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