Cleanup: spelling in comments
This commit is contained in:
@@ -35,7 +35,7 @@ struct BVHReferenceCompare {
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/* Compare two references.
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*
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* Returns value is similar to return value of strcmp().
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* Returns value is similar to return value of `strcmp()`.
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*/
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__forceinline int compare(const BVHReference &ra, const BVHReference &rb) const
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{
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@@ -494,7 +494,7 @@ ccl_device int bsdf_microfacet_sample(ccl_private const ShaderClosure *sc,
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float3 H;
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float cos_NH, cos_HI;
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float3 local_H, local_I, X, Y; /* Nneeded for anisotropic microfacets later. */
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float3 local_H, local_I, X, Y; /* Needed for anisotropic microfacets later. */
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if (m_singular) {
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H = N;
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cos_NH = 1.0f;
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@@ -979,7 +979,7 @@ ccl_device_forceinline int kernel_path_mnee_sample(KernelGlobals kg,
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for (int ci = 0; ci < sd_mnee->num_closure; ci++) {
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ccl_private ShaderClosure *bsdf = &sd_mnee->closure[ci];
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if (CLOSURE_IS_REFRACTIVE(bsdf->type)) {
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/* Note that Glass closures are treates as refractive further below. */
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/* Note that Glass closures are treated as refractive further below. */
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found_refractive_microfacet_bsdf = true;
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ccl_private MicrofacetBsdf *microfacet_bsdf = (ccl_private MicrofacetBsdf *)bsdf;
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@@ -1517,10 +1517,9 @@ void BKE_tracking_marker_get_subframe_position(MovieTrackingTrack *track,
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MovieTrackingMarker *marker_next = marker + 1;
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if (marker_next->framenr == marker->framenr + 1) {
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/* currently only do subframing inside tracked ranges, do not extrapolate tracked segments
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/* Currently only do sub-framing inside tracked ranges, do not extrapolate tracked segments
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* could be changed when / if mask parent would be interpolating position in-between
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* tracked segments
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*/
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* tracked segments. */
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float fac = (framenr - int(framenr)) / (marker_next->framenr - marker->framenr);
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@@ -310,7 +310,7 @@ static bool tracking_check_marker_margin(const libmv_Marker *libmv_marker,
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Autotrack context initialization.
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/** \name Auto-Track Context Initialization
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* \{ */
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static bool autotrack_is_marker_usable(const MovieTrackingMarker *marker)
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@@ -383,7 +383,7 @@ static AVFrame *generate_video_frame(FFMpegContext *context, const uint8_t *pixe
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rgb_frame = context->current_frame;
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}
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/* Copy the Blender pixels into the FFmpeg datastructure, taking care of endianness and flipping
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/* Copy the Blender pixels into the FFMPEG data-structure, taking care of endianness and flipping
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* the image vertically. */
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int linesize = rgb_frame->linesize[0];
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for (int y = 0; y < height; y++) {
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@@ -241,7 +241,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
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}
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/**
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* Reset for each "redraw". When rendering using ogl render,
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* Reset for each "redraw". When rendering using OpenGL render,
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* we accumulate the redraw inside the drawing loop in eevee_draw_scene().
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*/
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if (DRW_state_is_opengl_render()) {
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@@ -106,7 +106,7 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
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/* Complementary Depth Pass */
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state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
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if (show_retopology) {
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/* Do not cull backfaces for retopology depth pass.
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/* Do not cull back-faces for retopology depth pass.
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* This prevents edit overlays from appearing behind any faces.
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* Doing so reduces visual clutter. */
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state &= ~DRW_STATE_CULL_BACK;
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@@ -162,9 +162,9 @@ void OVERLAY_edit_mesh_cache_init(OVERLAY_Data *vedata)
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&pd->edit_mesh_faces_cage_grp[i];
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state = state_common;
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if (show_retopology) {
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/* Cull backfaces for retopology face pass.
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* This makes it so backfaces are not drawn.
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* Doing so lets us distinguish backfaces from frontfaces. */
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/* Cull back-faces for retopology face pass.
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* This makes it so back-faces are not drawn.
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* Doing so lets us distinguish back-faces from front-faces. */
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state |= DRW_STATE_CULL_BACK;
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}
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DRW_PASS_CREATE(*edit_face_ps, state | pd->clipping_state);
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@@ -577,7 +577,7 @@ static void write_render_z_output(struct RenderLayer *layer,
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int pix_num = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect);
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/* Convert ogl depth [0..1] to view Z [near..far] */
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/* Convert GPU depth [0..1] to view Z [near..far] */
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if (DRW_view_is_persp_get(nullptr)) {
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for (float &z : MutableSpan(rp->rect, pix_num)) {
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if (z == 1.0f) {
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@@ -120,7 +120,7 @@ static void workbench_render_result_z(struct RenderLayer *rl,
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int pix_num = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect);
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/* Convert ogl depth [0..1] to view Z [near..far] */
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/* Convert GPU depth [0..1] to view Z [near..far] */
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if (DRW_view_is_persp_get(NULL)) {
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for (int i = 0; i < pix_num; i++) {
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if (rp->rect[i] == 1.0f) {
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@@ -313,15 +313,15 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *framebuffer, char err_out[256])
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Empty framebuffer
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/** \name Empty frame-buffer
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*
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* An empty framebuffer is a framebuffer with no attachments. This allow to rasterize geometry
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* An empty frame-buffer is a frame-buffer with no attachments. This allow to rasterize geometry
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* without creating any dummy attachments and write some computation results using other means
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* (SSBOs, Images).
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* \{ */
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/**
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* Default size is used if the framebuffer contains no attachments.
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* Default size is used if the frame-buffer contains no attachments.
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* It needs to be re-specified each time an attachment is added.
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*/
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void GPU_framebuffer_default_size(GPUFrameBuffer *framebuffer, int width, int height);
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@@ -349,7 +349,7 @@ void GPU_framebuffer_viewport_set(
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void GPU_framebuffer_viewport_get(GPUFrameBuffer *framebuffer, int r_viewport[4]);
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/**
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* Reset a framebuffer viewport bounds to its attachment(s) size.
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* Reset a frame-buffer viewport bounds to its attachment(s) size.
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* \note Viewport and scissor size is stored per frame-buffer.
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*/
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void GPU_framebuffer_viewport_reset(GPUFrameBuffer *framebuffer);
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@@ -361,7 +361,7 @@ void GPU_framebuffer_viewport_reset(GPUFrameBuffer *framebuffer);
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* \{ */
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/**
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* Clear the framebuffer attachments.
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* Clear the frame-buffer attachments.
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* \a buffers controls the types of attachments to clear. Setting GPU_COLOR_BIT will clear *all*
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* the color attachment.
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* Each attachment gets cleared to the value of its type:
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@@ -438,19 +438,19 @@ void GPU_framebuffer_clear_color_depth_stencil(GPUFrameBuffer *fb,
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void GPU_framebuffer_multi_clear(GPUFrameBuffer *framebuffer, const float (*clear_colors)[4]);
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/**
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* Clear all color attachment textures of the active framebuffer with the given red, green, blue,
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* Clear all color attachment textures of the active frame-buffer with the given red, green, blue,
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* alpha values.
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* \note `GPU_write_mask`, and stencil test do not affect this command.
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* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
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* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit framebuffer.
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* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit frame-buffer.
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*/
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void GPU_clear_color(float red, float green, float blue, float alpha);
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/**
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* Clear the depth attachment texture of the active framebuffer with the given depth value.
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* Clear the depth attachment texture of the active frame-buffer with the given depth value.
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* \note `GPU_write_mask`, and stencil test do not affect this command.
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* \note Viewport and scissor regions affect this command but are not efficient nor recommended.
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* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit framebuffer.
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* DEPRECATED: Use `GPU_framebuffer_clear_color` with explicit frame-buffer.
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*/
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void GPU_clear_depth(float depth);
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@@ -467,7 +467,7 @@ const char *GPU_framebuffer_get_name(GPUFrameBuffer *framebuffer);
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/* -------------------------------------------------------------------- */
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/** \name Python API & meta-data
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*
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* These are not intrinsic properties of a framebuffer but they are stored inside the
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* These are not intrinsic properties of a frame-buffer but they are stored inside the
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* gpu::FrameBuffer structure for tracking purpose.
