom properties, etc.) can be safely remapped to the
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* new GPv3 ID.
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*
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* \warning: This makes the assumption that annotation data is not typically referenced by anything
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@@ -185,7 +185,7 @@
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*
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* b) If you want to enable temporal supersampling (SMAA T2x):
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*
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* 1. The first step is to render using subpixel jitters. I won't go into
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* 1. The first step is to render using sub-pixel jitters. I won't go into
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* detail, but it's as simple as moving each vertex position in the
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* vertex shader, you can check how we do it in our DX10 demo.
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*
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@@ -195,7 +195,7 @@
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* CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
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* Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
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*
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* 3. The next step is to apply SMAA to each subpixel jittered frame, just as
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* 3. The next step is to apply SMAA to each sub-pixel jittered frame, just as
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* done for 1x.
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*
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* 4. At this point you should already have something usable, but for best
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@@ -878,7 +878,7 @@ static float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float
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/* Diagonal areas are on the second half of the texture: */
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texcoord.x += 0.5f;
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/* Move to proper place, according to the subpixel offset: */
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/* Move to proper place, according to the sub-pixel offset: */
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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/* Do it! */
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@@ -1125,7 +1125,7 @@ static float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2,
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/* We do a scale and bias for mapping to texel space: */
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texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5f * SMAA_AREATEX_PIXEL_SIZE);
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/* Move to proper place, according to the subpixel offset: */
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/* Move to proper place, according to the sub-pixel offset: */
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texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
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/* Do it! */
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@@ -1389,7 +1389,7 @@ static float4 SMAANeighborhoodBlendingPS(float2 texcoord,
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color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw());
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#if SMAA_REPROJECTION
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/* Antialias velocity for proper reprojection in a later stage: */
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/* Anti-alias velocity for proper reprojection in a later stage: */
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float2 velocity = blendingWeight.x *
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SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy()));
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velocity += blendingWeight.y *
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@@ -145,7 +145,7 @@ float refraction_roughness_remapping(float roughness, float ior)
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}
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/**
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* `roughness` is expected to be the linear (from UI) roughess from.
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* `roughness` is expected to be the linear (from UI) roughness from.
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*/
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vec3 reflection_dominant_dir(vec3 N, vec3 V, float roughness)
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{
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@@ -161,7 +161,7 @@ vec3 reflection_dominant_dir(vec3 N, vec3 V, float roughness)
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}
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/**
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* `roughness` is expected to be the reflection roughess from `refraction_roughness_remapping`.
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* `roughness` is expected to be the reflection roughness from `refraction_roughness_remapping`.
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*/
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vec3 refraction_dominant_dir(vec3 N, vec3 V, float ior, float roughness)
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{
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@@ -34,7 +34,7 @@ void main()
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}
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/* TODO(fclem): If transmission (no SSS) is present, we could reduce LIGHT_CLOSURE_EVAL_COUNT
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* by 1 for this evaluaiton and skip evaluating the transmission closure twice. */
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* by 1 for this evaluation and skip evaluating the transmission closure twice. */
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light_eval_reflection(stack, P, Ng, V, vPz);
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#if 1 /* TODO Limit to transmission. Can bypass the check if stencil is tagged properly and use \
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@@ -28,7 +28,7 @@ void forward_lighting_eval(float thickness, out vec3 radiance, out vec3 transmit
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}
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/* TODO(fclem): If transmission (no SSS) is present, we could reduce LIGHT_CLOSURE_EVAL_COUNT
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* by 1 for this evaluaiton and skip evaluating the transmission closure twice. */
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* by 1 for this evaluation and skip evaluating the transmission closure twice. */
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light_eval_reflection(stack, g_data.P, g_data.Ng, V, vPz);
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#if defined(MAT_SUBSURFACE) || defined(MAT_REFRACTION) || defined(MAT_TRANSLUCENT)
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@@ -155,7 +155,7 @@ void main()
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break;
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}
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case CLOSURE_BSDF_TRANSLUCENT_ID:
