Cleanup: spelling

This commit is contained in:
2020-09-02 09:58:26 +10:00
parent ba188e7218
commit 71aa3c864d
11 changed files with 93 additions and 78 deletions

View File

@@ -38,7 +38,7 @@ namespace blender::gpu {
GLFrameBuffer::GLFrameBuffer(const char *name) : FrameBuffer(name)
{
/* Just-In-Time init. See GLFrameBuffer::init(). */
/* Just-In-Time init. See #GLFrameBuffer::init(). */
immutable_ = false;
fbo_id_ = 0;
}
@@ -52,7 +52,7 @@ GLFrameBuffer::GLFrameBuffer(
immutable_ = true;
fbo_id_ = fbo;
gl_attachments_[0] = target;
/* Never update an internal framebuffer. */
/* Never update an internal frame-buffer. */
dirty_attachments_ = false;
width_ = w;
height_ = h;
@@ -79,15 +79,15 @@ GLFrameBuffer::~GLFrameBuffer()
}
if (context_ == GPU_context_active_get()) {
/* Context might be partially freed. This happens when destroying the window framebuffers. */
/* Context might be partially freed. This happens when destroying the window frame-buffers. */
glDeleteFramebuffers(1, &fbo_id_);
}
else {
context_->fbo_free(fbo_id_);
}
/* Restore default framebuffer if this framebuffer was bound. */
/* Restore default frame-buffer if this frame-buffer was bound. */
if (context_->active_fb == this && context_->back_left != this) {
/* If this assert triggers it means the framebuffer is being freed while in use by another
/* If this assert triggers it means the frame-buffer is being freed while in use by another
* context which, by the way, is TOTALLY UNSAFE!!! */
BLI_assert(context_ == GPU_context_active_get());
GPU_framebuffer_restore();
@@ -149,7 +149,7 @@ bool GLFrameBuffer::check(char err_out[256])
#undef FORMAT_STATUS
const char *format = "GPUFrameBuffer: framebuffer status %s\n";
const char *format = "GPUFrameBuffer: frame-buffer status %s\n";
if (err_out) {
BLI_snprintf(err_out, 256, format, err);
@@ -163,11 +163,11 @@ bool GLFrameBuffer::check(char err_out[256])
void GLFrameBuffer::update_attachments(void)
{
/* Default framebuffers cannot have attachements. */
/* Default frame-buffers cannot have attachments. */
BLI_assert(immutable_ == false);
/* First color texture OR the depth texture if no color is attached.
* Used to determine framebuffer colorspace and dimensions. */
* Used to determine frame-buffer color-space and dimensions. */
GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHEMENT;
/* NOTE: Inverse iteration to get the first color texture. */
for (GPUAttachmentType type = GPU_FB_MAX_ATTACHEMENT - 1; type >= 0; --type) {
@@ -179,7 +179,7 @@ void GLFrameBuffer::update_attachments(void)
first_attachment = (attach.tex) ? type : first_attachment;
}
else if (first_attachment == GPU_FB_MAX_ATTACHEMENT) {
/* Only use depth texture to get infos if there is no color attachment. */
/* Only use depth texture to get information if there is no color attachment. */
first_attachment = (attach.tex) ? type : first_attachment;
}
@@ -190,7 +190,7 @@ void GLFrameBuffer::update_attachments(void)
GLuint gl_tex = GPU_texture_opengl_bindcode(attach.tex);
if (attach.layer > -1 && GPU_texture_cube(attach.tex) && !GPU_texture_array(attach.tex)) {
/* Could be avoided if ARB_direct_state_access is required. In this case
* glFramebufferTextureLayer would bind the correct face. */
* #glFramebufferTextureLayer would bind the correct face. */
GLenum gl_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach.layer;
glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, gl_target, gl_tex, attach.mip);
}
@@ -198,7 +198,7 @@ void GLFrameBuffer::update_attachments(void)
glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip, attach.layer);
}
else {
/* The whole texture level is attached. The framebuffer is potentially layered. */
/* The whole texture level is attached. The frame-buffer is potentially layered. */
glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip);
}
/* We found one depth buffer type. Stop here, otherwise we would
@@ -275,13 +275,13 @@ void GLFrameBuffer::bind(bool enabled_srgb)
}
if (context_ != GPU_context_active_get()) {
BLI_assert(!"Trying to use the same framebuffer in multiple context");
BLI_assert(!"Trying to use the same frame-buffer in multiple context");
return;
}
if (context_->active_fb != this) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
/* Internal framebuffers have only one color output and needs to be set everytime. */
/* Internal frame-buffers have only one color output and needs to be set every time. */
if (immutable_ && fbo_id_ == 0) {
glDrawBuffer(gl_attachments_[0]);
}
@@ -367,7 +367,7 @@ void GLFrameBuffer::clear_multi(const float (*clear_cols)[4])
context_->state_manager->apply_state();
/* WATCH: This can easilly access clear_cols out of bounds it clear_cols is not big enough for
/* WATCH: This can easily access clear_cols out of bounds it clear_cols is not big enough for
* all attachments.
* TODO(fclem) fix this insecurity? */
int type = GPU_FB_COLOR_ATTACHMENT0;
@@ -406,7 +406,7 @@ void GLFrameBuffer::read(eGPUFrameBufferBits plane,
fprintf(stderr, "GPUFramebuffer: Error: Trying to read stencil bit. Unsupported.");
return;
default:
fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one framebuffer plane.");
fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one frame-buffer plane.");
return;
}
@@ -415,14 +415,16 @@ void GLFrameBuffer::read(eGPUFrameBufferBits plane,
glReadPixels(UNPACK4(area), format, type, r_data);
}
/* Copy src at the give offset inside dst. */
/**
* Copy \a src at the give offset inside \a dst.
*/
void GLFrameBuffer::blit_to(
eGPUFrameBufferBits planes, int src_slot, FrameBuffer *dst_, int dst_slot, int x, int y)
{
GLFrameBuffer *src = this;
GLFrameBuffer *dst = static_cast<GLFrameBuffer *>(dst_);
/* Framebuffers must be up to date. This simplify this function. */
/* Frame-buffers must be up to date. This simplify this function. */
if (src->dirty_attachments_) {
src->bind(true);
}
@@ -457,4 +459,4 @@ void GLFrameBuffer::blit_to(
/** \} */
} // namespace blender::gpu
} // namespace blender::gpu