Cleanup: spelling in comments, comment blocks
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@@ -425,7 +425,7 @@ struct GWL_Cursor {
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* The size of the cursor (when looking up a cursor theme).
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* This must be scaled by the maximum output scale when passing to wl_cursor_theme_load.
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* See #update_cursor_scale.
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* */
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*/
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int theme_size = 0;
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int custom_scale = 1;
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};
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@@ -593,7 +593,7 @@ MANTA::~MANTA()
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* with some differences:
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* - Doesn't touch `sys.modules`, use #manta_python_main_module_activate instead.
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* - Returns the module instead of the modules `dict`.
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* */
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*/
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static PyObject *manta_python_main_module_create(const char *filename)
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{
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PyObject *builtins = PyEval_GetBuiltins();
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@@ -166,7 +166,7 @@ class CurvesGeometry : public ::CurvesGeometry {
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/**
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* Mutable access to curve types. Call #tag_topology_changed and #update_curve_types after
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* changing any type. Consider using the other methods to change types below.
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* */
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*/
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MutableSpan<int8_t> curve_types_for_write();
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/** Set all curve types to the value and call #update_curve_types. */
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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
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struct DriverVar *dvar);
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typedef enum eDriverVariablePropertyResult {
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/** The property reference has been succesfully resolved and can be accessed. */
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/** The property reference has been successfully resolved and can be accessed. */
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DRIVER_VAR_PROPERTY_SUCCESS,
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/** Evaluation should use the fallback value. */
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DRIVER_VAR_PROPERTY_FALLBACK,
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@@ -48,7 +48,7 @@ extern void sbFreeSimulation(struct SoftBody *sb);
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/**
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* Do one simulation step, reading and writing vertex locs from given array.
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* */
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*/
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extern void sbObjectStep(struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Object *ob,
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@@ -29,7 +29,7 @@ struct EditFontSelBox {
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/**
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* Edit data for #Curve (a text curve, with an #Object::type of `OB_FONT`).
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* */
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*/
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struct EditFont {
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/** Array of UTF32 code-points. */
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char32_t *textbuf;
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@@ -1221,7 +1221,7 @@ static void update_normals_faces(PBVH &pbvh, Span<PBVHNode *> nodes, Mesh &mesh)
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*
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* Those boundary face and vertex indices are deduplicated with #VectorSet in order to avoid
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* duplicate work recalculation for the same vertex, and to make parallel storage for vertices
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* during reclculation thread-safe. */
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* during recalculation thread-safe. */
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const Span<float3> positions = pbvh.vert_positions;
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const OffsetIndices faces = mesh.faces();
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const Span<int> corner_verts = mesh.corner_verts();
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@@ -125,9 +125,6 @@ class ConvertColorToVectorOperation : public ConversionOperation {
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* components.
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* \{ */
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/*
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*
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* */
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class ConvertVectorToFloatOperation : public ConversionOperation {
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public:
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ConvertVectorToFloatOperation(Context &context);
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@@ -363,7 +363,7 @@ bool Instance::do_planar_probe_sync() const
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/**
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* Conceptually renders one sample per pixel.
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* Everything based on random sampling should be done here (i.e: DRWViews jitter)
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**/
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*/
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void Instance::render_sample()
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{
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if (sampling.finished_viewport()) {
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@@ -523,12 +523,12 @@ void DeferredLayer::end_sync()
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sub.shader_set(sh);
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sub.state_set(DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS);
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if (GPU_stencil_export_support()) {
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/* The shader sets the stencil directly in one fullscreen pass. */
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/* The shader sets the stencil directly in one full-screen pass. */
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sub.state_stencil(0xFFu, /* Set by shader */ 0x0u, 0xFFu);
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sub.draw_procedural(GPU_PRIM_TRIS, 1, 3);
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}
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else {
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/* The shader cannot set the stencil directly. So we do one fullscreen pass for each
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/* The shader cannot set the stencil directly. So we do one full-screen pass for each
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* stencil bit we need to set and accumulate the result. */
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for (size_t i = 0; i <= log2_ceil(closure_count_); i++) {
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int stencil_value = 1 << i;
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@@ -714,8 +714,8 @@ void DeferredLayer::render(View &main_view,
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}
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else {
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if (!GPU_stencil_export_support()) {
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/* Clearing custom load-store framebuffers is invalid,
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* clear the stencil as a regular framebuffer first. */
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/* Clearing custom load-store frame-buffers is invalid,
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* clear the stencil as a regular frame-buffer first. */
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GPU_framebuffer_bind(gbuffer_fb);
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GPU_framebuffer_clear_stencil(gbuffer_fb, 0x0u);
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}
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@@ -38,7 +38,7 @@ struct IMAGE_Data {
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*
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* The drawing mode decides how to draw the image on the screen. Each way how to draw would have
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* its own subclass. For now there is only a single drawing mode. #DefaultDrawingMode.
