diff options
author | Campbell Barton <campbell@blender.org> | 2022-09-23 07:33:43 +0300 |
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committer | Campbell Barton <campbell@blender.org> | 2022-09-23 07:33:43 +0300 |
commit | add1b6ab3c91d408635b311127224dd4cc33f1ab (patch) | |
tree | 96b6220374202c9c8b6cab30a33188f50267121b /source/blender/gpu/intern/gpu_material.c | |
parent | 3edd87f0099923742ed5a60e23ebfcdd539fb76e (diff) |
Cleanup: spelling in comments
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 8 |
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 |