diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-02-05 08:23:34 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2021-02-05 08:23:34 +0300 |
commit | 17e1e2bfd8dfbd6f6fc42cc305e93393342020f7 (patch) | |
tree | 8a164422f7eb7d3aa9f7473c19c80da535c29a05 /source/blender/draw/engines | |
parent | b62b923f544fa1df0aecd56f3568dd5185601306 (diff) |
Cleanup: correct spelling in comments
Diffstat (limited to 'source/blender/draw/engines')
35 files changed, 66 insertions, 66 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c index 47068d0b843..b453df284ed 100644 --- a/source/blender/draw/engines/eevee/eevee_data.c +++ b/source/blender/draw/engines/eevee/eevee_data.c @@ -130,7 +130,7 @@ EEVEE_ObjectMotionData *EEVEE_motion_blur_object_data_get(EEVEE_MotionBlurData * } EEVEE_ObjectKey key, *key_p; - /* Small hack to avoid another comparisson. */ + /* Small hack to avoid another comparison. */ key.ob = (Object *)((char *)ob + hair); DupliObject *dup = DRW_object_get_dupli(ob); if (dup) { diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index ca583143572..698b959f1a9 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -242,7 +242,7 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } { - /* Perform min/max downsample */ + /* Perform min/max down-sample. */ DRW_PASS_CREATE(psl->maxz_downlevel_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS); grp = DRW_shgroup_create(EEVEE_shaders_effect_maxz_downlevel_sh_get(), psl->maxz_downlevel_ps); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &txl->maxzbuffer); diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index c6760de5cfa..802b47b61a4 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -319,7 +319,7 @@ static void eevee_draw_scene(void *vedata) EEVEE_renderpasses_output_accumulate(sldata, vedata, false); /* Transparent */ - /* TODO(fclem): should be its own Framebuffer. + /* TODO(fclem): should be its own Frame-buffer. * This is needed because dualsource blending only works with 1 color buffer. */ GPU_framebuffer_texture_attach(fbl->main_color_fb, dtxl->depth, 0, 0); GPU_framebuffer_bind(fbl->main_color_fb); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 040aa8c8d9c..c4973dc2e8b 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -99,9 +99,9 @@ typedef struct EEVEE_LightBake { GPUTexture *rt_color; /** Target cube depth texture. */ GPUTexture *rt_depth; - /** Target cube framebuffers. */ + /** Target cube frame-buffers. */ GPUFrameBuffer *rt_fb[6]; - /** Storage framebuffer. */ + /** Storage frame-buffer. */ GPUFrameBuffer *store_fb; /** Cube render target resolution. */ int rt_res; @@ -135,7 +135,7 @@ typedef struct EEVEE_LightBake { int grid_curr; /** The current light bounce being evaluated. */ int bounce_curr, bounce_len; - /** Resolution of the Visibility shadowmap. */ + /** Resolution of the Visibility shadow-map. */ float vis_res; /** Result of previous light bounce. */ GPUTexture *grid_prev; @@ -163,7 +163,7 @@ typedef struct EEVEE_LightBake { /** For only handling the resources. */ bool resource_only; bool own_resources; - /** If the lightcache was created for baking, it's first owned by the baker. */ + /** If the light-cache was created for baking, it's first owned by the baker. */ bool own_light_cache; /** ms. delay the start of the baking to not slowdown interactions (TODO remove) */ int delay; @@ -907,7 +907,7 @@ static void eevee_lightbake_cache_create(EEVEE_Data *vedata, EEVEE_LightBake *lb Scene *scene_eval = DEG_get_evaluated_scene(lbake->depsgraph); lbake->sldata = sldata; - /* Disable all effects BUT high bitdepth shadows. */ + /* Disable all effects BUT high bit-depth shadows. */ scene_eval->eevee.flag &= SCE_EEVEE_SHADOW_HIGH_BITDEPTH; scene_eval->eevee.taa_samples = 1; scene_eval->eevee.gi_irradiance_smoothing = 0.0f; @@ -980,7 +980,7 @@ static void eevee_lightbake_copy_irradiance(EEVEE_LightBake *lbake, LightCache * { DRW_TEXTURE_FREE_SAFE(lbake->grid_prev); - /* Copy texture by reading back and reuploading it. */ + /* Copy texture by reading back and re-uploading it. */ float *tex = GPU_texture_read(lcache->grid_tx.tex, GPU_DATA_FLOAT, 0); lbake->grid_prev = DRW_texture_create_2d_array(lbake->irr_size[0], lbake->irr_size[1], @@ -1330,7 +1330,7 @@ void EEVEE_lightbake_update(void *custom_data) EEVEE_LightBake *lbake = (EEVEE_LightBake *)custom_data; Scene *scene_orig = lbake->scene; - /* If a new lightcache was created, free the old one and reference the new. */ + /* If a new light-cache was created, free the old one and reference the new. */ if (lbake->lcache && scene_orig->eevee.light_cache_data != lbake->lcache) { if (scene_orig->eevee.light_cache_data != NULL) { EEVEE_lightcache_free(scene_orig->eevee.light_cache_data); @@ -1353,7 +1353,7 @@ static bool lightbake_do_sample(EEVEE_LightBake *lbake, Depsgraph *depsgraph = lbake->depsgraph; - /* TODO: make DRW manager instanciable (and only lock on drawing) */ + /* TODO: make DRW manager instantiable (and only lock on drawing) */ eevee_lightbake_context_enable(lbake); DRW_custom_pipeline(&draw_engine_eevee_type, depsgraph, render_callback, lbake); lbake->done += 1; diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 3671bea9ac0..395d4dc790d 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -704,11 +704,11 @@ static void lightbake_planar_ensure_view(EEVEE_PlanarReflection *eplanar, static void eevee_lightprobes_extract_from_cache(EEVEE_LightProbesInfo *pinfo, LightCache *lcache) { /* copy the entire cache for now (up to MAX_PROBE) */ - /* TODO Frutum cull to only add visible probes. */ + /* TODO: frustum cull to only add visible probes. */ memcpy(pinfo->probe_data, lcache->cube_data, sizeof(EEVEE_LightProbe) * max_ii(1, min_ii(lcache->cube_len, MAX_PROBE))); - /* TODO compute the max number of grid based on sample count. */ + /* TODO: compute the max number of grid based on sample count. */ memcpy(pinfo->grid_data, lcache->grid_data, sizeof(EEVEE_LightGrid) * max_ii(1, min_ii(lcache->grid_len, MAX_GRID))); @@ -1041,7 +1041,7 @@ void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata, pinfo->layer = probe_idx * 6; pinfo->roughness = i / (float)maxlevel; pinfo->roughness *= pinfo->roughness; /* Disney Roughness */ - pinfo->roughness *= pinfo->roughness; /* Distribute Roughness accros lod more evenly */ + pinfo->roughness *= pinfo->roughness; /* Distribute Roughness across lod more evenly. */ CLAMP(pinfo->roughness, 1e-8f, 0.99999f); /* Avoid artifacts */ #if 1 /* Variable Sample count and bias (fast) */ diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index 628941f68a2..a9998b33b7e 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -344,7 +344,7 @@ void EEVEE_lookdev_draw(EEVEE_Data *vedata) DRW_view_set_active(effects->lookdev_view); - /* Find the right framebuffers to render to. */ + /* Find the right frame-buffers to render to. */ GPUFrameBuffer *fb = (effects->target_buffer == fbl->effect_color_fb) ? fbl->main_fb : fbl->effect_fb; diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 273521b0b28..56e4af0b6de 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -234,7 +234,7 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, } { - /* Update noise Framebuffer. */ + /* Update noise Frame-buffer. */ GPU_framebuffer_ensure_config( &fbl->update_noise_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE_LAYER(e_data.util_tex, 