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authorCampbell Barton <campbell@blender.org>2022-05-13 02:24:28 +0300
committerCampbell Barton <campbell@blender.org>2022-05-13 02:29:25 +0300
commit427a2c920a249c066e324e4a5e40dd141a4968aa (patch)
tree06fabc07f56f1b2dfea8b475a57fd725403c1d6f /source/blender/gpu/metal
parent906b9f55afbf132218a3dc815da2652fbc502352 (diff)
Cleanup: spelling in comments, capitalize tags
Also add missing task-ID reference & remove colon after \note as it doesn't render properly in doxygen.
Diffstat (limited to 'source/blender/gpu/metal')
-rw-r--r--source/blender/gpu/metal/mtl_context.hh8
-rw-r--r--source/blender/gpu/metal/mtl_context.mm6
-rw-r--r--source/blender/gpu/metal/mtl_state.mm22
-rw-r--r--source/blender/gpu/metal/mtl_texture.mm2
4 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/gpu/metal/mtl_context.hh b/source/blender/gpu/metal/mtl_context.hh
index 938ea8edc13..1849a04ea48 100644
--- a/source/blender/gpu/metal/mtl_context.hh
+++ b/source/blender/gpu/metal/mtl_context.hh
@@ -57,12 +57,12 @@ typedef struct MTLContextDepthStencilState {
MTLStencilOperation stencil_op_back_depth_fail;
MTLStencilOperation stencil_op_back_depthstencil_pass;
- /* Framebuffer State -- We need to mark this, incase stencil state remains unchanged,
+ /* Frame-buffer State -- We need to mark this, in case stencil state remains unchanged,
* but attachment state has changed. */
bool has_depth_target;
bool has_stencil_target;
- /* TODO(Metal): Consider optimising this function using memcmp.
+ /* TODO(Metal): Consider optimizing this function using memcmp.
* Un-used, but differing, stencil state leads to over-generation
* of state objects when doing trivial compare. */
inline bool operator==(const MTLContextDepthStencilState &other) const
@@ -297,7 +297,7 @@ typedef struct MTLContextGlobalShaderPipelineState {
/* Whether the pipeline state has been modified since application.
* `dirty_flags` is a bitmask of the types of state which have been updated.
- * This is in order to optimise calls and only re-apply state as needed.
+ * This is in order to optimize calls and only re-apply state as needed.
* Some state parameters are dynamically applied on the RenderCommandEncoder,
* others may be encapsulated in GPU-resident state objects such as
* MTLDepthStencilState or MTLRenderPipelineState. */
@@ -374,7 +374,7 @@ typedef struct MTLTemporaryBufferRange {
} MTLTemporaryBufferRange;
/** MTLContext -- Core render loop and state management. **/
-/* Note(Metal): Partial MTLContext stub to provide wrapper functionality
+/* NOTE(Metal): Partial MTLContext stub to provide wrapper functionality
* for work-in-progress MTL* classes. */
class MTLContext : public Context {
diff --git a/source/blender/gpu/metal/mtl_context.mm b/source/blender/gpu/metal/mtl_context.mm
index de72340a9a8..94f5682b11b 100644
--- a/source/blender/gpu/metal/mtl_context.mm
+++ b/source/blender/gpu/metal/mtl_context.mm
@@ -49,7 +49,7 @@ MTLContext::MTLContext(void *ghost_window)
/* Init debug. */
debug::mtl_debug_init();
- /* Initialise Metal modules. */
+ /* Initialize Metal modules. */
this->state_manager = new MTLStateManager(this);
/* TODO(Metal): Implement. */
@@ -121,7 +121,7 @@ bool MTLContext::is_render_pass_active()
/* Metal Context Pipeline State. */
void MTLContext::pipeline_state_init()
{
- /*** Initialise state only once. ***/
+ /*** Initialize state only once. ***/
if (!this->pipeline_state.initialised) {
this->pipeline_state.initialised = true;
this->pipeline_state.active_shader = NULL;
@@ -277,7 +277,7 @@ id<MTLSamplerState> MTLContext::get_sampler_from_state(MTLSamplerState sampler_s
id<MTLSamplerState> MTLContext::generate_sampler_from_state(MTLSamplerState sampler_state)
{
- /* Check if samper already exists for given state. */
+ /* Check if sampler already exists for given state. */
id<MTLSamplerState> st = this->sampler_state_cache_[(unsigned int)sampler_state];
if (st != nil) {
return st;
diff --git a/source/blender/gpu/metal/mtl_state.mm b/source/blender/gpu/metal/mtl_state.mm
index 5cd88c4ff7b..5f52bc55f72 100644
--- a/source/blender/gpu/metal/mtl_state.mm
+++ b/source/blender/gpu/metal/mtl_state.mm
@@ -24,7 +24,7 @@ void MTLStateManager::mtl_state_init(void)
MTLStateManager::MTLStateManager(MTLContext *ctx) : StateManager()
{
- /* Initialise State. */
+ /* Initialize State. */
this->context_ = ctx;
mtl_state_init();
@@ -92,10 +92,10 @@ void MTLStateManager::set_state(const GPUState &state)
/* TODO remove (Following GLState). */
if (changed.polygon_smooth) {
- /* Note: Unsupported in Metal. */
+ /* NOTE: Unsupported in Metal. */
}
if (changed.line_smooth) {
- /* Note: Unsupported in Metal. */
+ /* NOTE: Unsupported in Metal. */
}
current_ = state;
@@ -341,7 +341,7 @@ void MTLStateManager::set_clip_distances(const int new_dist_len, const int old_d
void MTLStateManager::set_logic_op(const bool enable)
{
- /* Note(Metal): Logic Operations not directly supported. */
+ /* NOTE(Metal): Logic Operations not directly supported. */
}
void MTLStateManager::set_facing(const bool invert)
@@ -376,9 +376,9 @@ void MTLStateManager::set_backface_culling(const eGPUFaceCullTest test)
void MTLStateManager::set_provoking_vert(const eGPUProvokingVertex vert)
{
- /* Note(Metal): Provoking vertex is not a feature in the Metal API.
