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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
parentba188e7218994c250c30040670fb96e70f91dc80 (diff)
Cleanup: spelling
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/intern/scene.c3
-rw-r--r--source/blender/blenlib/intern/math_boolean.cc6
-rw-r--r--source/blender/blenlib/tests/BLI_mesh_intersect_test.cc6
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c32
-rw-r--r--source/blender/gpu/GPU_framebuffer.h2
-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
-rw-r--r--source/blender/gpu/opengl/gl_debug.cc4
-rw-r--r--source/blender/gpu/opengl/gl_framebuffer.cc38
-rw-r--r--source/blender/io/usd/tests/usd_stage_creation_test.cc4
11 files changed, 93 insertions, 78 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index e74fcbb84bd..3098aa79b88 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -1501,8 +1501,7 @@ static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool on
/* Flush editing data if needed. */
prepare_mesh_for_viewport_render(bmain, view_layer);
/* Update all objects: drivers, matrices, displists, etc. flags set
- * by depgraph or manual, no layer check here, gets correct flushed.
- */
+ * by depsgraph or manual, no layer check here, gets correct flushed. */
DEG_evaluate_on_refresh(depsgraph);
/* Update sound system. */
BKE_scene_update_sound(depsgraph, bmain);
diff --git a/source/blender/blenlib/intern/math_boolean.cc b/source/blender/blenlib/intern/math_boolean.cc
index 0c3b4ab8395..3755c4156e7 100644
--- a/source/blender/blenlib/intern/math_boolean.cc
+++ b/source/blender/blenlib/intern/math_boolean.cc
@@ -121,9 +121,9 @@ namespace robust_pred {
* and to export only the following declared non-static functions.
*
* Since this is C++, an instantiated singleton class is used to make
- * sure that exactinit() is called once.
- * (Because of undefinedness of when this is called in initialization of all
- * modules, other modules shouldn't use these functions in initialization.)
+ * sure that #exactinit() is called once.
+ * (Because it's undefined when this is called in initialization of all modules,
+ other modules shouldn't use these functions in initialization.)
*/
void exactinit();
diff --git a/source/blender/blenlib/tests/BLI_mesh_intersect_test.cc b/source/blender/blenlib/tests/BLI_mesh_intersect_test.cc
index 237905a1bf6..a8f05eedaaa 100644
--- a/source/blender/blenlib/tests/BLI_mesh_intersect_test.cc
+++ b/source/blender/blenlib/tests/BLI_mesh_intersect_test.cc
@@ -996,10 +996,10 @@ static void fill_grid_data(int x_subdiv,
static void spheregrid_test(int nrings, int grid_level, double z_offset, bool use_self)
{
- /* Make a uvsphere and a grid.
- * The sphere is radius 1, has nrings rings and 2 * nrings segs,
+ /* Make a uv-sphere and a grid.
+ * The sphere is radius 1, has `nrings` rings and `2 * nrings` segments,
* and is centered at (0,0,z_offset).
- * The plane is 4x4, has 2**grid_level subdivisions x and y,
+ * The plane is 4x4, has `2 ** grid_level` subdivisions x and y,
* and is centered at the origin. */
if (nrings < 2 || grid_level < 1) {
return;
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index cdc7ada8c84..6cfd33df7bf 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -293,7 +293,7 @@ static void draw_seq_waveform(View2D *v2d,
return;
}
- /* Fcurve lookup is quite expensive, so do this after precondition. */
+ /* F-curve lookup is quite expensive, so do this after precondition. */
FCurve *fcu = id_data_find_fcurve(&scene->id, seq, &RNA_Sequence, "volume", 0, NULL);
GPU_blend(GPU_BLEND_ALPHA);
@@ -586,9 +586,8 @@ static void draw_seq_outline(Sequence *seq,
immUniformColor3ubv(col);
/* 2px wide outline for selected strips. */
- /* XXX: some platforms don't support glLines wider than 1px (see T57570),
- * draw outline as four boxes instead.
- */
+ /* XXX: some platforms don't support OpenGL lines wider than 1px (see T57570),
+ * draw outline as four boxes instead. */
if (seq->flag & SELECT) {
/* Left */
immRectf(pos, x1 - pixelx, y1, x1 + pixelx, y2);
@@ -1232,8 +1231,9 @@ void ED_sequencer_special_preview_clear(void)
/**
* Rendering using opengl will change the current viewport/context.
- * This is why we need the ARegion, to set back the render area.
- * TODO do not rely on such hack and just update the ibuf ouside of
+ * This is why we need the \a region, to set back the render area.
