Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2023-04-05 14:38:26 +10:00
parent d683665095
commit 440cccecdc
22 changed files with 37 additions and 36 deletions

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@ -362,7 +362,7 @@ void PathTraceWorkCPU::guiding_push_sample_data_to_global_storage(
# endif
# ifdef WITH_CYCLES_DEBUG
/* Check if the training/radiance samples generated py the path segment storage are valid.*/
/* Check if the training/radiance samples generated by the path segment storage are valid. */
if (VLOG_WORK_IS_ON) {
const bool validSamples = kg->opgl_path_segment_storage->ValidateSamples();
if (!validSamples) {

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@ -375,7 +375,7 @@ static bool gwl_window_state_set(GWL_Window *win, const GHOST_TWindowState state
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal #GWL_Window Viewport Setup/Teardown
/** \name Internal #GWL_Window Viewport Setup/Tear-down
*
* A viewport is needed to implement fractional scale,
* as the outputs scale may change at runtime, support creating & clearing the viewport as needed.

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@ -80,13 +80,15 @@ class AssetLibraryService {
AssetLibrary *get_asset_library_all(const Main *bmain);
/**
* Return the start position of the last blendfile extension in given path, or std::string::npos
* if not found. Works with both kind of path separators. */
* Return the start position of the last blend-file extension in given path,
* or #std::string::npos if not found. Works with both kind of path separators.
*/
int64_t rfind_blendfile_extension(StringRef path);
/**
* Return a normalized version of #AssetWeakReference.relative_asset_identifier.
* Special care is required here because slahes or backslashes should not be converted in the ID
* name itself. */
* Special care is required here because slashes or backslashes should not be converted in the ID
* name itself.
*/
std::string normalize_asset_weak_reference_relative_asset_identifier(
const AssetWeakReference &asset_reference);
/** Get a valid library path from the weak reference. Empty if e.g. the reference is to a local

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@ -201,7 +201,7 @@ enum {
G_DEBUG_IO = (1 << 17), /* IO Debugging (for Collada, ...). */
G_DEBUG_GPU_FORCE_WORKAROUNDS = (1 << 18), /* force gpu workarounds bypassing detections. */
G_DEBUG_GPU_FORCE_DISABLE_SSBO = (1 << 19), /* force disabling usage of SSBO's */
G_DEBUG_GPU_RENDERDOC = (1 << 20), /* Enable Renderdoc integration. */
G_DEBUG_GPU_RENDERDOC = (1 << 20), /* Enable RenderDoc integration. */
G_DEBUG_XR = (1 << 21), /* XR/OpenXR messages */
G_DEBUG_XR_TIME = (1 << 22), /* XR/OpenXR timing messages */

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@ -154,11 +154,11 @@ typedef struct CPPTypeHandle CPPTypeHandle;
* Defines the appearance and behavior of a socket in the UI.
*/
typedef struct bNodeSocketType {
/* Identifier name */
/** Identifier name. */
char idname[64];
/* Type label */
/** Type label. */
char label[64];
/* Subtype label */
/** Sub-type label. */
char subtype_label[64];
void (*draw)(struct bContext *C,

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@ -328,7 +328,7 @@ struct CopyPixelCommand {
return false;
}
/* Can only extend when the delta between with the previous source fits in a single byte.*/
/* Can only extend when the delta between with the previous source fits in a single byte. */
int2 delta_source_1 = source_1 - command.source_1;
if (max_ii(UNPACK2(blender::math::abs(delta_source_1))) > 127) {
return false;

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@ -714,7 +714,7 @@ static Mesh *imesh_to_mesh(IMesh *im, MeshesToIMeshInfo &mim)
copy_v3fl_v3db(positions[vi], v->co);
}
/* Set the loopstart and totloop for each output poly,
/* Set the loop-start and total-loops for each output poly,
* and set the vertices in the appropriate loops. */
bke::SpanAttributeWriter<int> dst_material_indices =
result->attributes_for_write().lookup_or_add_for_write_only_span<int>("material_index",

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@ -258,7 +258,7 @@ struct Rows {
struct RowView {
int row_number = 0;
/** Not owning pointer into Row.pixels starts at the start of the row.*/
/** Not owning pointer into Row.pixels starts at the start of the row. */
MutableSpan<Pixel> pixels;
RowView() = delete;
RowView(Rows &rows, int64_t row_number)

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@ -890,9 +890,8 @@ void blo_do_versions_pre250(FileData *fd, Library *lib, Main *bmain)
bScreen *screen;
Object *ob;
/* As of now, this insures that the transition from the old Track system
* to the new full constraint Track is painless for everyone. - theeth
*/
/* NOTE(@theeth): As of now, this insures that the transition from the old Track system
* to the new full constraint Track is painless for everyone. */
ob = bmain->objects.first;
while (ob) {

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@ -1,6 +1,6 @@
/* Fallback implementation for hardware not supporting cubemap arrays.
* `samplerCubeArray` fallback declaration as sampler2DArray in `glsl_shader_defines.glsl`*/
* `samplerCubeArray` fallback declaration as sampler2DArray in `glsl_shader_defines.glsl`. */
#ifndef GPU_ARB_texture_cube_map_array
float cubemap_face_index(vec3 P)

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@ -54,7 +54,7 @@ void OVERLAY_wireframe_cache_init(OVERLAY_Data *vedata)
* becomes more proportional with a variation of angle. */
pd->shdata.wire_step_param = sqrt(abs(pd->overlay.wireframe_threshold));
/* The maximum value (255 in the vbo) is used to force hide the edge. */
/* The maximum value (255 in the VBO) is used to force hide the edge. */
pd->shdata.wire_step_param = interpolate(0.0f, 1.0f - (1.0f / 255), pd->shdata.wire_step_param);
pd->shdata.wire_opacity = pd->overlay.wireframe_opacity;

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@ -3948,13 +3948,12 @@ static bool do_pose_box_select(bContext *C,
const int hits = view3d_opengl_select(
vc, buffer, (totobj + MAXPICKELEMS), rect, VIEW3D_SELECT_ALL, select_filter);
/*
* LOGIC NOTES (theeth):
* The buffer and ListBase have the same relative order, which makes the selection
* NOTE(@theeth): Regarding the logic use here.
* The buffer and #ListBase have the same relative order, which makes the selection
* very simple. Loop through both data sets at the same time, if the color
* is the same as the object, we have a hit and can move to the next color
* and object pair, if not, just move to the next object,
* keeping the same color until we have a hit.
*/
* keeping the same color until we have a hit. */
if (hits > 0) {
/* no need to loop if there's no hit */

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@ -2192,7 +2192,7 @@ void present(MTLRenderPassDescriptor *blit_descriptor,
/* Release synchronization primitive for current frame to avoid cross-frame dependencies.
* We require MTLEvents to ensure correct ordering of workload submissions within a frame,
* however, we should not create long chains of dependencies spanning several drawables as any
* temporary stalls can then trigger erroneous GPU timeouts in non-dependent submsisions. */
* temporary stalls can then trigger erroneous GPU timeouts in non-dependent submissions. */
[MTLCommandBufferManager::sync_event release];
MTLCommandBufferManager::sync_event = nil;
MTLCommandBufferManager::event_signal_val = 0;

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@ -249,8 +249,8 @@ static void detect_workarounds()
return;
}
/* Only use main context when running inside renderdoc. Renderdoc requires that all calls are
* from the same context.*/
/* Only use main context when running inside RenderDoc.
* RenderDoc requires that all calls are* from the same context. */
if (G.debug & G_DEBUG_GPU_RENDERDOC) {
GCaps.use_main_context_workaround = true;
}

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@ -609,7 +609,7 @@ void convert_component(F32 &dst, const UnsignedNormalized<StorageType> &src)
dst.value = float(src.value) / scalar;
}
/* Copy the contents of src to dst with out performing any actual conversion.*/
/* Copy the contents of src to dst with out performing any actual conversion. */
template<typename DestinationType, typename SourceType>
void convert_component(DestinationType &dst, const SourceType &src)
{

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@ -136,7 +136,7 @@ class VKDescriptorSetTracker : protected VKResourceTracker<VKDescriptorSet> {
};
private:
/** A list of bindings that needs to be updated.*/
/** A list of bindings that needs to be updated. */
Vector<Binding> bindings_;
VkDescriptorSetLayout layout_;

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@ -241,7 +241,7 @@ void VKFrameBuffer::render_pass_create()
VK_ALLOCATION_CALLBACKS
/* Track first attachment for size.*/
/* Track first attachment for size. */
GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
std::array<VkAttachmentDescription, GPU_FB_MAX_ATTACHMENT> attachment_descriptions;
@ -276,7 +276,7 @@ void VKFrameBuffer::render_pass_create()
depth_location;
if (attachment.tex) {
/* Ensure texture is allocated to ensure the image view.*/
/* Ensure texture is allocated to ensure the image view. */
VKTexture &texture = *static_cast<VKTexture *>(unwrap(attachment.tex));
texture.ensure_allocated();
image_views[attachment_location] = texture.vk_image_view_handle();
@ -346,7 +346,7 @@ void VKFrameBuffer::render_pass_create()
vkCreateRenderPass(
context.device_get(), &render_pass_info, vk_allocation_callbacks, &vk_render_pass_);
/* We might want to split framebuffer and render pass....*/
/* We might want to split frame-buffer and render pass. */
VkFramebufferCreateInfo framebuffer_create_info = {};
framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebuffer_create_info.renderPass = vk_render_pass_;

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@ -186,7 +186,7 @@ static VkImageUsageFlagBits to_vk_image_usage(const eGPUTextureUsage usage,
if (usage & GPU_TEXTURE_USAGE_ATTACHMENT) {
if (format_flag & (GPU_FORMAT_NORMALIZED_INTEGER | GPU_FORMAT_COMPRESSED)) {
/* These formats aren't supported as an attachment. When using GPU_TEXTURE_USAGE_DEFAULT they
* are still being evaluated to be attachable. So we need to skip them.*/
* are still being evaluated to be attachable. So we need to skip them. */
}
else {
if (format_flag & (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL)) {

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@ -17,10 +17,10 @@ class VKTexture : public Texture {
VkImageView vk_image_view_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
/* Last image layout of the texture. Framebuffer and barriers can alter/require the actual layout
* to be changed. During this it requires to set the current layout in order to know which
/* Last image layout of the texture. Frame-buffer and barriers can alter/require the actual
* layout to be changed. During this it requires to set the current layout in order to know which
* conversion should happen. #current_layout_ keep track of the layout so the correct conversion
* can be done.*/
* can be done. */
VkImageLayout current_layout_ = VK_IMAGE_LAYOUT_UNDEFINED;
public:

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@ -322,7 +322,7 @@ static void mesh_merge_transform(Mesh *result,
edge->v2 += cap_verts_index;
}
/* adjust cap poly loopstart indices */
/* Adjust cap poly loop-start indices. */
for (i = 0; i < cap_npolys; i++) {
result_poly_offsets[cap_polys_index + i] = cap_poly_offsets[i] + cap_loops_index;
}

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@ -40,7 +40,7 @@ void seq_time_gap_info_get(const struct Scene *scene,
struct GapInfo *r_gap_info);
void seq_time_effect_range_set(const struct Scene *scene, Sequence *seq);
/**
* Update strip `startdisp` and `enddisp` (n-input effects have no len to calculate these).
* Update strip `startdisp` and `enddisp` (n-input effects have no length to calculate these).
*/
void seq_time_update_effects_strip_range(const struct Scene *scene, struct SeqCollection *effects);
void seq_time_translate_handles(const struct Scene *scene, struct Sequence *seq, const int offset);

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@ -548,6 +548,7 @@ dict_custom = {
"qtcreator",
"unix",
"valgrind",
"wayland",
"xinerama",
# general computer graphics terms