Cleanup: repeated typo

This changes `ouput`  to `output`.

Pull Request: https://projects.blender.org/blender/blender/pulls/139711
This commit is contained in:
Jacques Lucke
2025-06-02 08:36:43 +02:00
parent 3f8f32bbbc
commit cb795cc13a
15 changed files with 140 additions and 140 deletions

View File

@@ -167,22 +167,22 @@ void main()
/* Line Adjacency primitive. */
constexpr uint input_primitive_vertex_count = 4u;
/* Line list primitive. */
constexpr uint ouput_primitive_vertex_count = 2u;
constexpr uint ouput_primitive_count = 1u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 2u;
constexpr uint output_primitive_count = 1u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
float4x4 inst_matrix = data_buf[gl_InstanceID];

View File

@@ -192,22 +192,22 @@ void main()
constexpr uint input_primitive_vertex_count = 2u;
#endif
/* Triangle list primitive. */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 2u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 2u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
float4x4 inst_obmat = data_buf[gl_InstanceID];
float4x4 inst_matrix = inst_obmat;

View File

@@ -104,22 +104,22 @@ void main()
/* Triangle list primitive. */
constexpr uint input_primitive_vertex_count = 3u;
/* Triangle list primitive. */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 1u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 1u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
VertIn vert_in[input_primitive_vertex_count];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);

View File

@@ -195,22 +195,22 @@ void main()
/* Line list primitive. */
constexpr uint input_primitive_vertex_count = 2u;
/* Triangle list primitive (emulating triangle strip). */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 8u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 8u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
VertIn vert_in[input_primitive_vertex_count];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);

View File

@@ -17,13 +17,13 @@ void main()
/* Line list primitive. */
constexpr uint input_primitive_vertex_count = 2u;
/* Line list primitive. */
constexpr uint ouput_primitive_vertex_count = 2u;
constexpr uint ouput_primitive_count = 2u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 2u;
constexpr uint output_primitive_count = 2u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;

View File

@@ -201,22 +201,22 @@ void main()
/* Line list primitive. */
constexpr uint input_primitive_vertex_count = 2u;
/* Triangle list primitive (emulating triangle strip). */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 8u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 8u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
VertIn vert_in[input_primitive_vertex_count];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);

View File

@@ -150,22 +150,22 @@ void main()
/* Line list primitive. */
constexpr uint input_primitive_vertex_count = 2u;
/* Triangle list primitive. */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 2u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 2u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
VertIn vert_in[input_primitive_vertex_count];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);

View File

@@ -32,14 +32,14 @@ void main()
/* Point primitive. */
constexpr uint input_primitive_vertex_count = 1u;
/* Line list primitive. */
constexpr uint ouput_primitive_vertex_count = 2u;
constexpr uint ouput_primitive_count = 1u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_primitive_vertex_count = 2u;
constexpr uint output_primitive_count = 1u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;

View File

@@ -158,23 +158,23 @@ void main()
/* Line list primitive. */
constexpr uint input_primitive_vertex_count = 2u;
/* Triangle list primitive. */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 2u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 2u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
VertIn vert_in[input_primitive_vertex_count];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);

View File

@@ -138,23 +138,23 @@ void main()
/* Point list primitive. */
constexpr uint input_primitive_vertex_count = 1u;
/* Triangle list primitive. */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 2u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 2u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
/* Read current and next point. */
VertIn vert_in[2];

View File

@@ -109,22 +109,22 @@ void main()
/* Line adjacency list primitive. */
constexpr uint input_primitive_vertex_count = 4u;
/* Line list primitive. */
constexpr uint ouput_primitive_vertex_count = 2u;
constexpr uint ouput_primitive_count = 1u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 2u;
constexpr uint output_primitive_count = 1u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
VertIn vert_in[input_primitive_vertex_count];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);

View File

@@ -80,21 +80,21 @@ void main()
/* Triangle list primitive. */
constexpr uint input_primitive_vertex_count = 3u;
/* Triangle list primitive. */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 1u;
constexpr uint ouput_invocation_count = 2u;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 1u;
constexpr uint output_invocation_count = 2u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
VertIn vert_in[input_primitive_vertex_count];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);

View File

@@ -114,26 +114,26 @@ void main()
/* Line adjacency primitive. */
constexpr uint input_primitive_vertex_count = 4u;
/* Triangle list primitive. */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 2u;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 2u;
#ifdef DOUBLE_MANIFOLD
constexpr uint ouput_invocation_count = 2u;
constexpr uint output_invocation_count = 2u;
#else
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_invocation_count = 1u;
#endif
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
VertIn vert_in[input_primitive_vertex_count];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);

View File

@@ -183,22 +183,22 @@ void main()
/* Line list primitive. */
uint input_primitive_vertex_count = uint(gpu_vert_stride_count_offset.x);
/* Triangle list primitive (emulating triangle strip). */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 2u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 2u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
uint out_invocation_id = (uint(gl_VertexID) / output_vertex_count_per_invocation) %
ouput_invocation_count;
output_invocation_count;
/* Used to wrap around for the line loop case. */
uint input_total_vertex_count = uint(gpu_vert_stride_count_offset.y);

View File

@@ -316,20 +316,20 @@ void main()
constexpr uint input_primitive_vertex_count =
1u; /* We read 4 but advance 1. Assume no restart. */
/* Triangle list primitive (emulating triangle strip). */
constexpr uint ouput_primitive_vertex_count = 3u;
constexpr uint ouput_primitive_count = 12u;
constexpr uint ouput_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = ouput_primitive_count *
ouput_primitive_vertex_count;
constexpr uint output_primitive_vertex_count = 3u;
constexpr uint output_primitive_count = 12u;
constexpr uint output_invocation_count = 1u;
constexpr uint output_vertex_count_per_invocation = output_primitive_count *
output_primitive_vertex_count;
constexpr uint output_vertex_count_per_input_primitive = output_vertex_count_per_invocation *
ouput_invocation_count;
output_invocation_count;
uint in_primitive_id = uint(gl_VertexID) / output_vertex_count_per_input_primitive;
uint in_primitive_first_vertex = in_primitive_id * input_primitive_vertex_count;
uint out_vertex_id = uint(gl_VertexID) % ouput_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / ouput_primitive_vertex_count) %
ouput_primitive_count;
uint out_vertex_id = uint(gl_VertexID) % output_primitive_vertex_count;
uint out_primitive_id = (uint(gl_VertexID) / output_primitive_vertex_count) %
output_primitive_count;
GreasePencilStrokeData vert_in[4];
vert_in[0] = input_assembly(in_primitive_first_vertex + 0u);