2)}); diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index fd96a076c68..a3b581357e0 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -273,7 +273,7 @@ void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data * if (fbl->ao_accum_fb != NULL) { DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - /* Update the min_max/horizon buffers so the refracion materials appear in it. */ + /* Update the min_max/horizon buffers so the refraction materials appear in it. */ EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1); EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 9702db5fecc..9845ec903e5 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -518,7 +518,7 @@ typedef struct EEVEE_LightsInfo { struct EEVEE_Shadow shadow_data[MAX_SHADOW]; struct EEVEE_ShadowCube shadow_cube_data[MAX_SHADOW_CUBE]; struct EEVEE_ShadowCascade shadow_cascade_data[MAX_SHADOW_CASCADE]; - /* Additionnal rendering info for cascade. */ + /* Additional rendering info for cascade. */ struct EEVEE_ShadowCascadeRender shadow_cascade_render[MAX_SHADOW_CASCADE]; /* Back index in light_data. */ uchar shadow_cube_light_indices[MAX_SHADOW_CUBE]; @@ -766,7 +766,7 @@ typedef struct EEVEE_EffectsInfo { struct GPUTexture *source_buffer; /* latest updated texture */ struct GPUFrameBuffer *target_buffer; /* next target to render to */ struct GPUTexture *final_tx; /* Final color to transform to display color space. */ - struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachment. */ + struct GPUFrameBuffer *final_fb; /* Frame-buffer with final_tx as attachment. */ } EEVEE_EffectsInfo; /* ***************** COMMON DATA **************** */ @@ -1431,7 +1431,7 @@ static const float texcomat[4][4] = { {0.5f, 0.5f, 0.5f, 1.0f}, }; -/* Cubemap Matrices */ +/* Cube-map Matrices */ static const float cubefacemat[6][4][4] = { /* Pos X */ {{0.0f, 0.0f, -1.0f, 0.0f}, diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index bb974688404..72b12f6daeb 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -556,7 +556,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl DRW_render_instance_buffer_finish(); /* Need to be called after 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(fbl->main_fb); DRW_hair_update(); diff --git a/source/blender/draw/engines/eevee/eevee_sampling.c b/source/blender/draw/engines/eevee/eevee_sampling.c index 253dae79902..aa11f072fa5 100644 --- a/source/blender/draw/engines/eevee/eevee_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_sampling.c @@ -69,11 +69,11 @@ void EEVEE_sample_rectangle(int sample_ofs, BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); - /* Decorelate AA and shadow samples. (see T68594) */ + /* De-correlate AA and shadow samples. (see T68594) */ ht_point[0] = fmod(ht_point[0] * 1151.0, 1.0); ht_point[1] = fmod(ht_point[1] * 1069.0, 1.0); - /* Change ditribution center to be 0,0 */ + /* Change distribution center to be 0,0 */ ht_point[0] = (ht_point[0] > 0.5f) ? ht_point[0] - 1.0f : ht_point[0]; ht_point[1] = (ht_point[1] > 0.5f) ? ht_point[1] - 1.0f : ht_point[1]; diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index ed7d53b51af..1465c9dd84c 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -106,7 +106,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0); - /* Raytracing output */ + /* Ray-tracing output. */ effects->ssr_hit_output = DRW_texture_pool_query_2d( tracing_res[0], tracing_res[1], GPU_RG16I, &draw_engine_eevee_type); effects->ssr_pdf_output = DRW_texture_pool_query_2d( diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c index 7a277c18f01..7a83bebdeca 100644 --- a/source/blender/draw/engines/eevee/eevee_shaders.c +++ b/source/blender/draw/engines/eevee/eevee_shaders.c @@ -85,7 +85,7 @@ static struct { struct GPUShader *lookdev_background; struct GPUShader *update_noise_sh; - /* Downsample Depth */ + /* Down-sample Depth */ struct GPUShader *minz_downlevel_sh; struct GPUShader *maxz_downlevel_sh; struct GPUShader *minz_downdepth_sh; @@ -96,7 +96,7 @@ static struct { struct GPUShader *minz_copydepth_sh; struct GPUShader *maxz_copydepth_sh; - /* Simple Downsample */ + /* Simple Down-sample */ struct GPUShader *downsample_sh; struct GPUShader *downsample_cube_sh; diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c index fa5afd60235..e29830defff 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows.c +++ b/source/blender/draw/engines/eevee/eevee_shadows.c @@ -141,7 +141,7 @@ void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob) } if (ob->base_flag & BASE_FROM_DUPLI) { - /* Duplis will always refresh the shadowmaps as if they were deleted each frame. */ + /* Duplis will always refresh the shadow-maps as if they were deleted each frame. */ /* TODO(fclem): fix this. */ update = true; } @@ -259,7 +259,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) BoundSphere *bsphere = linfo->shadow_bounds; /* Search for deleted shadow casters or if shcaster WAS in shadow radius. */ for (int i = 0; i < backbuffer->count; i++) { - /* If the shadowcaster has been deleted or updated. */ + /* If the shadow-caster has been deleted or updated. */ if (BLI_BITMAP_TEST(backbuffer->update, i)) { for (int j = 0; j < linfo->cube_len; j++) { if (!BLI_BITMAP_TEST(&linfo->sh_cube_update[0], j)) { @@ -273,7 +273,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) /* Search for updates in current shadow casters. */ bbox = frontbuffer->bbox; for (int i = 0; i < frontbuffer->count; i++) { - /* If the shadowcaster has been updated. */ + /* If the shadow-caster has been updated. */ if (BLI_BITMAP_TEST(frontbuffer->update, i)) { for (int j = 0; j < linfo->cube_len; j++) { if (!BLI_BITMAP_TEST(&linfo->sh_cube_update[0], j)) { diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c index 246bc18b71a..6cb4b39fafa 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c @@ -330,7 +330,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, DRW_debug_sphere(center, csm_render->radius[c], dbg_col); #endif - /* Project into lightspace */ + /* Project into light-space. */ mul_m4_v3(viewmat, center); /* Snap projection center to nearest texel to cancel shimmering. */ @@ -376,7 +376,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, #endif } - /* Bias is in clipspace, divide by range. */ + /* Bias is in clip-space, divide by range. */ shdw_data->bias = csm_render->original_bias * 0.05f / fabsf(sh_far - sh_near); shdw_data->near = sh_near; shdw_data->far = sh_far; diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cube.c b/source/blender/draw/engines/eevee/eevee_shadows_cube.c index 19b86476c29..89caa0dd193 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cube.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cube.c @@ -142,7 +142,7 @@ static void eevee_ensure_cube_views( float winmat[4][4]; float side = near; - /* TODO shadowcube array. */ + /* TODO: shadow-cube array. */ if (true) { /* This half texel offset is used to ensure correct filtering between faces. */ /* FIXME: This exhibit float precision issue with lower cube_res. diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl index 312d9f63ce0..9199eae816d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl @@ -211,16 +211,16 @@ void main() float w = 1.0 / (50.0 * float(KERNEL) * 4.0); accum_bg += center_color * w; w_accum.x += w; - /* Note: In