+ /* NOTE(Metal): Provoking vertex is not a feature in the Metal API.
* Shaders are handled on a case-by-case basis using a modified vertex shader.
- * For example, wireframe rendering and edit-mesh shaders utilise an SSBO-based
+ * For example, wireframe rendering and edit-mesh shaders utilize an SSBO-based
* vertex fetching mechanism which considers the inverse convention for flat
* shading, to ensure consistent results with OpenGL. */
}
@@ -439,7 +439,7 @@ void MTLStateManager::set_blend(const eGPUBlend value)
break;
}
case GPU_BLEND_ADDITIVE: {
- /* Do not let alpha accumulate but premult the source RGB by it. */
+ /* Do not let alpha accumulate but pre-multiply the source RGB by it. */
src_rgb = MTLBlendFactorSourceAlpha;
dst_rgb = MTLBlendFactorOne;
src_alpha = MTLBlendFactorZero;
@@ -530,14 +530,14 @@ void MTLStateManager::set_blend(const eGPUBlend value)
/** \name Memory barrier
* \{ */
-/* Note(Metal): Granular option for specifying before/after stages for a barrier
+/* NOTE(Metal): Granular option for specifying before/after stages for a barrier
* Would be a useful feature. */
/*void MTLStateManager::issue_barrier(eGPUBarrier barrier_bits,
eGPUStageBarrierBits before_stages,
eGPUStageBarrierBits after_stages) */
void MTLStateManager::issue_barrier(eGPUBarrier barrier_bits)
{
- /* Note(Metal): The Metal API implictly tracks dependencies between resources.
+ /* NOTE(Metal): The Metal API implicitly tracks dependencies between resources.
* Memory barriers and execution barriers (Fences/Events) can be used to coordinate
* this explicitly, however, in most cases, the driver will be able to
* resolve these dependencies automatically.
@@ -551,7 +551,7 @@ void MTLStateManager::issue_barrier(eGPUBarrier barrier_bits)
/* Apple Silicon does not support memory barriers.
* We do not currently need these due to implicit API guarantees.
- * Note(Metal): MTLFence/MTLEvent may be required to synchronize work if
+ * NOTE(Metal): MTLFence/MTLEvent may be required to synchronize work if
* untracked resources are ever used. */
if ([ctx->device hasUnifiedMemory]) {
return;
@@ -562,7 +562,7 @@ void MTLStateManager::issue_barrier(eGPUBarrier barrier_bits)
id<MTLRenderCommandEncoder> rec = nil; // ctx->get_active_render_command_encoder();
BLI_assert(rec);
- /* Only supporting Metal on 10.15 onwards anyway - Check required for warnings. */
+ /* Only supporting Metal on 10.15 onward anyway - Check required for warnings. */
if (@available(macOS 10.14, *)) {
MTLBarrierScope scope = 0;
if (barrier_bits & GPU_BARRIER_SHADER_IMAGE_ACCESS ||
diff --git a/source/blender/gpu/metal/mtl_texture.mm b/source/blender/gpu/metal/mtl_texture.mm
index 7ec3d390416..ca19d1f9e4b 100644
--- a/source/blender/gpu/metal/mtl_texture.mm
+++ b/source/blender/gpu/metal/mtl_texture.mm
@@ -1163,7 +1163,7 @@ void gpu::MTLTexture::mip_range_set(int min, int max)
{
BLI_assert(min <= max && min >= 0 && max <= mipmaps_);
- /* Note:
+ /* NOTE:
* - mip_min_ and mip_max_ are used to Clamp LODs during sampling.
* - Given functions like Framebuffer::recursive_downsample modifies the mip range
* between each layer, we do not want to be re-baking the texture.