Cleanup: spelling in comments, comment blocks

This commit is contained in:
Campbell Barton
2024-01-11 16:46:46 +11:00
parent 95c0968246
commit 7a4f7a1d51
28 changed files with 34 additions and 38 deletions

View File

@@ -425,7 +425,7 @@ struct GWL_Cursor {
* The size of the cursor (when looking up a cursor theme).
* This must be scaled by the maximum output scale when passing to wl_cursor_theme_load.
* See #update_cursor_scale.
* */
*/
int theme_size = 0;
int custom_scale = 1;
};

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@@ -593,7 +593,7 @@ MANTA::~MANTA()
* with some differences:
* - Doesn't touch `sys.modules`, use #manta_python_main_module_activate instead.
* - Returns the module instead of the modules `dict`.
* */
*/
static PyObject *manta_python_main_module_create(const char *filename)
{
PyObject *builtins = PyEval_GetBuiltins();

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@@ -166,7 +166,7 @@ class CurvesGeometry : public ::CurvesGeometry {
/**
* Mutable access to curve types. Call #tag_topology_changed and #update_curve_types after
* changing any type. Consider using the other methods to change types below.
* */
*/
MutableSpan<int8_t> curve_types_for_write();
/** Set all curve types to the value and call #update_curve_types. */
void fill_curve_types(CurveType type);

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@@ -136,7 +136,7 @@ float driver_get_variable_value(const struct AnimationEvalContext *anim_eval_con
struct DriverVar *dvar);
typedef enum eDriverVariablePropertyResult {
/** The property reference has been succesfully resolved and can be accessed. */
/** The property reference has been successfully resolved and can be accessed. */
DRIVER_VAR_PROPERTY_SUCCESS,
/** Evaluation should use the fallback value. */
DRIVER_VAR_PROPERTY_FALLBACK,

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@@ -48,7 +48,7 @@ extern void sbFreeSimulation(struct SoftBody *sb);
/**
* Do one simulation step, reading and writing vertex locs from given array.
* */
*/
extern void sbObjectStep(struct Depsgraph *depsgraph,
struct Scene *scene,
struct Object *ob,

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@@ -29,7 +29,7 @@ struct EditFontSelBox {
/**
* Edit data for #Curve (a text curve, with an #Object::type of `OB_FONT`).
* */
*/
struct EditFont {
/** Array of UTF32 code-points. */
char32_t *textbuf;

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@@ -1221,7 +1221,7 @@ static void update_normals_faces(PBVH &pbvh, Span<PBVHNode *> nodes, Mesh &mesh)
*
* Those boundary face and vertex indices are deduplicated with #VectorSet in order to avoid
* duplicate work recalculation for the same vertex, and to make parallel storage for vertices
* during reclculation thread-safe. */
* during recalculation thread-safe. */
const Span<float3> positions = pbvh.vert_positions;
const OffsetIndices faces = mesh.faces();
const Span<int> corner_verts = mesh.corner_verts();

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@@ -125,9 +125,6 @@ class ConvertColorToVectorOperation : public ConversionOperation {
* components.
* \{ */
/*
*
* */
class ConvertVectorToFloatOperation : public ConversionOperation {
public:
ConvertVectorToFloatOperation(Context &context);

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@@ -363,7 +363,7 @@ bool Instance::do_planar_probe_sync() const
/**
* Conceptually renders one sample per pixel.
* Everything based on random sampling should be done here (i.e: DRWViews jitter)
**/
*/
void Instance::render_sample()
{
if (sampling.finished_viewport()) {