Jimenez's presentation, they used center sample. - * We use background color as it contains more informations for foreground + /* NOTE: In Jimenez's presentation, they used center sample. + * We use background color as it contains more information for foreground * elements that have not enough weights. - * Yield beter blur in complex motion. */ + * Yield better blur in complex motion. */ center_color = accum_bg / w_accum.x; #endif /* Merge background. */ accum += accum_bg; w_accum.y += w_accum.x; - /* Balance accumulation for failled samples. + /* Balance accumulation for failed samples. * We replace the missing foreground by the background. */ float blend_fac = saturate(1.0 - w_accum.y / w_accum.z); fragColor = (accum / w_accum.z) + center_color * blend_fac; diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c index 1b331052a06..adb21540afb 100644 --- a/source/blender/draw/engines/external/external_engine.c +++ b/source/blender/draw/engines/external/external_engine.c @@ -108,7 +108,7 @@ static void external_engine_init(void *vedata) const DRWContextState *draw_ctx = DRW_context_state_get(); ARegion *region = draw_ctx->region; - /* Depth prepass */ + /* Depth pre-pass. */ if (!e_data.depth_sh) { const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[GPU_SHADER_CFG_DEFAULT]; diff --git a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c index f2472699300..33b91efc848 100644 --- a/source/blender/draw/engines/gpencil/gpencil_cache_utils.c +++ b/source/blender/draw/engines/gpencil/gpencil_cache_utils.c @@ -365,7 +365,7 @@ GPENCIL_tLayer *gpencil_layer_cache_add(GPENCIL_PrivateData *pd, DRW_shgroup_call_procedural_triangles(grp, NULL, 1); if (gpl->blend_mode == eGplBlendMode_HardLight) { - /* We cannot do custom blending on MultiTarget framebuffers. + /* We cannot do custom blending on Multi-Target frame-buffers. * Workaround by doing 2 passes. */ grp = DRW_shgroup_create(sh, tgp_layer->blend_ps); DRW_shgroup_state_disable(grp, DRW_STATE_BLEND_MUL); diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c index 6627d38366f..e738b0d063c 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.c +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -281,7 +281,7 @@ void GPENCIL_cache_init(void *ved) }); } else { - /* Free uneeded buffers. */ + /* Free unneeded buffers. */ GPU_FRAMEBUFFER_FREE_SAFE(fbl->snapshot_fb); DRW_TEXTURE_FREE_SAFE(txl->snapshot_depth_tx); DRW_TEXTURE_FREE_SAFE(txl->snapshot_color_tx); @@ -333,7 +333,7 @@ void GPENCIL_cache_init(void *ved) pd->dof_params[0] = -focus_dist * pd->dof_params[1]; } else { - /* Disable DoF blur scalling. */ + /* Disable DoF blur scaling. */ pd->camera = NULL; } } @@ -346,7 +346,7 @@ typedef struct gpIterPopulateData { GPENCIL_PrivateData *pd; GPENCIL_MaterialPool *matpool; DRWShadingGroup *grp; - /* Last material UBO bound. Used to avoid uneeded buffer binding. */ + /* Last material UBO bound. Used to avoid unneeded buffer binding. */ GPUUniformBuf *ubo_mat; GPUUniformBuf *ubo_lights; /* Last texture bound. */ @@ -385,7 +385,7 @@ static void gpencil_drawcall_flush(gpIterPopulateData *iter) iter->vcount = 0; } -/* Group drawcalls that are consecutive and with the same type. Reduces GPU driver overhead. */ +/* Group draw-calls that are consecutive and with the same type. Reduces GPU driver overhead. */ static void gpencil_drawcall_add( gpIterPopulateData *iter, struct GPUBatch *geom, bool instancing, int v_first, int v_count) { @@ -399,7 +399,7 @@ static void gpencil_drawcall_add( #endif int last = iter->vfirst + iter->vcount; - /* Interupt drawcall grouping if the sequence is not consecutive. */ + /* Interrupt draw-call grouping if the