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/* Translucent BSDF with thickness is modelled as uniform sphere distribution which drops
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/* Translucent BSDF with thickness is modeled as uniform sphere distribution which drops
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* all the directional terms. */
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L = (gbuf.thickness > 0.0) ? vec3(0.0) : -N;
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break;
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@@ -147,7 +147,7 @@ ClosureLight closure_light_new_ex(ClosureUndetermined cl,
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if (is_transmission) {
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/* If the `thickness / sss_radius` ratio is near 0, this transmission term should converge
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* to a uniform term like the translucent BSDF. But we need to find what to do in other
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* cases. For now, approximate the transmission term as just backfacing. */
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* cases. For now, approximate the transmission term as just back-facing. */
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cl_light.N = -cl.N;
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cl_light.type = LIGHT_DIFFUSE;
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/* Lit and shadow as outside of the object. */
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@@ -136,7 +136,7 @@ void main()
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#endif
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#ifndef VOLUME_HOMOGENOUS
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/* Heterogenous volumes evaluate properties at every froxel position. */
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/* Heterogeneous volumes evaluate properties at every froxel position. */
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VolumeProperties prop = eval_froxel(froxel, jitter);
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#endif
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write_froxel(froxel, prop);
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@@ -3,7 +3,7 @@
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/**
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* Amend thickness after object rasterization using shadowmaps.
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* Amend thickness after object rasterization using shadow-maps.
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*
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* Required resources:
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* - atlas_tx
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@@ -477,13 +477,13 @@ void MTLFrameBuffer::subpass_transition_impl(const GPUAttachmentState /*depth_at
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{
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const bool is_tile_based_arch = (GPU_platform_architecture() == GPU_ARCHITECTURE_TBDR);
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if (!is_tile_based_arch) {
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/* Break renderpass if tile memory is unsupported to ensure current framebuffer results are
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/* Break render-pass if tile memory is unsupported to ensure current frame-buffer results are
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* stored. */
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context_->main_command_buffer.end_active_command_encoder();
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/* Bind framebuffer attachments as textures.
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* NOTE: Follows behaviour of gl_framebuffer. However, shaders utilising subpass_in will
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* need to avoid bindpoint collisions for image/texture resources. */
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/* Bind frame-buffer attachments as textures.
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* NOTE: Follows behavior of gl_framebuffer. However, shaders utilizing subpass_in will
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* need to avoid bind-point collisions for image/texture resources. */
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for (int i : color_attachment_states.index_range()) {
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GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;
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GPUTexture *attach_tex = this->attachments_[type].tex;
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@@ -270,7 +270,7 @@ def parse_features(root):
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features = []
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for feature_name in FEATURES:
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feature = root.find(f"feature[@name='{feature_name}']")
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assert(feature)
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assert (feature)
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features.append(feature)
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return features
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@@ -280,7 +280,7 @@ def parse_extensions(root):
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extensions = []
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for extension_name in EXTENSIONS:
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extension = root.find(f"extensions/extension[@name='{extension_name}']")
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assert(extension)
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assert (extension)
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extensions.append(extension)
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return extensions
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@@ -361,7 +361,7 @@ def generate_to_string(vk_xml, header):
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vk_to_string += generate_bitflag_to_string_hpp(flag_to_generate)
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for struct_to_generate in structs_to_generate:
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struct = root.find(f"types/type[@category='struct'][@name='{struct_to_generate}']")
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assert(struct)
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assert (struct)
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vk_to_string += generate_struct_to_string_hpp(struct)
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else:
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for enum_to_generate in enums_to_generate:
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@@ -376,7 +376,7 @@ def generate_to_string(vk_xml, header):
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for struct_to_generate in structs_to_generate:
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struct = root.find(f"types/type[@category='struct'][@name='{struct_to_generate}']")
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assert(struct)
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assert (struct)
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vk_to_string += generate_struct_to_string_cpp(struct,
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flags_to_generate,
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enums_to_generate,
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