+ *
+ * TODO: do not rely on such hack and just update the \a ibuf outside of
* the UI drawing code.
**/
ImBuf *sequencer_ibuf_get(struct Main *bmain,
@@ -1280,7 +1280,7 @@ ImBuf *sequencer_ibuf_get(struct Main *bmain,
GPU_viewport_unbind(viewport);
}
else {
- /* Rendering can change OGL context. Save & Restore framebuffer. */
+ /* Rendering can change OGL context. Save & Restore frame-buffer. */
GPU_framebuffer_restore();
}
@@ -1364,7 +1364,7 @@ static void sequencer_draw_gpencil(const bContext *C)
/* Draw grease-pencil (image aligned). */
ED_annotation_draw_2dimage(C);
- /* Ortho at pixel level. */
+ /* Orthographic at pixel level. */
UI_view2d_view_restore(C);
/* Draw grease-pencil (screen aligned). */
@@ -1422,7 +1422,7 @@ static void sequencer_draw_borders(const SpaceSeq *sseq, const View2D *v2d, cons
#if 0
void sequencer_draw_maskedit(const bContext *C, Scene *scene, ARegion *region, SpaceSeq *sseq)
{
- /* NOTE: sequencer mask editing isnt finished, the draw code is working but editing not.
+ /* NOTE: sequencer mask editing isn't finished, the draw code is working but editing not.
* For now just disable drawing since the strip frame will likely be offset. */
// if (sc->mode == SC_MODE_MASKEDIT)
@@ -1537,7 +1537,7 @@ static void sequencer_stop_running_jobs(const bContext *C, Scene *scene)
{
if (G.is_rendering == false && (scene->r.seq_prev_type) == OB_RENDER) {
/* Stop all running jobs, except screen one. Currently previews frustrate Render.
- * Need to make so sequencer's rendering doesn't conflict with compositor. */
+ * Need to make so sequencers rendering doesn't conflict with compositor. */
WM_jobs_kill_type(CTX_wm_manager(C), NULL, WM_JOB_TYPE_COMPOSITE);
/* In case of final rendering used for preview, kill all previews,
@@ -1607,7 +1607,7 @@ static void sequencer_draw_display_buffer(const bContext *C,
GPU_blend(GPU_BLEND_ALPHA);
}
- /* Format needs to be created prior to any immBindShader call.
+ /* Format needs to be created prior to any #immBindShader call.
* Do it here because OCIO binds it's own shader. */
eGPUTextureFormat format;
eGPUDataFormat data;
@@ -1787,7 +1787,7 @@ void sequencer_draw_preview(const bContext *C,
ibuf = sequencer_ibuf_get(
bmain, region, depsgraph, scene, sseq, cfra, frame_ofs, names[sseq->multiview_eye]);
- /* Setup offscreen buffers. */
+ /* Setup off-screen buffers. */
GPUViewport *viewport = WM_draw_region_get_viewport(region);
GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
@@ -1837,7 +1837,7 @@ void sequencer_draw_preview(const bContext *C,
sequencer_draw_maskedit(C, scene, region, sseq);
#endif
- /* Scope is freed in sequencer_check_scopes when ibuf changes and redraw is needed. */
+ /* Scope is freed in sequencer_check_scopes when `ibuf` changes and redraw is needed. */
if (ibuf) {
IMB_freeImBuf(ibuf);
}
@@ -1902,7 +1902,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *region)
Sequence *seq;
/* Loop through strips, checking for those that are visible. */
for (seq = ed->seqbasep->first; seq; seq = seq->next) {
- /* Boundbox and selection tests for NOT drawing the strip. */
+ /* Bound-box and selection tests for NOT drawing the strip. */
if ((seq->flag & SELECT) != sel) {
continue;
}
@@ -1939,7 +1939,7 @@ static void draw_seq_strips(const bContext *C, Editing *ed, ARegion *region)
if (BKE_sequence_effect_get_num_inputs(last_seq->type) > 0) {
draw_effect_inputs_highlight(last_seq);
}
- /* When active is a Multicam strip, highlight its source channel. */
+ /* When active is a Multi-cam strip, highlight its source channel. */
else if (last_seq->type == SEQ_TYPE_MULTICAM) {
int channel = last_seq->multicam_source;
if (channel != 0) {
@@ -2285,7 +2285,7 @@ void draw_timeline_seq(const bContext *C, ARegion *region)
}
UI_view2d_view_ortho(v2d);
- /* Get timeline boundbox, needed for the scrollers. */
+ /* Get timeline bound-box, needed for the scroll-bars. */
boundbox_seq(scene, &v2d->tot);
draw_seq_backdrop(v2d);
UI_view2d_constant_grid_draw(v2d, FPS);
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index e6648c69de7..9a81ce07d9a 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -211,7 +211,7 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
void *userData);
/* GPU OffScreen
- * - wrapper around framebuffer and texture for simple offscreen drawing
+ * - wrapper around frame-buffer and texture for simple off-screen drawing
*/
GPUOffScreen *GPU_offscreen_create(
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;
diff --git a/source/blender/gpu/opengl/gl_debug.cc b/source/blender/gpu/opengl/gl_debug.cc
index c1a3780bb51..fc4dc3db2b6 100644
--- a/source/blender/gpu/opengl/gl_debug.cc
+++ b/source/blender/gpu/opengl/gl_debug.cc
@@ -43,7 +43,7 @@ namespace blender::gpu::debug {
/** \name Debug Callbacks
*
* Hooks up debug callbacks to a debug OpenGL context using extensions or 4.3 core debug
- * capabiliities.
