diff options
author | Campbell Barton <campbell@blender.org> | 2022-09-06 09:25:20 +0300 |
---|---|---|
committer | Campbell Barton <campbell@blender.org> | 2022-09-06 09:25:20 +0300 |
commit | 6c6a53fad357ad63d8128c33da7a84f172ef0b63 (patch) | |
tree | 0ab3290bbc010af86719bec5a7bd37de75997d37 /source/blender/gpu/metal/mtl_shader_generator.mm | |
parent | 077ba5ac386f3cc75a67e01cdd75239b76c34de5 (diff) |
Cleanup: spelling in comments, formatting, move comments into headers
Diffstat (limited to 'source/blender/gpu/metal/mtl_shader_generator.mm')
-rw-r--r-- | source/blender/gpu/metal/mtl_shader_generator.mm | 160 |
1 files changed, 82 insertions, 78 deletions
diff --git a/source/blender/gpu/metal/mtl_shader_generator.mm b/source/blender/gpu/metal/mtl_shader_generator.mm index 37c1ddd6e7a..977e97dbd82 100644 --- a/source/blender/gpu/metal/mtl_shader_generator.mm +++ b/source/blender/gpu/metal/mtl_shader_generator.mm @@ -178,10 +178,12 @@ static bool is_program_word(const char *chr, int *len) return true; } -/* Replace function parameter patterns containing: +/** + * Replace function parameter patterns containing: * `out vec3 somevar` with `THD vec3&somevar`. - * which enables pass by reference via resolved macro: - * thread vec3& somevar. */ + * which enables pass by reference via resolved macro: + * `thread vec3& somevar`. + */ static void replace_outvars(std::string &str) { char *current_str_begin = &*str.begin(); @@ -205,7 +207,7 @@ static void replace_outvars(std::string &str) /* Match found. */ bool is_array = (*(word_base2 + len2) == '['); - /* Generate outvar pattern of form 'THD type&var' from original 'out vec4 var'. */ + /* Generate out-variable pattern of form `THD type&var` from original `out vec4 var`. */ *start = 'T'; *(start + 1) = 'H'; *(start + 2) = 'D'; @@ -277,13 +279,15 @@ static bool balanced_braces(char *current_str_begin, char *current_str_end) return (nested_bracket_depth == 0); } -/* Certain Constants (such as arrays, or pointer types) declared in Global-scope - * end up being initialised per shader thread, resulting in high +/** + * Certain Constants (such as arrays, or pointer types) declared in Global-scope + * end up being initialized per shader thread, resulting in high * register pressure within the shader. - * Here we flag occurences of these constants such that + * Here we flag occurrences of these constants such that * they can be moved to a place where this is not a problem. * - * Constants declared within function-scope do not exhibit this problem. */ + * Constants declared within function-scope do not exhibit this problem. + */ static void extract_global_scope_constants(std::string &str, std::stringstream &global_scope_out) { char *current_str_begin = &*str.begin(); @@ -395,8 +399,8 @@ static void print_resource(std::ostream &os, const ShaderCreateInfo::Resource &r if (array_offset == -1) { /* Create local class member as constant pointer reference to bound UBO buffer. * Given usage within a shader follows ubo_name.ubo_element syntax, we can - * dereference the pointer as the compiler will optimise this data fetch. - * To do this, we also give the ubo name a postfix of `_local` to avoid + * dereference the pointer as the compiler will optimize this data fetch. + * To do this, we also give the UBO name a post-fix of `_local` to avoid * macro accessor collisions. */ os << "constant " << res.uniformbuf.type_name << " *" << res.uniformbuf.name << "_local;\n"; @@ -434,7 +438,7 @@ std::string MTLShader::resources_declare(const ShaderCreateInfo &info) const for (const ShaderCreateInfo::Resource &res : info.batch_resources_) { print_resource(ss, res); } - /* Note: Push constant uniform data is generated during `generate_msl_from_glsl` + /* NOTE: Push constant uniform data is generated during `generate_msl_from_glsl` * as the generated output is needed for all paths. This includes generation * of the push constant data structure (struct PushConstantBlock). * As all shader generation paths require creation of this. */ @@ -533,14 +537,14 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) return false; } - /* MSLGeneratorInterface is a class populated to describe all parameters, resources, bindings + /* #MSLGeneratorInterface is a class populated to describe all parameters, resources, bindings * and features used by the source GLSL shader. This information is then used to generate the * appropriate Metal entry points and perform any required source translation. */ MSLGeneratorInterface msl_iface(*this); BLI_assert(shd_builder_ != nullptr); - /* Populate MSLGeneratorInterface from Create-Info. - * Note this is a seperate path as MSLGeneratorInterface can also be manually populated + /* Populate #MSLGeneratorInterface from Create-Info. + * NOTE: this is a separate path as #MSLGeneratorInterface can also be manually populated * from parsing, if support for shaders without create-info is required. */ msl_iface.prepare_from_createinfo(info); @@ -553,13 +557,13 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) /** Determine use of Transform Feedback. **/ msl_iface.uses_transform_feedback = false; if (transform_feedback_type_ != GPU_SHADER_TFB_NONE) { - /* Ensure TransformFeedback is configured correctly. */ + /* Ensure #TransformFeedback is configured correctly. */ BLI_assert(tf_output_name_list_.size() > 0); msl_iface.uses_transform_feedback = true; } /* Concatenate msl_shader_defines to provide functionality mapping - * from GLSL to MSL. Also include additioanl GPU defines for + * from GLSL to MSL. Also include additional GPU defines for * optional high-level feature support. */ const std::string msl_defines_string = "#define GPU_ARB_texture_cube_map_array 1\n\ @@ -576,7 +580,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) * #pragma USE_SSBO_VERTEX_FETCH(Output Prim Type, num output vertices per input primitive) * * This will determine whether SSBO-vertex-fetch - * mode is ued for this shader. Returns true if used, and populates output reference + * mode is used for this shader. Returns true if used, and populates output reference * values with the output prim type and output number of vertices. */ MTLPrimitiveType vertex_fetch_ssbo_output_prim_type = MTLPrimitiveTypeTriangle; uint32_t vertex_fetch_ssbo_num_output_verts = 0; @@ -622,8 +626,8 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) /* NOTE(METAL): Currently still performing fallback string scan, as info->builtins_ does * not always contain the usage flag. This can be removed once all appropriate create-info's * have been updated. In some cases, this may incur a false positive if access is guarded - * behind a macro. Though in these cases, unused code paths and paramters will be - * optimised out by the Metal shader compiler. */ + * behind a macro. Though in these cases, unused code paths and parameters will be + * optimized out by the Metal shader compiler. */ /** Identify usage of vertex-shader builtins. */ msl_iface.uses_gl_VertexID = bool(info->builtins_ & BuiltinBits::VERTEX_ID) || @@ -636,9 +640,10 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) std::string::npos || msl_iface.uses_ssbo_vertex_fetch_mode; - /* instance ID in GL is [0, instancecount] in metal it is [base_instance, - * base_instance+instance_count], so we need to offset instanceID by base instance in Metal -- - * Thus we expose the [[base_instance]] attribute if instance ID is used at all. */ + /* instance ID in GL is `[0, instance_count]` in metal it is + * `[base_instance, base_instance + instance_count]`, + * so we need to offset instance_ID by base instance in Metal -- + * Thus we expose the `[[base_instance]]` attribute if instance ID is used at all. */ msl_iface.uses_gl_BaseInstanceARB = msl_iface.uses_gl_InstanceID || shd_builder_->glsl_vertex_source_.find( "gl_BaseInstanceARB") != std::string::npos || @@ -706,7 +711,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) } /**** METAL Shader source generation. ****/ - /* Setup stringstream for populaing generated MSL shader vertex/frag shaders. */ + /* Setup `stringstream` for populating generated MSL shader vertex/frag shaders. */ std::stringstream ss_vertex; std::stringstream ss_fragment; @@ -753,7 +758,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) #ifndef NDEBUG /* Performance warning: Extract global-scope expressions. - * Note: This is dependent on stripping out comments + * NOTE: This is dependent