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authorCampbell Barton <ideasman42@gmail.com>2020-09-02 02:58:26 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-09-02 02:58:26 +0300
commit71aa3c864d20fb577c7c2aa94e756fcd88aaa795 (patch)
tree2c537fdd1accca7579fa0eff164b21e85e61e15f /source/blender/gpu/intern
parentba188e7218994c250c30040670fb96e70f91dc80 (diff)
Cleanup: spelling
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_context_private.hh18
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.cc52
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer_private.hh6
3 files changed, 45 insertions, 31 deletions
diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh
index b72eee13105..20e57c405ba 100644
--- a/source/blender/gpu/intern/gpu_context_private.hh
+++ b/source/blender/gpu/intern/gpu_context_private.hh
@@ -44,7 +44,7 @@ struct GPUMatrixState;
struct GPUContext {
public:
- /** State managment */
+ /** State management */
blender::gpu::Shader *shader = NULL;
blender::gpu::FrameBuffer *active_fb = NULL;
GPUMatrixState *matrix_state = NULL;
@@ -52,11 +52,11 @@ struct GPUContext {
blender::gpu::Immediate *imm = NULL;
/**
- * All 4 window framebuffers.
- * None of them are valid in an offscreen context.
- * Right framebuffers are only available if using stereo rendering.
- * Front framebuffers contains (in principle, but not always) the last frame color.
- * Default framebuffer is back_left.
+ * All 4 window frame-buffers.
+ * None of them are valid in an off-screen context.
+ * Right frame-buffers are only available if using stereo rendering.
+ * Front frame-buffers contains (in principle, but not always) the last frame color.
+ * Default frame-buffer is back_left.
*/
blender::gpu::FrameBuffer *back_left = NULL;
blender::gpu::FrameBuffer *front_left = NULL;
@@ -67,7 +67,7 @@ struct GPUContext {
/** Thread on which this context is active. */
pthread_t thread_;
bool is_active_;
- /** Avoid including GHOST headers. Can be NULL for offscreen contexts. */
+ /** Avoid including GHOST headers. Can be NULL for off-screen contexts. */
void *ghost_window_;
public:
@@ -82,13 +82,13 @@ struct GPUContext {
MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext")
};
-/* These require a gl ctx bound. */
+/* These require a OpenGL ctx bound. */
GLuint GPU_buf_alloc(void);
GLuint GPU_tex_alloc(void);
GLuint GPU_vao_alloc(void);
GLuint GPU_fbo_alloc(void);
-/* These can be called any threads even without gl ctx. */
+/* These can be called any threads even without OpenGL ctx. */
void GPU_buf_free(GLuint buf_id);
void GPU_tex_free(GLuint tex_id);
/* These two need the ctx the id was created with. */
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc
index 1b6fea56028..766b3348451 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.cc
+++ b/source/blender/gpu/intern/gpu_framebuffer.cc
@@ -77,7 +77,7 @@ FrameBuffer::~FrameBuffer()
/** \} */
/* -------------------------------------------------------------------- */
-/** \name Attachments managment
+/** \name Attachments Management
* \{ */
void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &new_attachment)
@@ -139,13 +139,13 @@ void FrameBuffer::recursive_downsample(int max_lvl,
void *userData)
{
GPUContext *ctx = GPU_context_active_get();
- /* Bind to make sure the framebuffer is up to date. */
+ /* Bind to make sure the frame-buffer is up to date. */
this->bind(true);
if (width_ == 1 && height_ == 1) {
return;
}
- /* HACK: Make the framebuffer appear not bound to avoid assert in GPU_texture_bind. */
+ /* HACK: Make the frame-buffer appear not bound to avoid assert in GPU_texture_bind. */
ctx->active_fb = NULL;
int levels = floor(log2(max_ii(width_, height_)));
@@ -157,7 +157,7 @@ void FrameBuffer::recursive_downsample(int max_lvl,
/* calculate next viewport size */
current_dim[0] = max_ii(current_dim[0] / 2, 1);
current_dim[1] = max_ii(current_dim[1] / 2, 1);
- /* Replace attaached miplevel for each attachement. */
+ /* Replace attached mip-level for each attachment. */
for (int att = 0; att < ARRAY_SIZE(attachments_); att++) {
GPUTexture *tex = attachments_[att].tex;
if (tex != NULL) {
@@ -177,7 +177,7 @@ void FrameBuffer::recursive_downsample(int max_lvl,
/* Update the internal attachments and viewport size. */
dirty_attachments_ = true;
this->bind(true);
- /* HACK: Make the framebuffer appear not bound to avoid assert in GPU_texture_bind. */
+ /* HACK: Make the frame-buffer appear not bound to avoid assert in GPU_texture_bind. */
ctx->active_fb = NULL;
callback(userData, mip_lvl);
@@ -217,7 +217,7 @@ using namespace blender::gpu;
GPUFrameBuffer *GPU_framebuffer_create(const char *name)
{
/* We generate the FB object later at first use in order to
- * create the framebuffer in the right opengl context. */
+ * create the frame-buffer in the right opengl context. */
return (GPUFrameBuffer *)GPUBackend::get()->framebuffer_alloc(name);
}
@@ -235,7 +235,9 @@ void GPU_framebuffer_bind(GPUFrameBuffer *gpu_fb)
fb->bind(enable_srgb);
}
-/* Workaround for binding a srgb framebuffer without doing the srgb transform. */
+/**
+ * Workaround for binding a SRGB frame-buffer without doing the SRGB transform.
