Cleanup: spelling in comments
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@@ -86,7 +86,7 @@ vec3 F_brdf_multi_scatter(vec3 F0, vec3 F90, vec2 lut)
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vec3 Favg = F0 + (F90 - F0) / 21.0;
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/* The original paper uses `FssEss * radiance + Fms*Ems * irradiance`, but
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* "A Journey Through Implementing Multiscattering BRDFs and Area Lights" by Steve McAuley
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* "A Journey Through Implementing Multi-scattering BRDFs and Area Lights" by Steve McAuley
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* suggests to use `FssEss * radiance + Fms*Ems * radiance` which results in comparable quality.
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* We handle `radiance` outside of this function, so the result simplifies to:
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* `FssEss + Fms*Ems = FssEss * (1 + Ems*Favg / (1 - Ems*Favg)) = FssEss / (1 - Ems*Favg)`.
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@@ -282,7 +282,7 @@ vec3 F_brdf_multi_scatter(vec3 f0, vec3 f90, vec2 lut)
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vec3 Favg = f0 + (f90 - f0) / 21.0;
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/* The original paper uses `FssEss * radiance + Fms*Ems * irradiance`, but
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* "A Journey Through Implementing Multiscattering BRDFs and Area Lights" by Steve McAuley
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* "A Journey Through Implementing Multi-scattering BRDFs and Area Lights" by Steve McAuley
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* suggests to use `FssEss * radiance + Fms*Ems * radiance` which results in comparable quality.
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* We handle `radiance` outside of this function, so the result simplifies to:
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* `FssEss + Fms*Ems = FssEss * (1 + Ems*Favg / (1 - Ems*Favg)) = FssEss / (1 - Ems*Favg)`.
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@@ -13,11 +13,11 @@ extern "C" {
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#endif
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/**
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* Describes the load operation of a framebuffer attachment at the start of a render pass.
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* Describes the load operation of a frame-buffer attachment at the start of a render pass.
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*/
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typedef enum eGPULoadOp {
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/**
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* Clear the framebuffer attachment using the clear value.
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* Clear the frame-buffer attachment using the clear value.
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*/
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GPU_LOADACTION_CLEAR = 0,
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/**
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@@ -35,7 +35,7 @@ typedef enum eGPULoadOp {
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} eGPULoadOp;
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/**
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* Describes the store operation of a framebuffer attachment at the end of a render pass.
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* Describes the store operation of a frame-buffer attachment at the end of a render pass.
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*/
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typedef enum eGPUStoreOp {
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/**
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@@ -50,13 +50,13 @@ typedef enum eGPUStoreOp {
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* `GPU_STOREACTION_STORE`.
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* IMPORTANT: The actual values of the attachment is to be considered undefined.
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* Only to be used on transient attachment that are only used within the boundaries of
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* a render pass (ex.: Uneeded depth buffer result).
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* a render pass (ex.: Unneeded depth buffer result).
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*/
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GPU_STOREACTION_DONT_CARE,
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} eGPUStoreOp;
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/**
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* Describes the state of a framebuffer attachment during a sub-pass.
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* Describes the state of a frame-buffer attachment during a sub-pass.
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*
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* NOTE: Until this is correctly implemented in all backend, reading and writing from the
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* same attachment will not work. Although there is no case where it would currently be useful.
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@@ -275,8 +275,8 @@ void GLFrameBuffer::subpass_transition(const GPUAttachmentState depth_attachment
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/* The only way to have correct visibility without extensions and ensure defined behavior, is
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* to unbind the textures and update the frame-buffer. This is a slow operation but that's all
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* we can do to emulate the sub-pass input. */
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/* TODO(fclem): Could avoid the framebuffer reconfiguration by creating multiple framebuffers
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* internally. */
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/* TODO(@fclem): Could avoid the frame-buffer reconfiguration by creating multiple
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* frame-buffers internally. */
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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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@@ -309,6 +309,7 @@ dict_custom = {
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"remesher",
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"rendeder",
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"renderable",
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"renderers",
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"renormalize",
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"renormalized",
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"reparameterization",
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