on stripping out comments * to remove false positives. */ remove_multiline_comments_func(shd_builder_->glsl_vertex_source_); remove_singleline_comments_func(shd_builder_->glsl_vertex_source_); @@ -786,7 +791,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) bool is_inside_struct = false; if (!iface->instance_name.is_empty()) { /* If shader stage interface has an instance name, then it - * is using a struct foramt and as such we only need a local + * is using a struct format and as such we only need a local * class member for the struct, not each element. */ ss_vertex << iface->name << " " << iface->instance_name << ";" << std::endl; is_inside_struct = true; @@ -822,7 +827,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) is_array, array_len}); - /* Add to fragment-input interface.*/ + /* Add to fragment-input interface. */ msl_iface.fragment_input_varyings.append( {to_string(inout.type), out_name.c_str(), @@ -838,7 +843,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) if (!msl_iface.uses_ssbo_vertex_fetch_mode) { ss_vertex << msl_iface.generate_msl_vertex_in_struct(); } - /* Genrate Uniform data structs. */ + /* Generate Uniform data structs. */ ss_vertex << msl_iface.generate_msl_uniform_structs(ShaderStage::VERTEX); /* Conditionally use global GL variables. */ @@ -900,7 +905,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) /* Class Closing Bracket to end shader global scope. */ ss_vertex << "};" << std::endl; - /* Generate Vertex shader entrypoint function containing resource bindings. */ + /* Generate Vertex shader entry-point function containing resource bindings. */ ss_vertex << msl_iface.generate_msl_vertex_entry_stub(); /*** Generate FRAGMENT Stage. ***/ @@ -918,10 +923,8 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) #ifndef NDEBUG /* Performance warning: Identify global-scope expressions. - * These cause excessive register pressure due to global - * arrays being instanciated per-thread. - * Note: This is dependent on stripping out comments - * to remove false positives. */ + * These cause excessive register pressure due to global arrays being instantiated per-thread. + * NOTE: This is dependent on stripping out comments to remove false positives. */ remove_multiline_comments_func(shd_builder_->glsl_fragment_source_); remove_singleline_comments_func(shd_builder_->glsl_fragment_source_); extract_global_scope_constants(shd_builder_->glsl_fragment_source_, ss_fragment); @@ -1000,7 +1003,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) /* Class Closing Bracket to end shader global scope. */ ss_fragment << "};" << std::endl; - /* Generate Fragment entrypoint function. */ + /* Generate Fragment entry-point function. */ ss_fragment << msl_iface.generate_msl_fragment_entry_stub(); } @@ -1050,7 +1053,7 @@ bool MTLShader::generate_msl_from_glsl(const shader::ShaderCreateInfo *info) shader_debug_printf("[METAL] BSL Converted into MSL\n"); #ifndef NDEBUG - /* In debug mode, we inject the name of the shader into the entrypoint function + /* In debug mode, we inject the name of the shader into the entry-point function * name, as these are what show up in the Xcode GPU debugger. */ this->set_vertex_function_name( [[NSString stringWithFormat:@"vertex_function_entry_%s", this->name] retain]); @@ -1316,8 +1319,8 @@ bool MSLGeneratorInterface::use_argument_buffer_for_samplers() const uint32_t MSLGeneratorInterface::num_samplers_for_stage(ShaderStage stage) const { - /* Note: Sampler bindings and argument buffer shared across stages, - in case stages share texture/sampler bindings. */ + /* NOTE: Sampler bindings and argument buffer shared across stages, + * in case stages share texture/sampler bindings. */ return texture_samplers.size(); } @@ -1357,14 +1360,14 @@ std::string MSLGeneratorInterface::generate_msl_vertex_entry_stub() std::stringstream out; out << std::endl << "/*** AUTO-GENERATED MSL VERETX SHADER STUB. ***/" << std::endl; - /* Undef texture defines from main source - avoid conflict with MSL texture. */ + /* Un-define texture defines from main source - avoid conflict with MSL texture. */ out << "#undef texture" << std::endl; out << "#undef textureLod" << std::endl; /* Disable