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authorCampbell Barton <campbell@blender.org>2022-09-17 07:46:50 +0300
committerCampbell Barton <campbell@blender.org>2022-09-17 08:08:40 +0300
commitd9930d5fd0018fba9bd8bdda63cfd319c99c1884 (patch)
tree110632c65699eea1c9f953299915f76bbc5f1c3f /source/blender/gpu
parent5f6f2e106c1984e2b44580f2f45d513968f0ef29 (diff)
Cleanup: spelling, punctuation & repeated words in comments
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/metal/mtl_command_buffer.mm2
-rw-r--r--source/blender/gpu/metal/mtl_context.hh2
-rw-r--r--source/blender/gpu/metal/mtl_index_buffer.mm2
-rw-r--r--source/blender/gpu/metal/mtl_texture.hh14
4 files changed, 10 insertions, 10 deletions
diff --git a/source/blender/gpu/metal/mtl_command_buffer.mm b/source/blender/gpu/metal/mtl_command_buffer.mm
index 0e13e8d4690..d2936e8e91f 100644
--- a/source/blender/gpu/metal/mtl_command_buffer.mm
+++ b/source/blender/gpu/metal/mtl_command_buffer.mm
@@ -498,7 +498,7 @@ bool MTLCommandBufferManager::insert_memory_barrier(eGPUBarrier barrier_bits,
/* Rendering. */
case MTL_RENDER_COMMAND_ENCODER: {
/* Currently flagging both stages -- can use bits above to filter on stage type --
- * though full barrier is safe for now*/
+ * though full barrier is safe for now. */
MTLRenderStages before_stage_flags = 0;
MTLRenderStages after_stage_flags = 0;
if (before_stages & GPU_BARRIER_STAGE_VERTEX &&
diff --git a/source/blender/gpu/metal/mtl_context.hh b/source/blender/gpu/metal/mtl_context.hh
index e996193e722..577438667d6 100644
--- a/source/blender/gpu/metal/mtl_context.hh
+++ b/source/blender/gpu/metal/mtl_context.hh
@@ -248,7 +248,7 @@ struct MTLContextTextureUtils {
/* Depth texture updates are not directly supported with Blit operations, similarly, we cannot
* use a compute shader to write to depth, so we must instead render to a depth target.
* These processes use vertex/fragment shaders to render texture data from an intermediate
- * source, in order to prime the depth buffer*/
+ * source, in order to prime the depth buffer. */
blender::Map<DepthTextureUpdateRoutineSpecialisation, GPUShader *> depth_2d_update_shaders;
GPUShader *fullscreen_blit_shader = nullptr;
diff --git a/source/blender/gpu/metal/mtl_index_buffer.mm b/source/blender/gpu/metal/mtl_index_buffer.mm
index 2195ab7538d..9712dce7b40 100644
--- a/source/blender/gpu/metal/mtl_index_buffer.mm
+++ b/source/blender/gpu/metal/mtl_index_buffer.mm
@@ -138,7 +138,7 @@ void MTLIndexBuf::update_sub(uint32_t start, uint32_t len, const void *data)
BLI_assert(ibo_ != nullptr);
/* Otherwise, we will inject a data update, using staged data, into the command stream.
- * Stage update contents in temporary buffer*/
+ * Stage update contents in temporary buffer. */
MTLContext *ctx = static_cast<MTLContext *>(unwrap(GPU_context_active_get()));
BLI_assert(ctx);
MTLTemporaryBuffer range = ctx->get_scratchbuffer_manager().scratch_buffer_allocate_range(len);
diff --git a/source/blender/gpu/metal/mtl_texture.hh b/source/blender/gpu/metal/mtl_texture.hh
index be6f3a3a02b..766f01d9018 100644
--- a/source/blender/gpu/metal/mtl_texture.hh
+++ b/source/blender/gpu/metal/mtl_texture.hh
@@ -247,7 +247,7 @@ class MTLTexture : public Texture {
void mip_range_set(int min, int max) override;
void *read(int mip, eGPUDataFormat type) override;
- /* Remove once no longer required -- will just return 0 for now in MTL path*/
+ /* Remove once no longer required -- will just return 0 for now in MTL path. */
uint gl_bindcode_get() const override;
bool texture_is_baked();
@@ -357,9 +357,9 @@ class MTLTexture : public Texture {
*/
struct TextureUpdateParams {
int mip_index;
- int extent[3]; /* Width, Height, Slice on 2D Array tex*/
- int offset[3]; /* Width, Height, Slice on 2D Array tex*/
- uint unpack_row_length; /* Number of pixels between bytes in input data */
+ int extent[3]; /* Width, Height, Slice on 2D Array tex. */
+ int offset[3]; /* Width, Height, Slice on 2D Array tex. */
+ uint unpack_row_length; /* Number of pixels between bytes in input data. */
};
id<MTLComputePipelineState> texture_update_1d_get_kernel(
@@ -383,7 +383,7 @@ class MTLTexture : public Texture {
/* Depth texture updates are not directly supported with Blit operations, similarly, we cannot
* use a compute shader to write to depth, so we must instead render to a depth target.
* These processes use vertex/fragment shaders to render texture data from an intermediate
- * source, in order to prime the depth buffer*/
+ * source, in order to prime the depth buffer. */
GPUShader *depth_2d_update_sh_get(DepthTextureUpdateRoutineSpecialisation specialization);
void update_sub_depth_2d(
@@ -392,8 +392,8 @@ class MTLTexture : public Texture {
/* Texture Read function utilities -- Follows a similar mechanism to the updating routines */
struct TextureReadParams {
int mip_index;
- int extent[3]; /* Width, Height, Slice on 2D Array tex*/
- int offset[3]; /* Width, Height, Slice on 2D Array tex*/
+ int extent[3]; /* Width, Height, Slice on 2D Array tex. */
+ int offset[3]; /* Width, Height, Slice on 2D Array tex. */
};
id<MTLComputePipelineState> texture_read_1d_get_kernel(