Cleanup: spelling in comments

This commit is contained in:
Campbell Barton
2023-10-03 11:22:43 +11:00
parent 8b940ab0c2
commit 9c018def3e
5 changed files with 10 additions and 9 deletions

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@@ -86,7 +86,7 @@ vec3 F_brdf_multi_scatter(vec3 F0, vec3 F90, vec2 lut)
vec3 Favg = F0 + (F90 - F0) / 21.0;
/* The original paper uses `FssEss * radiance + Fms*Ems * irradiance`, but
* "A Journey Through Implementing Multiscattering BRDFs and Area Lights" by Steve McAuley
* "A Journey Through Implementing Multi-scattering BRDFs and Area Lights" by Steve McAuley
* suggests to use `FssEss * radiance + Fms*Ems * radiance` which results in comparable quality.
* We handle `radiance` outside of this function, so the result simplifies to:
* `FssEss + Fms*Ems = FssEss * (1 + Ems*Favg / (1 - Ems*Favg)) = FssEss / (1 - Ems*Favg)`.

View File

@@ -282,7 +282,7 @@ vec3 F_brdf_multi_scatter(vec3 f0, vec3 f90, vec2 lut)
vec3 Favg = f0 + (f90 - f0) / 21.0;
/* The original paper uses `FssEss * radiance + Fms*Ems * irradiance`, but
* "A Journey Through Implementing Multiscattering BRDFs and Area Lights" by Steve McAuley
* "A Journey Through Implementing Multi-scattering BRDFs and Area Lights" by Steve McAuley
* suggests to use `FssEss * radiance + Fms*Ems * radiance` which results in comparable quality.
* We handle `radiance` outside of this function, so the result simplifies to:
* `FssEss + Fms*Ems = FssEss * (1 + Ems*Favg / (1 - Ems*Favg)) = FssEss / (1 - Ems*Favg)`.

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@@ -13,11 +13,11 @@ extern "C" {
#endif
/**
* Describes the load operation of a framebuffer attachment at the start of a render pass.
* Describes the load operation of a frame-buffer attachment at the start of a render pass.
*/
typedef enum eGPULoadOp {
/**
* Clear the framebuffer attachment using the clear value.
* Clear the frame-buffer attachment using the clear value.
*/
GPU_LOADACTION_CLEAR = 0,
/**
@@ -35,7 +35,7 @@ typedef enum eGPULoadOp {
} eGPULoadOp;
/**
* Describes the store operation of a framebuffer attachment at the end of a render pass.
* Describes the store operation of a frame-buffer attachment at the end of a render pass.
*/
typedef enum eGPUStoreOp {
/**
@@ -50,13 +50,13 @@ typedef enum eGPUStoreOp {
* `GPU_STOREACTION_STORE`.
* IMPORTANT: The actual values of the attachment is to be considered undefined.
* Only to be used on transient attachment that are only used within the boundaries of
* a render pass (ex.: Uneeded depth buffer result).
* a render pass (ex.: Unneeded depth buffer result).
*/
GPU_STOREACTION_DONT_CARE,
} eGPUStoreOp;
/**
* Describes the state of a framebuffer attachment during a sub-pass.
* Describes the state of a frame-buffer attachment during a sub-pass.
*
* NOTE: Until this is correctly implemented in all backend, reading and writing from the
* 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
/* The only way to have correct visibility without extensions and ensure defined behavior, is
* to unbind the textures and update the frame-buffer. This is a slow operation but that's all
* we can do to emulate the sub-pass input. */
/* TODO(fclem): Could avoid the framebuffer reconfiguration by creating multiple framebuffers
* internally. */
/* TODO(@fclem): Could avoid the frame-buffer reconfiguration by creating multiple
* frame-buffers internally. */
for (int i : color_attachment_states.index_range()) {
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0 + i;

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@@ -309,6 +309,7 @@ dict_custom = {
"remesher",
"rendeder",
"renderable",
"renderers",
"renormalize",
"renormalized",
"reparameterization",