+ */
void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb)
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
@@ -243,7 +245,9 @@ void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb)
fb->bind(enable_srgb);
}
-/* For stereo rendering. */
+/**
+ * For stereo rendering.
+ */
void GPU_backbuffer_bind(eGPUBackBuffer buffer)
{
GPUContext *ctx = GPU_context_active_get();
@@ -267,7 +271,7 @@ GPUFrameBuffer *GPU_framebuffer_active_get(void)
return reinterpret_cast<GPUFrameBuffer *>(ctx ? ctx->active_fb : NULL);
}
-/* Returns the default framebuffer. Will always exists even if it's just a dummy. */
+/* Returns the default frame-buffer. Will always exists even if it's just a dummy. */
GPUFrameBuffer *GPU_framebuffer_back_get(void)
{
GPUContext *ctx = GPU_context_active_get();
@@ -363,9 +367,11 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb,
/* ---------- Viewport & Scissor Region ----------- */
-/* Viewport and scissor size is stored per framebuffer.
- * It is only reset to its original dimensions explicitely OR when binding the framebuffer after
- * modifiying its attachments. */
+/**
+ * Viewport and scissor size is stored per frame-buffer.
+ * It is only reset to its original dimensions explicitly OR when binding the frame-buffer after
+ * modifying its attachments.
+ */
void GPU_framebuffer_viewport_set(GPUFrameBuffer *gpu_fb, int x, int y, int width, int height)
{
int viewport_rect[4] = {x, y, width, height};
@@ -377,7 +383,9 @@ void GPU_framebuffer_viewport_get(GPUFrameBuffer *gpu_fb, int r_viewport[4])
reinterpret_cast<FrameBuffer *>(gpu_fb)->viewport_get(r_viewport);
}
-/* Reset to its attachement(s) size. */
+/**
+ * Reset to its attachment(s) size.
+ */
void GPU_framebuffer_viewport_reset(GPUFrameBuffer *gpu_fb)
{
reinterpret_cast<FrameBuffer *>(gpu_fb)->viewport_reset();
@@ -394,7 +402,9 @@ void GPU_framebuffer_clear(GPUFrameBuffer *gpu_fb,
reinterpret_cast<FrameBuffer *>(gpu_fb)->clear(buffers, clear_col, clear_depth, clear_stencil);
}
-/* Clear all textures attached to this framebuffer with a different color. */
+/**
+ * Clear all textures attached to this frame-buffer with a different color.
+ */
void GPU_framebuffer_multi_clear(GPUFrameBuffer *gpu_fb, const float (*clear_cols)[4])
{
reinterpret_cast<FrameBuffer *>(gpu_fb)->clear_multi(clear_cols);
@@ -487,7 +497,7 @@ void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read,
}
/**
- * Use this if you need to custom down-sample your texture and use the previous mip level as
+ * Use this if you need to custom down-sample your texture and use the previous mip-level as
* input. This function only takes care of the correct texture handling. It execute the callback
* for each texture level.
*/
@@ -504,7 +514,7 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *gpu_fb,
/* -------------------------------------------------------------------- */
/** \name GPUOffScreen
*
- * Container that holds a framebuffer and its textures.
+ * Container that holds a frame-buffer and its textures.
* Might be bound to multiple contexts.
* \{ */
@@ -543,7 +553,9 @@ struct GPUOffScreen {
GPUTexture *depth;
};
-/* Returns the correct framebuffer for the current context. */
+/**
+ * Returns the correct frame-buffer for the current context.
+ */
static GPUFrameBuffer *gpu_offscreen_fb_get(GPUOffScreen *ofs)
{
GPUContext *ctx = GPU_context_active_get();
@@ -689,7 +701,9 @@ GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs)
return ofs->color;
}
-/* only to be used by viewport code! */
+/**
+ * \note only to be used by viewport code!
+ */
void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
GPUFrameBuffer **r_fb,
GPUTexture **r_color,
@@ -700,4 +714,4 @@ void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
*r_depth = ofs->depth;
}
-/** \} */ \ No newline at end of file
+/** \} */
diff --git a/source/blender/gpu/intern/gpu_framebuffer_private.hh b/source/blender/gpu/intern/gpu_framebuffer_private.hh
index 3fba0c8de92..1add3cd9b0f 100644
--- a/source/blender/gpu/intern/gpu_framebuffer_private.hh
+++ b/source/blender/gpu/intern/gpu_framebuffer_private.hh
@@ -90,15 +90,15 @@ namespace gpu {
class FrameBuffer {
protected:
- /** Set of texture attachements to render to. DEPTH and DEPTH_STENCIL are mutualy exclusive. */
+ /** Set of texture attachments to render to. DEPTH and DEPTH_STENCIL are mutually exclusive. */
GPUAttachment attachments_[GPU_FB_MAX_ATTACHEMENT];
/** Is true if internal representation need to be updated. */
bool dirty_attachments_;
- /** Size of attachement textures. */
+ /** Size of attachment textures. */
int width_, height_;
/** Debug name. */
char name_[DEBUG_NAME_LEN];
- /** Framebuffer state. */
+ /** Frame-buffer state. */
int viewport_[4];
int scissor_[4];
bool scissor_test_ = false;