+ * capabilities.
* \{ */
/* Debug callbacks need the same calling convention as OpenGL functions. */
@@ -204,4 +204,4 @@ void check_gl_resources(const char *info)
/** \} */
-} // namespace blender::gpu::debug \ No newline at end of file
+} // namespace blender::gpu::debug
diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc
index 8d48c9f8de3..60b7a6b45cf 100644
--- a/source/blender/gpu/opengl/gl_framebuffer.cc
+++ b/source/blender/gpu/opengl/gl_framebuffer.cc
@@ -38,7 +38,7 @@ namespace blender::gpu {
GLFrameBuffer::GLFrameBuffer(const char *name) : FrameBuffer(name)
{
- /* Just-In-Time init. See GLFrameBuffer::init(). */
+ /* Just-In-Time init. See #GLFrameBuffer::init(). */
immutable_ = false;
fbo_id_ = 0;
}
@@ -52,7 +52,7 @@ GLFrameBuffer::GLFrameBuffer(
immutable_ = true;
fbo_id_ = fbo;
gl_attachments_[0] = target;
- /* Never update an internal framebuffer. */
+ /* Never update an internal frame-buffer. */
dirty_attachments_ = false;
width_ = w;
height_ = h;
@@ -79,15 +79,15 @@ GLFrameBuffer::~GLFrameBuffer()
}
if (context_ == GPU_context_active_get()) {
- /* Context might be partially freed. This happens when destroying the window framebuffers. */
+ /* Context might be partially freed. This happens when destroying the window frame-buffers. */
glDeleteFramebuffers(1, &fbo_id_);
}
else {
context_->fbo_free(fbo_id_);
}
- /* Restore default framebuffer if this framebuffer was bound. */
+ /* Restore default frame-buffer if this frame-buffer was bound. */
if (context_->active_fb == this && context_->back_left != this) {
- /* If this assert triggers it means the framebuffer is being freed while in use by another
+ /* If this assert triggers it means the frame-buffer is being freed while in use by another
* context which, by the way, is TOTALLY UNSAFE!!! */
BLI_assert(context_ == GPU_context_active_get());
GPU_framebuffer_restore();
@@ -149,7 +149,7 @@ bool GLFrameBuffer::check(char err_out[256])
#undef FORMAT_STATUS
- const char *format = "GPUFrameBuffer: framebuffer status %s\n";
+ const char *format = "GPUFrameBuffer: frame-buffer status %s\n";
if (err_out) {
BLI_snprintf(err_out, 256, format, err);
@@ -163,11 +163,11 @@ bool GLFrameBuffer::check(char err_out[256])
void GLFrameBuffer::update_attachments(void)
{
- /* Default framebuffers cannot have attachements. */
+ /* Default frame-buffers cannot have attachments. */
BLI_assert(immutable_ == false);
/* First color texture OR the depth texture if no color is attached.
