diff --git a/source/blender/draw/intern/DRW_gpu_wrapper.hh b/source/blender/draw/intern/DRW_gpu_wrapper.hh index a69df8ac297..3ff22f61500 100644 --- a/source/blender/draw/intern/DRW_gpu_wrapper.hh +++ b/source/blender/draw/intern/DRW_gpu_wrapper.hh @@ -16,39 +16,39 @@ * * All types are not copyable and Buffers are not Movable. * - * `drw::UniformArrayBuffer` + * `draw::UniformArrayBuffer` * Uniform buffer object containing an array of T with len elements. * Data can be accessed using the [] operator. * - * `drw::UniformBuffer` + * `draw::UniformBuffer` * A uniform buffer object class inheriting from T. * Data can be accessed just like a normal T object. * - * `drw::StorageArrayBuffer` + * `draw::StorageArrayBuffer` * Storage buffer object containing an array of T with len elements. * The item count can be changed after creation using `resize()`. * However, this requires the invalidation of the whole buffer and * discarding all data inside it. * Data can be accessed using the [] operator. * - * `drw::StorageBuffer` + * `draw::StorageBuffer` * A storage buffer object class inheriting from T. * Data can be accessed just like a normal T object. * - * `drw::Texture` - * A simple wrapper to #GPUTexture. A #drw::Texture can be created without allocation. + * `draw::Texture` + * A simple wrapper to #GPUTexture. A #draw::Texture can be created without allocation. * The `ensure_[1d|2d|3d|cube][_array]()` method is here to make sure the underlying texture * will meet the requirements and create (or recreate) the #GPUTexture if needed. * - * `drw::TextureFromPool` + * `draw::TextureFromPool` * A GPUTexture from the viewport texture pool. This texture can be shared with other engines * and its content is undefined when acquiring it. - * A #drw::TextureFromPool is acquired for rendering using `acquire()` and released once the + * A #draw::TextureFromPool is acquired for rendering using `acquire()` and released once the * rendering is done using `release()`. The same texture can be acquired & released multiple * time in one draw loop. * The `sync()` method *MUST* be called once during the cache populate (aka: Sync) phase. * - * `drw::Framebuffer` + * `draw::Framebuffer` * Simple wrapper to #GPUFramebuffer that can be moved. * */ @@ -648,7 +648,7 @@ class Texture : NonCopyable { } /** - * Free the internal texture but not the #drw::Texture itself. + * Free the internal texture but not the #draw::Texture itself. */ void free() { @@ -744,7 +744,7 @@ class TextureFromPool : public Texture, NonMovable { public: TextureFromPool(const char *name = "gpu::Texture") : Texture(name){}; - /* Always use `release()` after rendering. */ + /* Always use `release()` after rendering and `sync()` in sync phase. */ void acquire(int2 extent, eGPUTextureFormat format, void *owner_) { if (this->tx_ == nullptr) {