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authorCampbell Barton <campbell@blender.org>2022-09-23 07:33:43 +0300
committerCampbell Barton <campbell@blender.org>2022-09-23 07:33:43 +0300
commitadd1b6ab3c91d408635b311127224dd4cc33f1ab (patch)
tree96b6220374202c9c8b6cab30a33188f50267121b /source/blender/gpu/intern/gpu_material.c
parent3edd87f0099923742ed5a60e23ebfcdd539fb76e (diff)
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 991cb229eda..6d0779797b0 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -45,13 +45,13 @@
#define MAX_COLOR_BAND 128
#define MAX_GPU_SKIES 8
-/** Whether the optimized variant of the GPUPass should be created asynchronously.
+/** Whether the optimized variant of the #GPUPass should be created asynchronously.
* Usage of this depends on whether there are possible threading challenges of doing so.
* Currently, the overhead of GPU_generate_pass is relatively small in comparison to shader
* compilation, though this option exists in case any potential scenarios for material graph
* optimization cause a slow down on the main thread.
*
- * NOTE: The actual shader program for the optimized pass will alwaysbe compiled asynchronously,
+ * NOTE: The actual shader program for the optimized pass will always be compiled asynchronously,
* this flag controls whether shader node graph source serialization happens on the compilation
* worker thread. */
#define ASYNC_OPTIMIZED_PASS_CREATION 0
@@ -67,8 +67,8 @@ typedef struct GPUSkyBuilder {
} GPUSkyBuilder;
struct GPUMaterial {
- /* Contains GPUShader and source code for deferred compilation.
- * Can be shared between similar material (i.e: sharing same nodetree topology). */
+ /* Contains #GPUShader and source code for deferred compilation.
+ * Can be shared between similar material (i.e: sharing same node-tree topology). */
GPUPass *pass;
/* Optimized GPUPass, situationally compiled after initial pass for optimal realtime performance.
* This shader variant bakes dynamic uniform data as constant. This variant will not use