- * Used to determine framebuffer colorspace and dimensions. */
+ * Used to determine frame-buffer color-space and dimensions. */
GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHEMENT;
/* NOTE: Inverse iteration to get the first color texture. */
for (GPUAttachmentType type = GPU_FB_MAX_ATTACHEMENT - 1; type >= 0; --type) {
@@ -179,7 +179,7 @@ void GLFrameBuffer::update_attachments(void)
first_attachment = (attach.tex) ? type : first_attachment;
}
else if (first_attachment == GPU_FB_MAX_ATTACHEMENT) {
- /* Only use depth texture to get infos if there is no color attachment. */
+ /* Only use depth texture to get information if there is no color attachment. */
first_attachment = (attach.tex) ? type : first_attachment;
}
@@ -190,7 +190,7 @@ void GLFrameBuffer::update_attachments(void)
GLuint gl_tex = GPU_texture_opengl_bindcode(attach.tex);
if (attach.layer > -1 && GPU_texture_cube(attach.tex) && !GPU_texture_array(attach.tex)) {
/* Could be avoided if ARB_direct_state_access is required. In this case
- * glFramebufferTextureLayer would bind the correct face. */
+ * #glFramebufferTextureLayer would bind the correct face. */
GLenum gl_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach.layer;
glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, gl_target, gl_tex, attach.mip);
}
@@ -198,7 +198,7 @@ void GLFrameBuffer::update_attachments(void)
glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip, attach.layer);
}
else {
- /* The whole texture level is attached. The framebuffer is potentially layered. */
+ /* The whole texture level is attached. The frame-buffer is potentially layered. */
glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip);
}
/* We found one depth buffer type. Stop here, otherwise we would
@@ -275,13 +275,13 @@ void GLFrameBuffer::bind(bool enabled_srgb)
}
if (context_ != GPU_context_active_get()) {
- BLI_assert(!"Trying to use the same framebuffer in multiple context");
+ BLI_assert(!"Trying to use the same frame-buffer in multiple context");
return;
}
if (context_->active_fb != this) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_);
- /* Internal framebuffers have only one color output and needs to be set everytime. */
+ /* Internal frame-buffers have only one color output and needs to be set every time. */
if (immutable_ && fbo_id_ == 0) {
glDrawBuffer(gl_attachments_[0]);
}
@@ -367,7 +367,7 @@ void GLFrameBuffer::clear_multi(const float (*clear_cols)[4])
context_->state_manager->apply_state();
- /* WATCH: This can easilly access clear_cols out of bounds it clear_cols is not big enough for
+ /* WATCH: This can easily access clear_cols out of bounds it clear_cols is not big enough for
* all attachments.
* TODO(fclem) fix this insecurity? */
int type = GPU_FB_COLOR_ATTACHMENT0;
@@ -406,7 +406,7 @@ void GLFrameBuffer::read(eGPUFrameBufferBits plane,
fprintf(stderr, "GPUFramebuffer: Error: Trying to read stencil bit. Unsupported.");
return;
default:
- fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one framebuffer plane.");
+ fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one frame-buffer plane.");
return;
}
@@ -415,14 +415,16 @@ void GLFrameBuffer::read(eGPUFrameBufferBits plane,
glReadPixels(UNPACK4(area), format, type, r_data);
}
-/* Copy src at the give offset inside dst. */
+/**
+ * Copy \a src at the give offset inside \a dst.
+ */
void GLFrameBuffer::blit_to(
eGPUFrameBufferBits planes, int src_slot, FrameBuffer *dst_, int dst_slot, int x, int y)
{
GLFrameBuffer *src = this;
GLFrameBuffer *dst = static_cast<GLFrameBuffer *>(dst_);
- /* Framebuffers must be up to date. This simplify this function. */
+ /* Frame-buffers must be up to date. This simplify this function. */
if (src->dirty_attachments_) {
src->bind(true);
}
@@ -457,4 +459,4 @@ void GLFrameBuffer::blit_to(
/** \} */
-} // namespace blender::gpu \ No newline at end of file
+} // namespace blender::gpu
diff --git a/source/blender/io/usd/tests/usd_stage_creation_test.cc b/source/blender/io/usd/tests/usd_stage_creation_test.cc
index 3d28d8f8f5a..4dbe4c39104 100644
--- a/source/blender/io/usd/tests/usd_stage_creation_test.cc
+++ b/source/blender/io/usd/tests/usd_stage_creation_test.cc
@@ -44,8 +44,8 @@ TEST_F(USDStageCreationTest, JSONFileLoadingTest)
const size_t path_len = BLI_path_join(
usd_datafiles_dir, FILE_MAX, release_dir.c_str(), "datafiles", "usd", nullptr);
- /* BLI_path_join removes trailing slashes, but the USD library requires one in order to recognise
- * the path as directory. */
+ /* #BLI_path_join removes trailing slashes, but the USD library requires one in order to
+ * recognize the path as directory. */
BLI_assert(path_len + 1 < FILE_MAX);
usd_datafiles_dir[path_len] = '/';
usd_datafiles_dir[path_len + 1] = '\0';