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authorCampbell Barton <ideasman42@gmail.com>2020-06-30 13:54:31 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-06-30 13:54:31 +0300
commitb838a518031b9fa83826933ce8e7f0a31d8d9b9d (patch)
tree53565d494136eef7d1be7b6f26520a2fbbd65ab3 /source/blender/gpu/intern/gpu_extensions.c
parent84f8b47c4c44160de5f59cea9da82d70755209e5 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/gpu/intern/gpu_extensions.c')
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index 335dabdcb01..310bc911250 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -71,7 +71,7 @@ static struct GPUGlobal {
int samples_color_texture_max;
float line_width_range[2];
/* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers
- * calculate dfdy in shader differently when drawing to an offscreen buffer. First
+ * calculate dfdy in shader differently when drawing to an off-screen buffer. First
* number is factor on screen and second is off-screen */
float dfdyfactors[2];
float max_anisotropy;
@@ -84,9 +84,9 @@ static struct GPUGlobal {
* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
* We need a workaround in this cases. */
bool mip_render_workaround;
- /* There is an issue with the glBlitFramebuffer on MacOS with radeon pro graphics.
- * Blitting depth with GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
- * GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
+ /* There is an issue with the #glBlitFramebuffer on MacOS with radeon pro graphics.
+ * Blitting depth with#GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
+ * #GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
* still be broken. */
bool depth_blitting_workaround;
/* Crappy driver don't know how to map framebuffer slot to output vars...
@@ -96,7 +96,7 @@ static struct GPUGlobal {
/* Some crappy Intel drivers don't work well with shaders created in different
* rendering contexts. */
bool context_local_shaders_workaround;
- /* Intel drivers exhibit artifacts when using glCopyImageSubData & workbench antialiasing.
+ /* Intel drivers exhibit artifacts when using #glCopyImageSubData & workbench anti-aliasing.
* (see T76273) */
bool texture_copy_workaround;
} GG = {1, 0};