diff options
author | Campbell Barton <campbell@blender.org> | 2022-07-01 04:18:58 +0300 |
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committer | Campbell Barton <campbell@blender.org> | 2022-07-01 04:18:58 +0300 |
commit | cf64a1d73e0e0378049b4e24407e9a4406270e8a (patch) | |
tree | 36067de0ff949077bc2abc2c045835b57d48f0d9 /source/blender/draw/engines/eevee_next | |
parent | 90f4b35bc22d5c4fa1b4579514e1596ae9d131b1 (diff) |
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/draw/engines/eevee_next')
5 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc index 84a84e21a2a..1fd4c278c88 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.cc +++ b/source/blender/draw/engines/eevee_next/eevee_film.cc @@ -300,7 +300,7 @@ void Film::init(const int2 &extent, const rcti *output_rect) data_.value_len += data_.aov_value_len; } { - /* TODO(fclem): Overscans. */ + /* TODO(@fclem): Over-scans. */ render_extent_ = math::divide_ceil(extent, int2(data_.scaling_factor)); int2 weight_extent = inst_.camera.is_panoramic() ? data_.extent : int2(data_.scaling_factor); diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc index 5fa5628515f..6098d78b81c 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.cc +++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc @@ -182,7 +182,7 @@ void Instance::render_sync() end_sync(); DRW_render_instance_buffer_finish(); - /* Also we weed to have a correct fbo bound for DRW_hair_update */ + /* Also we weed to have a correct FBO bound for #DRW_hair_update */ // GPU_framebuffer_bind(); // DRW_hair_update(); } diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.cc b/source/blender/draw/engines/eevee_next/eevee_sampling.cc index 493fff53919..2f180e58a0b 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sampling.cc +++ b/source/blender/draw/engines/eevee_next/eevee_sampling.cc @@ -83,7 +83,7 @@ void Sampling::step() /* TODO(fclem) we could use some persistent states to speedup the computation. */ double2 r, offset = {0, 0}; /* Using 2,3 primes as per UE4 Temporal AA presentation. - * advances.realtimerendering.com/s2014/epic/TemporalAA.pptx (slide 14) */ + * http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx (slide 14) */ uint2 primes = {2, 3}; BLI_halton_2d(primes, offset, sample_ + 1, r); /* WORKAROUND: We offset the distribution to make the first sample (0,0). This way, we are @@ -196,12 +196,12 @@ void Sampling::dof_disk_sample_get(float *r_radius, float *r_theta) const s = s % dof_sample_count_; /* Choosing sample to we get faster convergence. - * The issue here is that we cannot map a low descripency sequence to this sampling pattern - * because the same sample could be choosen twice in relatively short intervals. */ + * The issue here is that we cannot map a low discrepancy sequence to this sampling pattern + * because the same sample could be chosen twice in relatively short intervals. */ /* For now just use an ascending sequence with an offset. This gives us relatively quick * initial coverage and relatively high distance between samples. */ - /* TODO(fclem) We can try to order samples based on a LDS into a table to avoid duplicates. - * The drawback would be some memory consumption and init time. */ + /* TODO(@fclem) We can try to order samples based on a LDS into a table to avoid duplicates. + * The drawback would be some memory consumption and initialize time. */ int samples_passed = 1; while (s >= samples_passed) { ring++; diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.hh b/source/blender/draw/engines/eevee_next/eevee_sampling.hh index d956c61f2b2..11daa21629a 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sampling.hh +++ b/source/blender/draw/engines/eevee_next/eevee_sampling.hh @@ -136,7 +136,7 @@ class Sampling { static float2 sample_disk(const float2 &rand); /** - * Uniform disc distribution using fibonacci spiral sampling. + * Uniform disc distribution using Fibonacci spiral sampling. * \a rand is 2 random float in the [0..1] range. * Returns point in a disk of radius 1 and centered on the origin. */ diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh index 4168171ab07..62eb5a2b965 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -59,9 +59,9 @@ enum eSamplingDimension : uint32_t { */ #define SAMPLING_DIMENSION_COUNT 20 -/* NOTE(fclem): Needs to be used in StorageBuffer because of arrays of scalar. */ +/* NOTE(@fclem): Needs to be used in #StorageBuffer because of arrays of scalar. */ struct SamplingData { - /** Array containing random values from Low Discrepency Sequence in [0..1) range. */ + /** Array containing random values from Low Discrepancy Sequence in [0..1) range. */ float dimensions[SAMPLING_DIMENSION_COUNT]; }; BLI_STATIC_ASSERT_ALIGN(SamplingData, 16) @@ -149,7 +149,7 @@ struct FilmData { int2 extent; /** Offset of the film in the full-res frame, in pixels. */ int2 offset; - /** Subpixel offset applied to the window matrix. + /** Sub-pixel offset applied to the window matrix. * NOTE: In final film pixel unit. * NOTE: Positive values makes the view translate in the negative axes direction. * NOTE: The origin is the center of the lower left film pixel of the area covered by a render @@ -236,7 +236,7 @@ static inline float film_filter_weight(float filter_size, float sample_distance_ * If we find a way to avoid this we could bump this number up. */ #define AOV_MAX 16 -/* NOTE(fclem): Needs to be used in StorageBuffer because of arrays of scalar. */ +/* NOTE(@fclem): Needs to be used in #StorageBuffer because of arrays of scalar. */ struct AOVsInfoData { uint hash_value[AOV_MAX]; uint hash_color[AOV_MAX]; |