Cleanup: spelling in comments
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@@ -20,7 +20,7 @@
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/** \file
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* \ingroup gpu
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*
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* Descriptior type used to define shader structure, resources and interfaces.
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* Descriptor type used to define shader structure, resources and interfaces.
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*/
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#include "BLI_map.hh"
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@@ -165,7 +165,7 @@ bool gpu_shader_create_info_compile_all()
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return true;
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}
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/* Runtime create infos are not registered in the dictionnary and cannot be searched. */
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/* Runtime create infos are not registered in the dictionary and cannot be searched. */
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const GPUShaderCreateInfo *gpu_shader_create_info_get(const char *info_name)
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{
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ShaderCreateInfo *info = g_create_infos->lookup(info_name);
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@@ -20,7 +20,7 @@
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/** \file
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* \ingroup gpu
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*
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* Descriptior type used to define shader structure, resources and interfaces.
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* Descriptor type used to define shader structure, resources and interfaces.
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*
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* Some rule of thumb:
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* - Do not include anything else than this file in each info file.
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@@ -214,9 +214,9 @@ struct StageInterfaceInfo {
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struct ShaderCreateInfo {
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/** Shader name for debugging. */
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StringRefNull name_;
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/** True if the shader is static and can be precompiled at compile time. */
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/** True if the shader is static and can be pre-compiled at compile time. */
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bool do_static_compilation_ = false;
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/** If true, all additionaly linked create info will be merged into this one. */
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/** If true, all additionally linked create info will be merged into this one. */
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bool finalized_ = false;
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/**
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* Maximum length of all the resource names including each null terminator.
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@@ -297,7 +297,7 @@ struct ShaderCreateInfo {
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};
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/**
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* Resources are grouped by frequency of change.
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* Pass resources are meants to be valid for the whole pass.
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* Pass resources are meant to be valid for the whole pass.
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* Batch resources can be changed in a more granular manner (per object/material).
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* Mis-usage will only produce suboptimal performance.
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*/
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@@ -20,7 +20,7 @@
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/** \file
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* \ingroup gpu
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*
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* Descriptior type used to define shader structure, resources and interfaces.
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* Descriptor type used to define shader structure, resources and interfaces.
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*
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* Some rule of thumb:
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* - Do not include anything else than this file in each descriptor file.
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@@ -140,7 +140,7 @@ struct GPUSource {
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};
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}
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/* Returns the final string with all inlcudes done. */
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/* Returns the final string with all includes done. */
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void build(std::string &str, shader::BuiltinBits &out_builtins)
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{
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for (auto *dep : dependencies) {
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@@ -24,16 +24,16 @@
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* We use the same vector and matrix types as Blender C++. Some math functions are defined to use
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* the float version to match the GLSL syntax.
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* This file can be used for C & C++ code and the syntax used should follow the same rules.
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* Some preprocessing is done by the GPU backend to make it GLSL compatible.
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* Some preprocessing is done by the GPU back-end to make it GLSL compatible.
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*
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* IMPORTANT:
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* - Don't add trailing comma at the end of the enum. Our custom pre-processor will noy trim it
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* - Don't add trailing comma at the end of the enum. Our custom pre-processor will now trim it
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* for GLSL.
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* - Always use `u` suffix for enum values. GLSL do not support implicit cast.
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* - Define all values. This is in order to simplify custom pre-processor code.
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* - Always use uint32_t as underlying type.
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* - Use float suffix by default for float literals to avoid double promotion in C++.
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* - Pack one float or int after a vec3/ivec3 to fullfil alligment rules.
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* - Pack one float or int after a vec3/ivec3 to fulfill alignment rules.
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*
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* NOTE: Due to alignment restriction and buggy drivers, do not try to use mat3 inside structs.
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* NOTE: (UBO only) Do not use arrays of float. They are padded to arrays of vec4 and are not worth
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@@ -81,7 +81,6 @@
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# ifdef __cplusplus
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# include "BLI_float4x4.hh"
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# include "BLI_float4x4.hh"
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# else
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typedef float float2[2];
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typedef float float3[3];
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