diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 0a060a02092..248cfc0f91c 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -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)`. diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl index 5a9286a0e31..1fac490e8e3 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl @@ -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)`. diff --git a/source/blender/gpu/GPU_common_types.h b/source/blender/gpu/GPU_common_types.h index 1a00d07c80d..85c19d3c884 100644 --- a/source/blender/gpu/GPU_common_types.h +++ b/source/blender/gpu/GPU_common_types.h @@ -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. diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc index 16f987533fe..ecbfa150172 100644 --- a/source/blender/gpu/opengl/gl_framebuffer.cc +++ b/source/blender/gpu/opengl/gl_framebuffer.cc @@ -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; diff --git a/tools/check_source/check_spelling_config.py b/tools/check_source/check_spelling_config.py index 1cc1593bd69..3f758427866 100644 --- a/tools/check_source/check_spelling_config.py +++ b/tools/check_source/check_spelling_config.py @@ -309,6 +309,7 @@ dict_custom = { "remesher", "rendeder", "renderable", + "renderers", "renormalize", "renormalized", "reparameterization",