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@@ -523,12 +523,12 @@ void DeferredLayer::end_sync()
sub.shader_set(sh);
sub.state_set(DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS);
if (GPU_stencil_export_support()) {
/* The shader sets the stencil directly in one fullscreen pass. */
/* The shader sets the stencil directly in one full-screen pass. */
sub.state_stencil(0xFFu, /* Set by shader */ 0x0u, 0xFFu);
sub.draw_procedural(GPU_PRIM_TRIS, 1, 3);
}
else {
/* The shader cannot set the stencil directly. So we do one fullscreen pass for each
/* The shader cannot set the stencil directly. So we do one full-screen pass for each
* stencil bit we need to set and accumulate the result. */
for (size_t i = 0; i <= log2_ceil(closure_count_); i++) {
int stencil_value = 1 << i;
@@ -714,8 +714,8 @@ void DeferredLayer::render(View &main_view,
}
else {
if (!GPU_stencil_export_support()) {
/* Clearing custom load-store framebuffers is invalid,
* clear the stencil as a regular framebuffer first. */
/* Clearing custom load-store frame-buffers is invalid,
* clear the stencil as a regular frame-buffer first. */
GPU_framebuffer_bind(gbuffer_fb);
GPU_framebuffer_clear_stencil(gbuffer_fb, 0x0u);
}

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@@ -38,7 +38,7 @@ struct IMAGE_Data {
*
* The drawing mode decides how to draw the image on the screen. Each way how to draw would have
* its own subclass. For now there is only a single drawing mode. #DefaultDrawingMode.
**/
*/
class AbstractDrawingMode {
public:
virtual ~AbstractDrawingMode() = default;

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@@ -86,7 +86,7 @@ class View {
* Update culling data using a compute shader.
* This is to be used if the matrices were updated externally
* on the GPU (not using the `sync()` method).
**/
*/
void compute_procedural_bounds();
bool is_persp(int view_id = 0) const

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@@ -159,7 +159,7 @@ struct tGPDfill {
int fill_simplylvl;
/** boundary limits drawing mode */
int fill_draw_mode;
/** types of extensions **/
/** Types of extensions. */
int fill_extend_mode;
/* scaling factor */
float fill_factor;

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@@ -534,7 +534,7 @@ enum eAnimChannels_SetFlag {
ACHANNEL_SETFLAG_INVERT = 2,
/** some on -> all off / all on */
ACHANNEL_SETFLAG_TOGGLE = 3,
/** turn off, keep active flag **/
/** Turn off, keep active flag. */
ACHANNEL_SETFLAG_EXTEND_RANGE = 4,
};

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@@ -878,7 +878,7 @@ static bool loop_uv_match(BMLoop *loop,
* \param visited: A set of edges to prevent recursing down the same edge multiple times.
* \param cd_loop_uv_offset: The UV layer.
* \return true if there are edges that fan between them that are seam-free.
* */
*/
static bool seam_connected_recursive(BMEdge *edge,
const float luv_anchor[2],
const float luv_fan[2],

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@@ -2754,7 +2754,7 @@ static void calc_brush_local_mat(const float rotation,
* the brush). */
angle = rotation + cache->special_rotation;
/* By convention, motion direction points down the brush's Y axis, the angle represents the X
* axis, normal is a 90 deg ccw rotation of the motion direction. */
* axis, normal is a 90 deg CCW rotation of the motion direction. */
float motion_normal_screen[2];
motion_normal_screen[0] = cosf(angle);
motion_normal_screen[1] = sinf(angle);

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@@ -23,7 +23,7 @@ namespace blender::gpu {
/**
* Implementation of Multi Draw Indirect using OpenGL.
**/
*/
class MTLDrawList : public DrawList {
private:

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@@ -163,7 +163,7 @@ struct MTLShaderBuilder {
* - set MSL source.
* - set Vertex/Fragment function names.
* - Create and populate #MTLShaderInterface.
**/
*/
class MTLShader : public Shader {
friend shader::ShaderCreateInfo;
friend shader::StageInterfaceInfo;

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@@ -163,7 +163,7 @@ MTLVertexFormat mtl_datatype_to_vertex_type(eMTLDataType type);
/**
* Implementation of Shader interface for Metal Back-end.
**/
*/
class MTLShaderInterface : public ShaderInterface {
private:

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@@ -24,7 +24,7 @@ class MTLContext;
/**
* State manager keeping track of the draw state and applying it before drawing.
* Metal Implementation.
**/
*/
class MTLStateManager : public StateManager {
private:

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@@ -442,10 +442,10 @@ void MTLStateManager::set_blend(const eGPUBlend value)
/**
* Factors to the equation.
* SRC is fragment shader output.
* DST is framebuffer color.
* DST is frame-buffer color.
* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
**/
*/
MTLBlendFactor src_rgb;
MTLBlendFactor dst_rgb;
MTLBlendFactor src_alpha;

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@@ -19,7 +19,7 @@ class MTLStorageBuf;
/**
* Implementation of Uniform Buffers using Metal.
**/
*/
class MTLUniformBuf : public UniformBuf {
friend class MTLStorageBuf; /* For bind as SSBO resource access. */

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@@ -28,7 +28,7 @@ class MTLVertBuf : public VertBuf {
friend class MTLStorageBuf; /* For bind as SSBO resource access and copy sub. */
private:
/** Metal buffer allocation. **/
/** Metal buffer allocation. */
gpu::MTLBuffer *vbo_ = nullptr;
/** Texture used if the buffer is bound as buffer texture. Init on first use. */
::GPUTexture *buffer_texture_ = nullptr;

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@@ -27,7 +27,7 @@ class VKFrameBuffer : public FrameBuffer {
VkFramebuffer vk_framebuffer_ = VK_NULL_HANDLE;
/* Vulkan device who created the handle. */
VkDevice vk_device_ = VK_NULL_HANDLE;
/* Base render pass used for framebuffer creation. */
/* Base render pass used for frame-buffer creation. */
VkRenderPass vk_render_pass_ = VK_NULL_HANDLE;
/* Number of layers if the attachments are layered textures. */
int depth_ = 1;
@@ -40,8 +40,8 @@ class VKFrameBuffer : public FrameBuffer {
public:
/**
* Create a conventional framebuffer to attach texture to.
**/
* Create a conventional frame-buffer to attach texture to.
*/
VKFrameBuffer(const char *name);
~VKFrameBuffer();

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@@ -280,8 +280,7 @@ static void create_usd_preview_surface_material(const USDExporterContext &usd_ex
void set_normal_texture_range(pxr::UsdShadeShader &usd_shader, const InputSpec &input_spec)
{
/* Set the scale and bias for normal map textures
* The USD spec requires them to be within the -1 to 1 space
* */
* The USD spec requires them to be within the -1 to 1 space. */
/* Only run if this input_spec is for a normal. */
if (input_spec.input_name != usdtokens::normal) {

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@@ -131,7 +131,7 @@ enum {
/**
* YAFRAY: light shadow-buffer flag, soft-light.
* Since it is used with LOCAL light, can't use LA_SHAD.
* */
*/
// LA_YF_SOFT = 1 << 14, /* Deprecated. */
// LA_LAYER_SHADOW = 1 << 15, /* Deprecated. */
// LA_SHAD_TEX = 1 << 16, /* Deprecated. */

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@@ -301,9 +301,9 @@ enum PropertyFlag {
PROP_NO_DEG_UPDATE = (1 << 30),
/**
* Filepaths that refer to output get a special treatment such
* File-paths that refer to output get a special treatment such
* as having the +/- operators available in the file browser.
**/
*/
PROP_PATH_OUTPUT = (1 << 2),
};
ENUM_OPERATORS(PropertyFlag, PROP_TEXTEDIT_UPDATE)

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@@ -506,7 +506,7 @@ static bool rna_Armature_collections_override_apply(Main *bmain,
/* These are stored by Blender when overridable properties are changed on the root
* collections, However, these are *also* created on the `armature.collections_all` property,
* which is actually where these per-collection overrides are handled. This doesn't seem to
* be proper behaviour, but I (Sybren) also don't want to spam the console about this as this
* be proper behavior, but I (Sybren) also don't want to spam the console about this as this
* is not something a user could fix. */
return false;
default: