Cleanup: spelling in comments

This commit is contained in:
2022-09-23 14:33:43 +10:00
parent 3edd87f009
commit add1b6ab3c
23 changed files with 78 additions and 70 deletions

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@@ -45,13 +45,13 @@
#define MAX_COLOR_BAND 128
#define MAX_GPU_SKIES 8
/** Whether the optimized variant of the GPUPass should be created asynchronously.
/** Whether the optimized variant of the #GPUPass should be created asynchronously.
* Usage of this depends on whether there are possible threading challenges of doing so.
* Currently, the overhead of GPU_generate_pass is relatively small in comparison to shader
* compilation, though this option exists in case any potential scenarios for material graph
* optimization cause a slow down on the main thread.
*
* NOTE: The actual shader program for the optimized pass will alwaysbe compiled asynchronously,
* NOTE: The actual shader program for the optimized pass will always be compiled asynchronously,
* this flag controls whether shader node graph source serialization happens on the compilation
* worker thread. */
#define ASYNC_OPTIMIZED_PASS_CREATION 0
@@ -67,8 +67,8 @@ typedef struct GPUSkyBuilder {
} GPUSkyBuilder;
struct GPUMaterial {
/* Contains GPUShader and source code for deferred compilation.
* Can be shared between similar material (i.e: sharing same nodetree topology). */
/* Contains #GPUShader and source code for deferred compilation.
* Can be shared between similar material (i.e: sharing same node-tree topology). */
GPUPass *pass;
/* Optimized GPUPass, situationally compiled after initial pass for optimal realtime performance.
* This shader variant bakes dynamic uniform data as constant. This variant will not use