special case for booleans being treated as ints in GLSL. */ out << "#undef bool" << std::endl; - /* Undef uniform mappings to avoid name collisions. */ + /* Un-define uniform mappings to avoid name collisions. */ out << generate_msl_uniform_undefs(ShaderStage::VERTEX); /* Generate function entry point signature w/ resource bindings and inputs. */ @@ -1414,8 +1417,8 @@ std::string MSLGeneratorInterface::generate_msl_vertex_entry_stub() out << this->generate_msl_vertex_output_population(); /* Final point size, - * This is only compiled if the MTL_global_pointsize is specified - * as a function specialisation in the PSO. This is restricted to + * This is only compiled if the `MTL_global_pointsize` is specified + * as a function specialization in the PSO. This is restricted to * point primitive types. */ out << "if(is_function_constant_defined(MTL_global_pointsize)){ output.pointsize = " "(MTL_global_pointsize > 0.0)?MTL_global_pointsize:output.pointsize; }" @@ -1437,14 +1440,14 @@ std::string MSLGeneratorInterface::generate_msl_fragment_entry_stub() std::stringstream out; out << std::endl << "/*** AUTO-GENERATED MSL FRAGMENT SHADER STUB. ***/" << std::endl; - /* Undef texture defines from main source - avoid conflict with MSL texture*/ + /* Undefine texture defines from main source - avoid conflict with MSL texture. */ out << "#undef texture" << std::endl; out << "#undef textureLod" << std::endl; - /* Disable special case for booleans being treated as ints in GLSL. */ + /* Disable special case for booleans being treated as integers in GLSL. */ out << "#undef bool" << std::endl; - /* Undef uniform mappings to avoid name collisions. */ + /* Undefine uniform mappings to avoid name collisions. */ out << generate_msl_uniform_undefs(ShaderStage::FRAGMENT); /* Generate function entry point signature w/ resource bindings and inputs. */ @@ -1529,9 +1532,9 @@ void MSLGeneratorInterface::generate_msl_textures_input_string(std::stringstream } /* Generate sampler signatures. */ - /* Note: Currently textures and samplers share indices across shading stages, so the limit is + /* NOTE: Currently textures and samplers share indices across shading stages, so the limit is * shared. - * If we exceed the hardware-supported limit, then follow a bindless model using argument + * If we exceed the hardware-supported limit, then follow a bind-less model using argument * buffers. */ if (this->use_argument_buffer_for_samplers()) { out << ",\n\tconstant SStruct& samplers [[buffer(MTL_uniform_buffer_base_index+" @@ -1539,7 +1542,7 @@ void MSLGeneratorInterface::generate_msl_textures_input_string(std::stringstream } else { /* Maximum Limit of samplers defined in the function argument table is - * MTL_MAX_DEFAULT_SAMPLERS=16. */ + * `MTL_MAX_DEFAULT_SAMPLERS=16`. */ BLI_assert(this->texture_samplers.size() <= MTL_MAX_DEFAULT_SAMPLERS); for (const MSLTextureSampler &tex : this->texture_samplers) { if (bool(tex.stage & stage)) { @@ -1562,15 +1565,15 @@ void MSLGeneratorInterface::generate_msl_uniforms_input_string(std::stringstream int ubo_index = 0; for (const MSLUniformBlock &ubo : this->uniform_blocks) { if (bool(ubo.stage & stage)) { - /* For literal/existing global types, we do not need the class namespace accessor. */ + /* For literal/existing global types, we do not need the class name-space accessor. */ out << ",\n\tconstant "; if (!is_builtin_type(ubo.type_name)) { out << get_stage_class_name(stage) << "::"; } - /* UniformBuffer bind indices start at MTL_uniform_buffer_base_index+1, as - * MTL_uniform_buffer_base_index is reserved for the PushConstantBlock (push constants). + /* #UniformBuffer bind indices start at `MTL_uniform_buffer_base_index + 1`, as + * MTL_uniform_buffer_base_index is reserved for the #PushConstantBlock (push constants). * MTL_uniform_buffer_base_index is an offset depending on the number of unique VBOs - * bound for the current PSO specialisation. */ + * bound for the current PSO specialization. */ out << ubo.type_name << "* " << ubo.name << "[[buffer(MTL_uniform_buffer_base_index+" << (ubo_index + 1) << ")]]"; } @@ -1682,7 +1685,7 @@ std::string MSLGeneratorInterface::generate_msl_uniform_structs(ShaderStage shad return