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**/
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*/
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class AbstractDrawingMode {
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public:
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virtual ~AbstractDrawingMode() = default;
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@@ -86,7 +86,7 @@ class View {
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* Update culling data using a compute shader.
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* This is to be used if the matrices were updated externally
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* on the GPU (not using the `sync()` method).
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**/
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*/
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void compute_procedural_bounds();
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bool is_persp(int view_id = 0) const
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@@ -159,7 +159,7 @@ struct tGPDfill {
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int fill_simplylvl;
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/** boundary limits drawing mode */
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int fill_draw_mode;
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/** types of extensions **/
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/** Types of extensions. */
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int fill_extend_mode;
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/* scaling factor */
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float fill_factor;
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@@ -534,7 +534,7 @@ enum eAnimChannels_SetFlag {
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ACHANNEL_SETFLAG_INVERT = 2,
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/** some on -> all off / all on */
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ACHANNEL_SETFLAG_TOGGLE = 3,
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/** turn off, keep active flag **/
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/** Turn off, keep active flag. */
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ACHANNEL_SETFLAG_EXTEND_RANGE = 4,
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};
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@@ -878,7 +878,7 @@ static bool loop_uv_match(BMLoop *loop,
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* \param visited: A set of edges to prevent recursing down the same edge multiple times.
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* \param cd_loop_uv_offset: The UV layer.
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* \return true if there are edges that fan between them that are seam-free.
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* */
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*/
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static bool seam_connected_recursive(BMEdge *edge,
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const float luv_anchor[2],
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const float luv_fan[2],
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@@ -2754,7 +2754,7 @@ static void calc_brush_local_mat(const float rotation,
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* the brush). */
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angle = rotation + cache->special_rotation;
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/* By convention, motion direction points down the brush's Y axis, the angle represents the X
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* axis, normal is a 90 deg ccw rotation of the motion direction. */
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* axis, normal is a 90 deg CCW rotation of the motion direction. */
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float motion_normal_screen[2];
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motion_normal_screen[0] = cosf(angle);
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motion_normal_screen[1] = sinf(angle);
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@@ -23,7 +23,7 @@ namespace blender::gpu {
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/**
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* Implementation of Multi Draw Indirect using OpenGL.
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**/
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*/
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class MTLDrawList : public DrawList {
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private:
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@@ -163,7 +163,7 @@ struct MTLShaderBuilder {
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* - set MSL source.
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* - set Vertex/Fragment function names.
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* - Create and populate #MTLShaderInterface.
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**/
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*/
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class MTLShader : public Shader {
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friend shader::ShaderCreateInfo;
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friend shader::StageInterfaceInfo;
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@@ -163,7 +163,7 @@ MTLVertexFormat mtl_datatype_to_vertex_type(eMTLDataType type);
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/**
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* Implementation of Shader interface for Metal Back-end.
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**/
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*/
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class MTLShaderInterface : public ShaderInterface {
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private:
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@@ -24,7 +24,7 @@ class MTLContext;
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/**
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* State manager keeping track of the draw state and applying it before drawing.
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* Metal Implementation.
