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