Cleanup: spelling in comments
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@ -609,8 +609,9 @@ void BLI_ewa_filter(const int width,
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void *userdata,
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float result[4])
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{
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/* scaling dxt/dyt by full resolution can cause overflow because of huge A/B/C and esp. F values,
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* scaling by aspect ratio alone does the opposite, so try something in between instead... */
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/* Scaling `dxt` / `dyt` by full resolution can cause overflow because of huge A/B/C and esp.
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* F values, scaling by aspect ratio alone does the opposite, so try something in between
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* instead. */
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const float ff2 = (float)width, ff = sqrtf(ff2), q = (float)height / ff;
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const float Ux = du[0] * ff, Vx = du[1] * q, Uy = dv[0] * ff, Vy = dv[1] * q;
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float A = Vx * Vx + Vy * Vy;
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@ -620,7 +621,7 @@ void BLI_ewa_filter(const int width,
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float a, b, th, ecc, a2, b2, ue, ve, U0, V0, DDQ, U, ac1, ac2, BU, d;
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int u, v, u1, u2, v1, v2;
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/* The so-called 'high' quality ewa method simply adds a constant of 1 to both A & C,
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/* The so-called 'high' quality EWA method simply adds a constant of 1 to both A & C,
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* so the ellipse always covers at least some texels. But since the filter is now always larger,
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* it also means that everywhere else it's also more blurry then ideally should be the case.
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* So instead here the ellipse radii are modified instead whenever either is too low.
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@ -1640,7 +1640,7 @@ static bool do_outliner_range_select_recursive(ListBase *lb,
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/* Don't look inside closed elements, unless we're forcing the recursion all the way down. */
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if (!(tselem->flag & TSE_CLOSED) || recurse) {
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/* If this tree element is a collection, then it sets
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* the precedent for inclusion of its subobjects. */
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* the precedent for inclusion of its sub-objects. */
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Collection *child_collection = in_collection;
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if (tselem->type == TSE_LAYER_COLLECTION) {
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child_collection = static_cast<LayerCollection *>(te->directdata)->collection;
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@ -1815,7 +1815,7 @@ static int outliner_item_do_activate_from_cursor(bContext *C,
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bool select = !extend || !(activate_tselem->flag & TSE_ACTIVE) ||
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!(activate_tselem->flag & TSE_SELECTED);
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/* If we're CTRL+double-clicking and the element is aleady
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/* If we're CTRL+double-clicking and the element is already
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* selected, skip the activation and go straight to deselection. */
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if (extend && recurse && activate_tselem->flag & TSE_SELECTED) {
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select = false;
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@ -27,7 +27,7 @@ void gaussian_blur_1D(const GSpan src,
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GMutableSpan dst);
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/**
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* Smoothes the \a attribute_data using a 1D gaussian blur.
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* Smooths the \a attribute_data using a 1D gaussian blur.
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*/
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void smooth_curve_attribute(const IndexMask &curves_to_smooth,
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const OffsetIndices<int> points_by_curve,
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@ -132,7 +132,7 @@ void bilinear_interpolation_color(const ImBuf *in, uchar outI[4], float outF[4],
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}
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}
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/* function assumes out to be zero'ed, only does RGBA */
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/* Function assumes out to be zeroed, only does RGBA. */
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/* BILINEAR INTERPOLATION */
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void bilinear_interpolation_color_wrap(
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@ -275,8 +275,8 @@ static void process_scanlines(const TransformContext &ctx, IndexRange y_range)
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float2 uv_start = ctx.start_uv + ctx.add_x * 0.5f + ctx.add_y * 0.5f;
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if (ctx.subsampling_deltas.size() > 1) {
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/* Multiple samples per pixel: accumulate them premultiplied,
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* divide by sample count and write out (un-premultiplying if writing out
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/* Multiple samples per pixel: accumulate them pre-multiplied,
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* divide by sample count and write out (un-pre-multiplying if writing out
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* to byte image). */
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const float inv_count = 1.0f / ctx.subsampling_deltas.size();
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for (int yi : y_range) {
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@ -133,7 +133,7 @@ TEST(imbuf_transform, nearest_very_large_scale)
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/* Check result: leftmost red, middle green, two rightmost pixels blue and black.
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* If the transform code internally does not have enough precision while stepping
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* through the scanline, the rightmost side will not come out correctly. */
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* through the scan-line, the rightmost side will not come out correctly. */
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const ColorTheme4b *got = reinterpret_cast<ColorTheme4b *>(res->byte_buffer.data);
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EXPECT_EQ(got[0], col_r);
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EXPECT_EQ(got[res->x / 2], col_g);
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@ -366,7 +366,7 @@ GPUTexture *IMB_create_gpu_texture(const char *name,
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bool freebuf = false;
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/* Create Texture. Specifiy read usage to allow both shader and host reads, the latter is needed
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/* Create Texture. Specify read usage to allow both shader and host reads, the latter is needed
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* by the GPU compositor. */
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const eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_HOST_READ;
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tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, usage, nullptr);
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@ -462,7 +462,7 @@ typedef struct GreasePencil {
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blender::Span<const blender::bke::greasepencil::TreeNode *> nodes() const;
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blender::Span<blender::bke::greasepencil::TreeNode *> nodes_for_write();
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/* Return the index of the layer if it's found, otherwise std::nullopt. */
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/* Return the index of the layer if it's found, otherwise `std::nullopt`. */
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std::optional<int> get_layer_index(const blender::bke::greasepencil::Layer &layer) const;
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/* Active layer functions. */
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@ -265,11 +265,11 @@ static void do_alphaover_effect(
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for (int pixel_idx = 0; pixel_idx < width * height; pixel_idx++) {
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if (src1[3] <= 0.0f) {
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/* Alpha of zero. No color addition will happen as the colors are premultipled. */
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/* Alpha of zero. No color addition will happen as the colors are pre-multiplied. */
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memcpy(dst, src2, sizeof(T) * 4);
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}
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else if (fac == 1.0f && alpha_opaque(src1[3])) {
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/* No change to src1 as fac == 1 and fully opaque. */
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/* No change to `src1` as `fac == 1` and fully opaque. */
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memcpy(dst, src1, sizeof(T) * 4);
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}
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else {
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@ -130,6 +130,7 @@ dict_custom = {
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"dihedral",
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"dimensionality",
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"directionality",
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"disambiguates",
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"discoverability",
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"discretization",
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"discretized",
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