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**/
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*/
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class MTLStateManager : public StateManager {
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private:
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@@ -442,10 +442,10 @@ void MTLStateManager::set_blend(const eGPUBlend value)
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/**
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* Factors to the equation.
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* SRC is fragment shader output.
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* DST is framebuffer color.
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* DST is frame-buffer color.
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* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
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* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
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**/
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*/
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MTLBlendFactor src_rgb;
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MTLBlendFactor dst_rgb;
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MTLBlendFactor src_alpha;
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@@ -19,7 +19,7 @@ class MTLStorageBuf;
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/**
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* Implementation of Uniform Buffers using Metal.
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**/
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*/
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class MTLUniformBuf : public UniformBuf {
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friend class MTLStorageBuf; /* For bind as SSBO resource access. */
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@@ -28,7 +28,7 @@ class MTLVertBuf : public VertBuf {
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friend class MTLStorageBuf; /* For bind as SSBO resource access and copy sub. */
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private:
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/** Metal buffer allocation. **/
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/** Metal buffer allocation. */
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gpu::MTLBuffer *vbo_ = nullptr;
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/** Texture used if the buffer is bound as buffer texture. Init on first use. */
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::GPUTexture *buffer_texture_ = nullptr;
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@@ -27,7 +27,7 @@ class VKFrameBuffer : public FrameBuffer {
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VkFramebuffer vk_framebuffer_ = VK_NULL_HANDLE;
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/* Vulkan device who created the handle. */
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VkDevice vk_device_ = VK_NULL_HANDLE;
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/* Base render pass used for framebuffer creation. */
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/* Base render pass used for frame-buffer creation. */
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VkRenderPass vk_render_pass_ = VK_NULL_HANDLE;
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/* Number of layers if the attachments are layered textures. */
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int depth_ = 1;
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@@ -40,8 +40,8 @@ class VKFrameBuffer : public FrameBuffer {
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public:
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/**
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* Create a conventional framebuffer to attach texture to.
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**/
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* Create a conventional frame-buffer to attach texture to.
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*/
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VKFrameBuffer(const char *name);
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~VKFrameBuffer();
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@@ -280,8 +280,7 @@ static void create_usd_preview_surface_material(const USDExporterContext &usd_ex
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void set_normal_texture_range(pxr::UsdShadeShader &usd_shader, const InputSpec &input_spec)
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{
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/* Set the scale and bias for normal map textures
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* The USD spec requires them to be within the -1 to 1 space
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* */
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* The USD spec requires them to be within the -1 to 1 space. */
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/* Only run if this input_spec is for a normal. */
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if (input_spec.input_name != usdtokens::normal) {
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@@ -131,7 +131,7 @@ enum {
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/**
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* YAFRAY: light shadow-buffer flag, soft-light.
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* Since it is used with LOCAL light, can't use LA_SHAD.
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* */
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*/
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// LA_YF_SOFT = 1 << 14, /* Deprecated. */
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// LA_LAYER_SHADOW = 1 << 15, /* Deprecated. */
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// LA_SHAD_TEX = 1 << 16, /* Deprecated. */
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@@ -301,9 +301,9 @@ enum PropertyFlag {
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PROP_NO_DEG_UPDATE = (1 << 30),
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/**
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* Filepaths that refer to output get a special treatment such
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* File-paths that refer to output get a special treatment such
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* as having the +/- operators available in the file browser.
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**/
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*/
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PROP_PATH_OUTPUT = (1 << 2),
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};
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ENUM_OPERATORS(PropertyFlag, PROP_TEXTEDIT_UPDATE)
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@@ -506,7 +506,7 @@ static bool rna_Armature_collections_override_apply(Main *bmain,
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/* These are stored by Blender when overridable properties are changed on the root
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* collections, However, these are *also* created on the `armature.collections_all` property,
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* which is actually where these per-collection overrides are handled. This doesn't seem to
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* be proper behaviour, but I (Sybren) also don't want to spam the console about this as this
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* be proper behavior, but I (Sybren) also don't want to spam the console about this as this
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* is not something a user could fix. */
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return false;
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default:
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