Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2023-10-06 12:50:27 +11:00
parent 9a5f5ca6a9
commit 71b1712d79
9 changed files with 18 additions and 19 deletions

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@ -4387,8 +4387,8 @@ static ImBuf *image_get_render_result(Image *ima, ImageUser *iuser, void **r_loc
/* Put an empty image buffer to the cache. This allows to achieve the following:
*
* 1. It makes it so the generic logic in the #BKE_image_has_loaded_ibuf proeprly detects that
* an Image used to dusplay render result has loaded image buffer.
* 1. It makes it so the generic logic in the #BKE_image_has_loaded_ibuf properly detects that
* an Image used to display render result has loaded image buffer.
*
* Surely there are all the design questions about scene-dependent Render Result image
* data-block, and the behavior of the flag dependent on whether the Render Result image was ever

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@ -201,11 +201,11 @@ void ShadowPipeline::sync()
* But that requires that the destination pages in the atlas would have been already cleared
* using compute. Experiments showed that it is faster to just copy the whole tiles back.
*
* For relative perf, raster-based clear within tile update adds around 0.1ms vs 0.25ms for
* compute based clear for a simple test case. */
* For relative performance, raster-based clear within tile update adds around 0.1ms vs 0.25ms
* for compute based clear for a simple test case. */
pass.state_set(DRW_STATE_DEPTH_ALWAYS);
/* Metal have implicit sync with Raster Order Groups. Other backend need to have manual
* sub-pass transition to allow reading the framebuffer. This is a no-op on Metal. */
* sub-pass transition to allow reading the frame-buffer. This is a no-op on Metal. */
pass.subpass_transition(GPU_ATTACHEMENT_WRITE, {GPU_ATTACHEMENT_READ});
pass.bind_image(SHADOW_ATLAS_IMG_SLOT, inst_.shadows.atlas_tx_);
pass.bind_ssbo("dst_coord_buf", inst_.shadows.dst_coord_buf_);

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@ -109,7 +109,7 @@ class ShadowPipeline {
/* Shadow update pass. */
PassMain render_ps_ = {"Shadow.Surface"};
/* Shadow surface render subpass. */
/* Shadow surface render sub-pass. */
PassMain::Sub *surface_ps_ = nullptr;
public:

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@ -5,7 +5,7 @@
* On TBDR, we can use a three-pass method to perform virtual shadow map updates, leveraging
* efficient use of tile-based GPUs. Shadow updates rasterize geometry for each view in much the
* same way as a conventional shadow map render, but for the standard path, there is an additional
* cost of an atomic-min abd store to allow for indirection into the atlas. This setup can lead to
* cost of an atomic-min and store to allow for indirection into the atlas. This setup can lead to
* excessive overdraw, rasterization and increased complexity in the material depth fragment
* shader, reducing rendering performance.
*
@ -49,10 +49,10 @@ void main()
{
/* For storing pass, we store the result from depth in tile memory. */
uint u_depth = floatBitsToUint(in_tile_depth);
/* Quantization bias. Equivalent to nextafter in C without all the safety. 1 is not enough. */
/* Quantization bias. Equivalent to `nextafter` in C without all the safety. 1 is not enough. */
u_depth += 2;
/* Write result to altas. */
/* Write result to atlas. */
# ifdef GPU_METAL
/* NOTE: Use the fastest possible write function without any parameter wrapping or conversion.*/
shadow_atlas_img.texture->write(u_depth, ushort2(out_texel_xy), out_page_z);

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@ -33,6 +33,6 @@ void main()
* Non-updated tile depth will remain at 0.0 to ensure fragments are discarded. */
gl_Position = vec4(ndc_pos.x, ndc_pos.y, 1.0, 1.0);
gpu_Layer = int(src_page_co.z);
/* Assumes last viewport will always cover the whole framebuffer. */
/* Assumes last viewport will always cover the whole frame-buffer. */
gpu_ViewportIndex = 15;
}

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@ -164,7 +164,7 @@ void main()
uint page_index = atomicAdd(clear_dispatch_buf.num_groups_z, 1u);
/* Add page to tile processing. */
atomicAdd(tile_draw_buf.vertex_len, 6u);
/* Add page mapping for indexing the page position in atlas and in the framebuffer. */
/* Add page mapping for indexing the page position in atlas and in the frame-buffer. */
dst_coord_buf[page_index] = page_packed;
src_coord_buf[page_index] = packUvec4x8(
uvec4(relative_tile_co.x, relative_tile_co.y, view_index, 0));

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@ -46,8 +46,8 @@ void main()
#ifdef MAT_CLIP_PLANE
/* Do not use hardware clip planes as they modify the rasterization (some GPUs add vertices).
* This would in turn create a discrepency between the prepass depth and the gbuffer depth which
* exhibits missing pixels data. */
* This would in turn create a discrepancy between the pre-pass depth and the G-buffer depth
* which exhibits missing pixels data. */
if (clip_interp.clip_distance > 0.0) {
discard;
return;

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@ -220,7 +220,7 @@ GPU_SHADER_CREATE_INFO(eevee_shadow_page_tile_clear)
.fragment_out(0, Type::FLOAT, "out_tile_depth", DualBlend::NONE, SHADOW_ROG_ID);
#ifdef APPLE
/* Metal supports USHORT which saves a bit of perf here. */
/* Metal supports USHORT which saves a bit of performance here. */
# define PAGE_Z_TYPE Type::USHORT
#else
# define PAGE_Z_TYPE Type::UINT

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@ -306,13 +306,12 @@ void GLFrameBuffer::attachment_set_loadstore_op(GPUAttachmentType type, GPULoadS
/* TODO(fclem): Add support for other ops. */
if (ls.load_action == eGPULoadOp::GPU_LOADACTION_CLEAR) {
if (tmp_detached_[type].tex != nullptr) {
/* GPULoadStore is used to define the framebuffer before it is used for rendering.
/* #GPULoadStore is used to define the frame-buffer before it is used for rendering.
* Binding back unattached attachment makes its state undefined. This is described by the
* documentation and the userland code should specify a sub-pass at the start of the drawing
* to explicitly set attachment state.
*/
* documentation and the user-land code should specify a sub-pass at the start of the drawing
* to explicitly set attachment state. */
if (GLContext::framebuffer_fetch_support) {
/* Noop. */
/* NOOP. */
}
else if (GLContext::texture_barrier_support) {
/* Reset default attachment state. */