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authorCampbell Barton <campbell@blender.org>2022-09-06 09:25:20 +0300
committerCampbell Barton <campbell@blender.org>2022-09-06 09:25:20 +0300
commit6c6a53fad357ad63d8128c33da7a84f172ef0b63 (patch)
tree0ab3290bbc010af86719bec5a7bd37de75997d37 /source/blender/gpu/metal/mtl_shader_interface.mm
parent077ba5ac386f3cc75a67e01cdd75239b76c34de5 (diff)
Cleanup: spelling in comments, formatting, move comments into headers
Diffstat (limited to 'source/blender/gpu/metal/mtl_shader_interface.mm')
-rw-r--r--source/blender/gpu/metal/mtl_shader_interface.mm32
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/gpu/metal/mtl_shader_interface.mm b/source/blender/gpu/metal/mtl_shader_interface.mm
index 1adf1210496..3703d5b5684 100644
--- a/source/blender/gpu/metal/mtl_shader_interface.mm
+++ b/source/blender/gpu/metal/mtl_shader_interface.mm
@@ -32,7 +32,7 @@ MTLShaderInterface::MTLShaderInterface(const char *name)
strcpy(this->name, name);
}
- /* Ensure ShaderInterface parameters are cleared. */
+ /* Ensure #ShaderInterface parameters are cleared. */
this->init();
}
@@ -64,7 +64,7 @@ void MTLShaderInterface::init()
sampler_argument_buffer_bind_index_vert_ = -1;
sampler_argument_buffer_bind_index_frag_ = -1;
- /* NULL initialise uniform location markers for builtins. */
+ /* NULL initialize uniform location markers for builtins. */
for (const int u : IndexRange(GPU_NUM_UNIFORMS)) {
builtins_[u] = -1;
}
@@ -76,7 +76,7 @@ void MTLShaderInterface::init()
textures_[tex].slot_index = -1;
}
- /* Null initialisation for argument encoders. */
+ /* Null initialization for argument encoders. */
for (const int i : IndexRange(ARGUMENT_ENCODERS_CACHE_SIZE)) {
arg_encoders_[i].encoder = nil;
arg_encoders_[i].buffer_index = -1;
@@ -117,7 +117,7 @@ uint32_t MTLShaderInterface::add_uniform_block(uint32_t name_offset,
MTLShaderUniformBlock &uni_block = ubos_[total_uniform_blocks_];
uni_block.name_offset = name_offset;
- /* We offset the buffer bidning index by one, as the first slot is reserved for push constant
+ /* We offset the buffer binding index by one, as the first slot is reserved for push constant
* data. */
uni_block.buffer_index = buffer_index + 1;
uni_block.size = size;
@@ -224,7 +224,7 @@ void MTLShaderInterface::map_builtins()
builtin_blocks_[ubo] = -1;
}
- /* Resolve and cache uniform locations for bultin uniforms. */
+ /* Resolve and cache uniform locations for builtin uniforms. */
for (const int u : IndexRange(GPU_NUM_UNIFORMS)) {
const ShaderInput *uni = this->uniform_get(builtin_uniform_name((GPUUniformBuiltin)u));
if (uni != nullptr) {
@@ -239,7 +239,7 @@ void MTLShaderInterface::map_builtins()
}
}
- /* Resolve and cache uniform locations for bultin uniform blocks. */
+ /* Resolve and cache uniform locations for builtin uniform blocks. */
for (const int u : IndexRange(GPU_NUM_UNIFORM_BLOCKS)) {
const ShaderInput *uni = this->ubo_get(builtin_uniform_block_name((GPUUniformBlockBuiltin)u));
@@ -255,16 +255,16 @@ void MTLShaderInterface::map_builtins()
}
}
-/* Populate ShaderInput struct based on interface. */
+/* Populate #ShaderInput struct based on interface. */
void MTLShaderInterface::prepare_common_shader_inputs()
{
- /* ShaderInput inputs_ maps a uniform name to an external
+ /* `ShaderInput inputs_` maps a uniform name to an external
* uniform location, which is used as an array index to look-up
- * information in the local MTLShaderInterface input structs.
+ * information in the local #MTLShaderInterface input structs.
*
- * ShaderInput population follows the ordering rules in gpu_shader_interface. */
+ * #ShaderInput population follows the ordering rules in #gpu_shader_interface. */
- /* Populate ShaderInterface counts. */
+ /* Populate #ShaderInterface counts. */
attr_len_ = this->get_total_attributes();
ubo_len_ = this->get_total_uniform_blocks();
uniform_len_ = this->get_total_uniforms() + this->get_total_textures();
@@ -272,8 +272,8 @@ void MTLShaderInterface::prepare_common_shader_inputs()
/* TODO(Metal): Support storage buffer bindings. Pending compute shader support. */
ssbo_len_ = 0;
- /* Calculate total inputs and allocate ShaderInput array. */
- /* NOTE: We use the existing name_buffer_ allocated for internal input structs. */
+ /* Calculate total inputs and allocate #ShaderInput array. */
+ /* NOTE: We use the existing `name_buffer_` allocated for internal input structs. */
int input_tot_len = attr_len_ + ubo_len_ + uniform_len_ + ssbo_len_;
inputs_ = (ShaderInput *)MEM_callocN(sizeof(ShaderInput) * input_tot_len, __func__);
ShaderInput *current_input = inputs_;
@@ -316,9 +316,9 @@ void MTLShaderInterface::prepare_common_shader_inputs()
}
/* Textures.
- * NOTE(Metal): Textures are externally treated as uniforms in gpu_shader_interface.
+ * NOTE(Metal): Textures are externally treated as uniforms in #gpu_shader_interface.
* Location for textures resolved as `binding` value. This
- * is the index into the local MTLShaderTexture textures[] array.
+ * is the index into the local `MTLShaderTexture textures[]` array.
*
* In MSL, we cannot trivially remap which texture slot a given texture
* handle points to, unlike in GLSL, where a uniform sampler/image can be updated
@@ -341,7 +341,7 @@ void MTLShaderInterface::prepare_common_shader_inputs()
* to ensure texture handles are not treated as standard uniforms in Metal. */
current_input->location = texture_index + total_uniforms_;
- /* Binding represents texture slot [[texture(n)]]. */
+ /* Binding represents texture slot `[[texture(n)]]`. */
current_input->binding = shd_tex.slot_index;
current_input++;
}