Cleanup: spelling in comments

This commit is contained in:
2022-09-13 18:00:44 +10:00
parent 4130f1e674
commit f78219c9a8
6 changed files with 20 additions and 20 deletions

View File

@@ -1,7 +1,7 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* This file implements the evaluation of a lazy-function graph. It's main objectices are:
* This file implements the evaluation of a lazy-function graph. It's main objectives are:
* - Only compute values that are actually used.
* - Allow spreading the work over an arbitrary number of CPU cores.
*
@@ -78,7 +78,7 @@ struct InputState {
/**
* Value of this input socket. By default, the value is empty. When other nodes are done
* computing their outputs, the computed values will be forwarded to linked input sockets. The
* value will thenlive here until it is found that it is not needed anymore.
* value will then live here until it is found that it is not needed anymore.
*
* If #was_ready_for_execution is true, access does not require holding the node lock.
*/
@@ -532,10 +532,10 @@ class Executor {
BLI_assert(locked_node.node.is_function());
switch (locked_node.node_state.schedule_state) {
case NodeScheduleState::NotScheduled: {
/* Don't add the node to the task pool immeditately, because the task pool might start
* executing it immediatly (when Blender is started with a single thread). That would often
* result in a deadlock, because we are still holding the mutex of the current node.
* Also see comments in #LockedNode. */
/* Don't add the node to the task pool immediately, because the task pool might start
* executing it immediately (when Blender is started with a single thread).
* That would often result in a deadlock, because we are still holding the mutex of the
* current node. Also see comments in #LockedNode. */
locked_node.node_state.schedule_state = NodeScheduleState::Scheduled;
locked_node.delayed_scheduled_nodes.append(
&static_cast<const FunctionNode &>(locked_node.node));
@@ -1057,7 +1057,7 @@ class GraphExecutorLFParams final : public Params {
/**
* Actually execute the node.
*
* Making this `inline` results in a simpler backtrace in release builds.
* Making this `inline` results in a simpler back-trace in release builds.
*/
inline void Executor::execute_node(const FunctionNode &node,
NodeState &node_state,