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* \{ */
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@@ -481,8 +481,8 @@ void GPU_framebuffer_py_reference_set(GPUFrameBuffer *framebuffer, void **py_ref
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#endif
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/**
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* Keep a stack of bound framebuffer to allow scoped binding of framebuffer in python.
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* This is also used by #GPUOffScreen to save/restore the current framebuffers.
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* Keep a stack of bound frame-buffer to allow scoped binding of frame-buffer in python.
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* This is also used by #GPUOffScreen to save/restore the current frame-buffers.
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* \note This isn't thread safe.
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*/
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/* TODO(fclem): This has nothing to do with the GPU module and should be move to the pyGPU module.
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@@ -547,7 +547,7 @@ void GPU_frontbuffer_read_pixels(
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* The attachments types are chosen by \a blit_buffers .
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* Only one color buffer can by copied at a time and its index is chosen by \a read_slot and \a
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* write_slot.
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* The source and destination framebuffers dimensions have to match.
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* The source and destination frame-buffers dimensions have to match.
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* DEPRECATED: Prefer using `GPU_texture_copy()`.
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*/
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void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
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@@ -143,8 +143,8 @@ static void do_push_constants_test(const char *info_name, const int num_calls_si
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shader.update_push_constants(call_data);
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shader.dispatch();
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}
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/* All calls will be "simultaneously" in flight. First readback will wait until the dispatches
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* have finished execution.*/
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/* All calls will be "simultaneously" in flight. First read-back will wait until the dispatches
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* have finished execution. */
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for (const int call_index : IndexRange(num_calls_simultaneously)) {
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CallData &call_data = shader.call_datas[call_index];
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call_data.read_back();
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@@ -152,7 +152,7 @@ static void do_push_constants_test(const char *info_name, const int num_calls_si
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}
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}
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/* Test case with single call as sanity check, before we make it more interesting.*/
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/* Test case with single call as sanity check, before we make it more interesting. */
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static void test_push_constants()
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{
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do_push_constants_test("gpu_push_constants_test");
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@@ -180,7 +180,7 @@ GPU_TEST(push_constants_512bytes)
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#if 0
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/* Schedule multiple simultaneously. */
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/* These test have been disabled for now as this will to be solved in a separate PR.
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* - DescriptorSets may not be altered, when they are in the command queue or being executed.
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* - `DescriptorSets` may not be altered, when they are in the command queue or being executed.
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*/
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static void test_push_constants_multiple()
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{
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@@ -207,4 +207,4 @@ static void test_push_constants_multiple_512bytes()
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GPU_TEST(push_constants_multiple_512bytes)
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#endif
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} // namespace blender::gpu::tests
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} // namespace blender::gpu::tests
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@@ -23,10 +23,10 @@ namespace blender::io::ply {
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std::unique_ptr<PlyData> import_ply_ascii(fstream &file, PlyHeader *header);
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/**
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* Loads the information from the PLY file in ASCII format to the PlyData datastructure.
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* Loads the information from the PLY file in ASCII format to the #PlyData data-structure.
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* \param file: The PLY file that was opened.
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* \param header: The information in the PLY header.
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* \return The PlyData datastructure that can be used for conversion to a Mesh.
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* \return The #PlyData data-structure that can be used for conversion to a Mesh.
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*/
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PlyData load_ply_ascii(fstream &file, const PlyHeader *header);
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@@ -17,15 +17,15 @@ namespace blender::io::ply {
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* The function that gets called from the importer.
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* \param file: The PLY file that was opened.
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* \param header: The information in the PLY header.
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* \return The PlyData datastructure that can be used for conversion to a Mesh.
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* \return The #PlyData data-structure that can be used for conversion to a #Mesh.
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*/
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std::unique_ptr<PlyData> import_ply_binary(fstream &file, const PlyHeader *header);
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/**
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* Loads the information from the PLY file in binary format to the PlyData datastructure.
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* Loads the information from the PLY file in binary format to the #PlyData data-structure.
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* \param file: The PLY file that was opened.
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* \param header: The information in the PLY header.
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* \return The PlyData datastructure that can be used for conversion to a Mesh.