out.str(); } -/* Note: Uniform macro definition vars can conflict with other parameters. */ +/* NOTE: Uniform macro definition vars can conflict with other parameters. */ std::string MSLGeneratorInterface::generate_msl_uniform_undefs(ShaderStage shader_stage) { std::stringstream out; @@ -1787,7 +1790,7 @@ std::string MSLGeneratorInterface::generate_msl_vertex_out_struct(ShaderStage sh } } else { - /* Matrix types need to be expressed as their vector subcomponents. */ + /* Matrix types need to be expressed as their vector sub-components. */ if (is_matrix_type(v_out.type)) { BLI_assert(v_out.get_mtl_interpolation_qualifier() == " [[flat]]" && "Matrix varying types must have [[flat]] interpolation"); @@ -1807,18 +1810,17 @@ std::string MSLGeneratorInterface::generate_msl_vertex_out_struct(ShaderStage sh /* Add gl_PointSize if written to. */ if (shader_stage == ShaderStage::VERTEX) { if (this->uses_gl_PointSize) { - /* If gl_PointSize is explicitly written to, + /* If `gl_PointSize` is explicitly written to, * we will output the written value directly. - * This value can still be overriden by the - * global pointsize value. */ + * This value can still be overridden by the + * global point-size value. */ out << "\tfloat pointsize [[point_size]];" << std::endl; } else { - /* Otherwise, if pointsize is not written to inside the shader, - * then its usage is controlled by whether the MTL_global_pointsize + /* Otherwise, if point-size is not written to inside the shader, + * then its usage is controlled by whether the `MTL_global_pointsize` * function constant has been specified. - * This function constant is enabled for all point primitives beign - * rendered. */ + * This function constant is enabled for all point primitives being rendered. */ out << "\tfloat pointsize [[point_size, function_constant(MTL_global_pointsize)]];" << std::endl; } @@ -1904,7 +1906,7 @@ std::string MSLGeneratorInterface::generate_msl_vertex_transform_feedback_out_st } } else { - /* Matrix types need to be expressed as their vector subcomponents. */ + /* Matrix types need to be expressed as their vector sub-components. */ if (is_matrix_type(v_out.type)) { BLI_assert(v_out.get_mtl_interpolation_qualifier() == " [[flat]]" && "Matrix varying types must have [[flat]] interpolation"); @@ -1980,10 +1982,10 @@ std::string MSLGeneratorInterface::generate_msl_uniform_block_population(ShaderS /* Only include blocks which are used within this stage. */ if (bool(ubo.stage & stage)) { /* Generate UBO reference assignment. - * NOTE(Metal): We append `_local` postfix onto the class member name + * NOTE(Metal): We append `_local` post-fix onto the class member name * for the ubo to avoid name collision with the UBO accessor macro. - * We only need to add this postfix for the non-array access variant, - * as the array is indexed directly, rather than requiring a dereference. */ + * We only need to add this post-fix for the non-array access variant, + * as the array is indexed directly, rather than requiring a dereference. */ out << "\t" << ((stage == ShaderStage::VERTEX) ? "vertex_shader_instance." : "fragment_shader_instance.") @@ -2045,7 +2047,7 @@ std::string MSLGeneratorInterface::generate_msl_vertex_attribute_input_populatio out << ");"; } else { - /* OpenGL uses the GPU_FETCH_* functions which can alter how an attribute value is + /* OpenGL uses the `GPU_FETCH_*` functions which can alter how an attribute value is * interpreted. In Metal, we cannot support all implicit conversions within the vertex * descriptor/vertex stage-in, so we need to perform value transformation on-read. * @@ -2055,10 +2057,10 @@ std::string MSLGeneratorInterface::generate_msl_vertex_attribute_input_populatio * vertex data, depending on the specified GPU_FETCH_* mode for the current * vertex format. * - * The fetch_mode is specified per-attribute using specialisation constants + * The fetch_mode is specified per-attribute using specialization constants * on the PSO, wherein a unique set of constants is passed in per vertex * buffer/format configuration. Efficiently enabling pass-through reads - * if no special fetch is required. */ + * if no special fetch is required. */ bool do_attribute_conversion_on_read = false; std::string attribute_conversion_func_name = get_attribute_conversion_function( &do_attribute_conversion_on_read, this->vertex_input_attributes[attribute].type); @@ -2098,7 +2100,7 @@ std::string MSLGeneratorInterface::generate_msl_vertex_output_population() << std::endl; } - /* Output Pointsize. */ + /* Output Point-size. */ if (this->uses_gl_PointSize) { out << "\toutput.pointsize = vertex_shader_instance.gl_PointSize;" << std::endl; } @@ -2110,7 +2112,7 @@ std::string MSLGeneratorInterface::generate_msl_vertex_output_population() << std::endl; } - /* Output clipdistances. */ + /* Output clip-distances. */ out << "#if defined(USE_CLIP_PLANES) || defined(USE_WORLD_CLIP_PLANES)" << std::endl; if (this->clip_distances.size() > 1) { for (int cd = 0; cd < this->clip_distances.size(); cd++) { @@ -2384,7 +2386,7 @@ void MSLGeneratorInterface::resolve_input_attribute_locations() /* Determine free location. * Starting from 1 is slightly less efficient, however, - * given mutli-sized attributes, an earlier slot may remain free. + * given multi-sized attributes, an earlier slot may remain free. * given GPU_VERT_ATTR_MAX_LEN is small, this wont matter. */ for (int loc = 0; loc < GPU_VERT_ATTR_MAX_LEN - (required_attr_slot_count - 1); loc++) { @@ -2429,8 +2431,10 @@ void MSLGeneratorInterface::resolve_fragment_output_locations() } } -/* Add string to name buffer. Utility function to be used in bake_shader_interface. - * Returns the offset of the inserted name.*/ +/** + * Add string to name buffer. Utility function to be used in bake_shader_interface. + * Returns the offset of the inserted name. + */ static uint32_t name_buffer_copystr(char **name_buffer_ptr, const char *str_to_copy, uint32_t &name_buffer_size, @@ -2443,7 +2447,7 @@ static uint32_t name_buffer_copystr(char **name_buffer_ptr, uint32_t ret_len = strlen(str_to_copy); BLI_assert(ret_len > 0); - /* If required name buffer size is larger, increase by atleast 128 bytes. */ + /* If required name buffer size is larger, increase by at least 128 bytes. */ if (name_buffer_size + ret_len > name_buffer_size) { name_buffer_size = name_buffer_size + max_ii(128, ret_len); *name_buffer_ptr = (char *)MEM_reallocN(*name_buffer_ptr, name_buffer_size); @@ -2467,7 +2471,7 @@ MTLShaderInterface *MSLGeneratorInterface::bake_shader_interface(const char *nam interface->init(); /* Name buffer. */ - /* Initialise name buffer. */ + /* Initialize name buffer. */ uint32_t name_buffer_size = 256; uint32_t name_buffer_offset = 0; interface->name_buffer_ = (char *)MEM_mallocN(name_buffer_size, "name_buffer"); @@ -2487,7 +2491,7 @@ MTLShaderInterface *MSLGeneratorInterface::bake_shader_interface(const char *nam elem < get_matrix_location_count(this->vertex_input_attributes[attribute].type); elem++) { /* First attribute matches the core name -- subsequent attributes tagged with - * __internal_<name><index>. */ + * `__internal_<name><index>`. */ std::string _internal_name = (elem == 0) ? this->vertex_input_attributes[attribute].name : "__internal_" + @@ -2582,7 +2586,7 @@ MTLShaderInterface *MSLGeneratorInterface::bake_shader_interface(const char *nam this->get_sampler_argument_buffer_bind_index(ShaderStage::VERTEX), this->get_sampler_argument_buffer_bind_index(ShaderStage::FRAGMENT)); - /* Map Metal bindings to standardised ShaderInput struct name/binding index. */ + /* Map Metal bindings to standardized ShaderInput struct name/binding index. */ interface->prepare_common_shader_inputs(); /* Resize name buffer to save some memory. */ @@ -2694,7 +2698,7 @@ std::string MSLTextureSampler::get_msl_texture_type_str() const return "texture_buffer"; } default: { - /* Unrecognised type. */ + /* Unrecognized type. */ BLI_assert_unreachable(); return "ERROR"; } @@ -2802,7 +2806,7 @@ std::string MSLTextureSampler::get_msl_wrapper_type_str() const return "_mtl_combined_image_sampler_buffer"; } default: { - /* Unrecognised type. */ + /* Unrecognized type. */ BLI_assert_unreachable(); return "ERROR"; } @@ -2857,7 +2861,7 @@ std::string MSLTextureSampler::get_msl_return_type_str() const } default: { - /* Unrecognised type. */ + /* Unrecognized type. */ BLI_assert_unreachable(); return "ERROR"; } |