sequence is not consecutive. */ if ((geom != iter->geom) || (v_first - last > 3)) { gpencil_drawcall_flush(iter); } @@ -686,7 +686,7 @@ void GPENCIL_cache_finish(void *ved) /* Sort object by decreasing Z to avoid most of alpha ordering issues. */ gpencil_object_cache_sort(pd); - /* Create framebuffers only if needed. */ + /* Create frame-buffers only if needed. */ if (pd->tobjects.first) { eGPUTextureFormat format = pd->use_signed_fb ? GPU_RGBA16F : GPU_R11F_G11F_B10F; diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h index 2b07ea53187..5ceb909bc88 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.h +++ b/source/blender/draw/engines/gpencil/gpencil_engine.h @@ -110,7 +110,7 @@ BLI_STATIC_ASSERT_ALIGN(gpLight, 16) typedef struct GPENCIL_MaterialPool { /* Linklist. */ struct GPENCIL_MaterialPool *next; - /* GPU representatin of materials. */ + /* GPU representation of materials. */ gpMaterial mat_data[GP_MATERIAL_BUFFER_LEN]; /* Matching ubo. */ struct GPUUniformBuf *ubo; @@ -122,7 +122,7 @@ typedef struct GPENCIL_MaterialPool { } GPENCIL_MaterialPool; typedef struct GPENCIL_LightPool { - /* GPU representatin of materials. */ + /* GPU representation of materials. */ gpLight light_data[GPENCIL_LIGHT_BUFFER_LEN]; /* Matching ubo. */ struct GPUUniformBuf *ubo; @@ -151,7 +151,7 @@ typedef struct GPENCIL_tVfx { /** Linklist */ struct GPENCIL_tVfx *next; DRWPass *vfx_ps; - /* Framebuffer reference since it may not be allocated yet. */ + /* Frame-buffer reference since it may not be allocated yet. */ GPUFrameBuffer **target_fb; } GPENCIL_tVfx; @@ -352,7 +352,7 @@ typedef struct GPENCIL_PrivateData { bool use_lighting; /* Use physical lights or just ambient lighting. */ bool use_lights; - /* Do we need additional framebuffers? */ + /* Do we need additional frame-buffers? */ bool use_layer_fb; bool use_object_fb; bool use_mask_fb; diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c index 9ac9a4dc078..b597a786e86 100644 --- a/source/blender/draw/engines/gpencil/gpencil_render.c +++ b/source/blender/draw/engines/gpencil/gpencil_render.c @@ -47,7 +47,7 @@ void GPENCIL_render_init(GPENCIL_Data *vedata, const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - /* Set the pers & view matrix. */ + /* Set the perspective & view matrix. */ float winmat[4][4], viewmat[4][4], viewinv[4][4]; struct Object *camera = DEG_get_evaluated_object(depsgraph, RE_GetCamera(engine->re)); diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c index f4af5ebff99..0b66141e51a 100644 --- a/source/blender/draw/engines/gpencil/gpencil_shader_fx.c +++ b/source/blender/draw/engines/gpencil/gpencil_shader_fx.c @@ -397,7 +397,7 @@ static void gpencil_vfx_shadow(ShadowShaderFxData *fx, Object *ob, gpIterVfxData unit_m4(uv_mat); zero_v2(wave_ofs); - /* We reseted the uv_mat so we need to accound for the rotation in the */ + /* We reset the uv_mat so we need to account for the rotation in the */ copy_v2_fl2(tmp, 0.0f, blur_size[1]); rotate_v2_v2fl(blur_dir, tmp, -fx->rotation); mul_v2_v2(blur_dir, vp_size_inv); diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c index 229f9c5a88f..c602e536f79 100644 --- a/source/blender/draw/engines/overlay/overlay_antialiasing.c +++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c @@ -93,7 +93,7 @@ void OVERLAY_antialiasing_init(OVERLAY_Data *vedata) line_tex = txl->overlay_line_tx; } else { - /* Just a copy of the defaults framebuffers. */ + /* Just a copy of the defaults frame-buffers. */ color_tex = dtxl->color_overlay; } diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c index cbd2589f20f..7042d095b56 100644 --- a/source/blender/draw/engines/overlay/overlay_armature.c +++ b/source/blender/draw/engines/overlay/overlay_armature.c @@ -1691,13 +1691,13 @@ static void draw_bone_degrees_of_freedom(ArmatureDrawContext *ctx, bPoseChannel unit_m4(posetrans); translate_m4(posetrans, pchan->pose_mat[3][0], pchan->pose_mat[3][1], pchan->pose_mat[3][2]); - /* in parent-bone pose space... */ + /* In parent-bone pose space... */ if (pchan->parent) { copy_m4_m4(tmp, pchan->parent->pose_mat); zero_v3(tmp[3]); mul_m4_m4m4(posetrans, posetrans, tmp); } - /* ... but own restspace */ + /* ... but own rest-space. */ mul_m4_m4m3(posetrans, posetrans, pchan->bone->bone_mat); float scale = pchan->bone->length * pchan->size[1]; diff --git a/source/blender/draw/engines/overlay/overlay_edit_mesh.c b/source/blender/draw/engines/overlay/overlay_edit_mesh.c index 38e171cb5e2..40a9dbe01c0 100644 --- a/source/blender/draw/engines/overlay/overlay_edit_mesh.c +++ b/source/blender/draw/engines/overlay/overlay_edit_mesh.c @@ -344,7 +344,7 @@ void OVERLAY_edit_mesh_draw(OVERLAY_Data *vedata) if (pd->edit_mesh.do_zbufclip) { DRW_draw_pass(psl->edit_mesh_depth_ps[IN_FRONT]); - /* render facefill */ + /* Render face-fill. */ DRW_view_set_active(pd->view_edit_faces); DRW_draw_pass(psl->edit_mesh_faces_ps[NOT_IN_FRONT]); diff --git a/source/blender/draw/engines/overlay/overlay_extra.c b/source/blender/draw/engines/overlay/overlay_extra.c index 39f17581e0d..91e605bf0ae 100644 --- a/source/blender/draw/engines/overlay/overlay_extra.c +++ b/source/blender/draw/engines/overlay/overlay_extra.c @@ -642,10 +642,10 @@ void OVERLAY_light_cache_populate(OVERLAY_Data *vedata, Object *ob) } instdata; copy_m4_m4(instdata.mat, ob->obmat); - /* FIXME / TODO: clipend has no meaning nowadays. - * In EEVEE, Only clipsta is used shadowmaping. + /* FIXME / TODO: clip_end has no meaning nowadays. + * In EEVEE, Only clip_sta is used shadow-mapping. * Clip end is computed automatically based on light power. - * For now, always use the custom distance as clipend. */ + * For now, always use the custom distance as clip_end. */ instdata.clip_end = la->att_dist; instdata.clip_sta = la->clipsta; diff --git a/source/blender/draw/engines/overlay/overlay_metaball.c b/source/blender/draw/engines/overlay/overlay_metaball.c index f973c1eda8a..46076a7c88b 100644 --- a/source/blender/draw/engines/overlay/overlay_metaball.c +++ b/source/blender/draw/engines/overlay/overlay_metaball.c @@ -63,7 +63,7 @@ static void metaball_instance_data_set( mul_v3_v3fl(data->mat[1], ob->obmat[1], radius / 0.05f); mul_v3_v3fl(data->mat[2], ob->obmat[2], radius / 0.05f); mul_v3_m4v3(data->mat[3], ob->obmat, pos); - /* WATCH: Reminder, alpha is wiresize. */ + /* WATCH: Reminder, alpha is wire-size. */ OVERLAY_bone_instance_data_set_color(data, color); } diff --git a/source/blender/draw/engines/overlay/overlay_particle.c b/source/blender/draw/engines/overlay/overlay_particle.c index fa95bad4d86..71064e7ff47 100644 --- a/source/blender/draw/engines/overlay/overlay_particle.c +++ b/source/blender/draw/engines/overlay/overlay_particle.c @@ -185,7 +185,7 @@ void OVERLAY_particle_cache_populate(OVERLAY_Data *vedata, Object *ob) /* TODO(fclem): Here would be a good place for preemptive culling. */ - /* fclem: Is color even usefull in our modern context? */ + /* NOTE(fclem): Is color even useful in our modern context? */ Material *ma = BKE_object_material_get(ob, part->omat); float color[4] = {0.6f, 0.6f, 0.6f, part->draw_size}; if (ma != NULL) { diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index eaa553a10de..9bd49bb84f8 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -288,7 +288,7 @@ void main() ls_ray_dir -= ls_ray_ori; - /* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */ + /* TODO: Align rays to volume center so that it mimics old behavior of slicing the volume. */ float dist = line_unit_box_intersect_dist(ls_ray_ori, ls_ray_dir); if (dist > 0.0) { diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c index 20c30d9ce68..feb48b2623d 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c +++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c @@ -75,7 +75,7 @@ static void workbench_taa_jitter_init_order(float (*table)[2], int num) swap_v2_v2(table[0], table[closest_index]); } - /* sort list based on furtest distance with previous */ + /* Sort list based on farthest distance with previous. */ for (int i = 0; i < num - 2; i++) { float f_squared_dist = 0.0; int f_index = i; diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index 73cd501190f..a00453fe125 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -104,7 +104,7 @@ static void workbench_dof_setup_samples(struct GPUUniformBuf **ubo, square_to_circle(x, y, &r, &T); samp[2] = r; - /* Bokeh shape parametrisation */ + /* Bokeh shape parameterization. */ if (bokeh_sides > 1.0f) { float denom = T - (2.0 * M_PI / bokeh_sides) * floorf((bokeh_sides * T + M_PI) / (2.0 * M_PI)); diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c index 6aa794bda51..6e9118bfe46 100644 --- a/source/blender/draw/engines/workbench/workbench_materials.c +++ b/source/blender/draw/engines/workbench/workbench_materials.c @@ -76,7 +76,7 @@ void workbench_material_ubo_data(WORKBENCH_PrivateData *wpd, alpha *= mat->a; copy_v3_v3(data->base_color, &mat->r); metallic = mat->metallic; - roughness = sqrtf(mat->roughness); /* Remap to disney roughness. */ + roughness = sqrtf(mat->roughness); /* Remap to Disney roughness. */ } else { copy_v3_fl(data->base_color, 0.8f); diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index d157c260fbd..522aae7f542 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -225,7 +225,7 @@ BLI_STATIC_ASSERT_ALIGN(WORKBENCH_UBO_Material, 16) typedef struct WORKBENCH_Prepass { /** Hash storing shading group for each Material or GPUTexture to reduce state changes. */ struct GHash *material_hash; - /** First common (non-vcol and non-image colored) shading group to created subgroups. */ + /** First common (non-vertex-color and non-image-colored) shading group to created subgroups. */ struct DRWShadingGroup *common_shgrp; /** First Vertex Color shading group to created subgroups. */ struct DRWShadingGroup *vcol_shgrp; @@ -384,7 +384,7 @@ typedef struct WORKBENCH_ViewLayerData { struct GPUUniformBuf *cavity_sample_ubo; /** Blue noise texture used to randomize the sampling of some effects.*/ struct GPUTexture *cavity_jitter_tx; - /** Materials ubos allocated in a memblock for easy bookeeping. */ + /** Materials UBO's allocated in a memblock for easy bookkeeping. */ struct BLI_memblock *material_ubo; struct BLI_memblock *material_ubo_data; /** Number of samples for which cavity_sample_ubo is valid. */ diff --git a/source/blender/draw/engines/workbench/workbench_shadow.c b/source/blender/draw/engines/workbench/workbench_shadow.c index 881c186e3e5..99d945c311e 100644 --- a/source/blender/draw/engines/workbench/workbench_shadow.c +++ b/source/blender/draw/engines/workbench/workbench_shadow.c @@ -157,7 +157,7 @@ void workbench_shadow_cache_init(WORKBENCH_Data *data) DRWState state = DRW_STATE_DEPTH_LESS | DRW_STATE_STENCIL_ALWAYS; #endif - /* TODO(fclem): Merge into one pass with subpasses. */ + /* TODO(fclem): Merge into one pass with sub-passes. */ DRW_PASS_CREATE(psl->shadow_ps[0], state | depth_pass_state); DRW_PASS_CREATE(psl->shadow_ps[1], state | depth_fail_state); |