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* \return The #PlyData data-structure that can be used for conversion to a Mesh.
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*/
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PlyData load_ply_binary(fstream &file, const PlyHeader *header);
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@@ -12,7 +12,7 @@
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namespace blender::io::ply {
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/**
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* Converts the PlyData datastructure to a mesh.
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* Converts the #PlyData data-structure to a mesh.
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* \param data: The PLY data.
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* \return The mesh that can be used inside blender.
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*/
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@@ -243,7 +243,7 @@ typedef struct bArmatureConstraint {
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ListBase targets;
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} bArmatureConstraint;
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/* Single-target subobject constraints --------------------- */
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/* Single-target sub-object constraints --------------------- */
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/* Track To Constraint */
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typedef struct bTrackToConstraint {
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@@ -16,14 +16,14 @@
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*
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* The main missing features in this code compared to the paper are:
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*
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* + No mesh evolution. The paper suggests iteratively subsurfing the
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* - No mesh evolution. The paper suggests iteratively subdivision-surfacing the
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* skin output and adapting the output to better conform with the
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* spheres of influence surrounding each vertex.
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*
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* + No mesh fairing. The paper suggests re-aligning output edges to
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* - No mesh fairing. The paper suggests re-aligning output edges to
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* follow principal mesh curvatures.
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*
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* + No auxiliary balls. These would serve to influence mesh
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* - No auxiliary balls. These would serve to influence mesh
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* evolution, which as noted above is not implemented.
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*
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* The code also adds some features not present in the paper:
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@@ -54,7 +54,7 @@ typedef struct RenderView {
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float *rectf;
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/* if this exists, result of composited layers */
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float *rectz;
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/* optional, 32 bits version of picture, used for sequencer, ogl render and image curves */
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/* optional, 32 bits version of picture, used for sequencer, OpenGL render and image curves */
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int *rect32;
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} RenderView;
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@@ -105,7 +105,7 @@ typedef struct RenderResult {
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/* The following rect32, rectf and rectz buffers are for temporary storage only,
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* for RenderResult structs created in #RE_AcquireResultImage - which do not have RenderView */
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/* optional, 32 bits version of picture, used for ogl render and image curves */
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/* Optional, 32 bits version of picture, used for OpenGL render and image curves. */
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int *rect32;
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/* if this exists, a copy of one of layers, or result of composited layers */
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float *rectf;
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@@ -116,7 +116,7 @@ bool RE_engine_is_external(const Render *re)
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bool RE_engine_is_opengl(RenderEngineType *render_type)
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{
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/* TODO: refine? Can we have ogl render engine without ogl render pipeline? */
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/* TODO: refine? Can we have OpenGL render engine without OpenGL render pipeline? */
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return (render_type->draw_engine != nullptr) &&
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DRW_engine_render_support(render_type->draw_engine);
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}
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@@ -862,7 +862,7 @@ void RE_test_break_cb(Render *re, void *handle, bool (*f)(void *handle))
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void RE_gl_context_create(Render *re)
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{
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/* Needs to be created in the main ogl thread. */
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/* Needs to be created in the main OpenGL thread. */
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re->gl_context = WM_opengl_context_create();
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/* So we activate the window's one afterwards. */
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wm_window_reset_drawable();
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@@ -870,7 +870,7 @@ void RE_gl_context_create(Render *re)
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void RE_gl_context_destroy(Render *re)
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{
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/* Needs to be called from the thread which used the ogl context for rendering. */
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/* Needs to be called from the thread which used the OpenGL context for rendering. */
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if (re->gl_context) {
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if (re->gpu_context) {
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WM_opengl_context_activate(re->gl_context);
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@@ -849,7 +849,7 @@ typedef enum {
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/** Do not attempt to free custom-data pointer even if non-NULL. */
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WM_TIMER_NO_FREE_CUSTOM_DATA = 1 << 0,
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/* Internal falgs, should not be used outside of WM code. */
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/* Internal flags, should not be used outside of WM code. */
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/** This timer has been tagged for removal and deletion, handled by WM code to ensure timers are
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* deleted in a safe context. */
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WM_TIMER_TAGGED_FOR_REMOVAL = 1 << 16,
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Reference in New Issue
Block a user