diff options
Diffstat (limited to 'intern/ghost/intern/GHOST_ContextCGL.mm')
-rw-r--r-- | intern/ghost/intern/GHOST_ContextCGL.mm | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/intern/ghost/intern/GHOST_ContextCGL.mm b/intern/ghost/intern/GHOST_ContextCGL.mm index 6a0fed79fb0..ff53ecdbbba 100644 --- a/intern/ghost/intern/GHOST_ContextCGL.mm +++ b/intern/ghost/intern/GHOST_ContextCGL.mm @@ -57,7 +57,7 @@ GHOST_ContextCGL::GHOST_ContextCGL(bool stereoVisual, m_defaultFramebuffer(0), m_debug(false) { - /* Init Metal Swapchain. */ + /* Initialize Metal Swap-chain. */ current_swapchain_index = 0; for (int i = 0; i < METAL_SWAPCHAIN_SIZE; i++) { m_defaultFramebufferMetalTexture[i].texture = nil; @@ -94,7 +94,7 @@ GHOST_ContextCGL::GHOST_ContextCGL(bool stereoVisual, } } - /* Initialise swapinterval. */ + /* Initialize swap-interval. */ mtl_SwapInterval = 60; } @@ -302,7 +302,7 @@ GHOST_TSuccess GHOST_ContextCGL::updateDrawingContext() id<MTLTexture> GHOST_ContextCGL::metalOverlayTexture() { - /* Increment Swapchain - Only needed if context is requesting a new texture */ + /* Increment Swap-chain - Only needed if context is requesting a new texture */ current_swapchain_index = (current_swapchain_index + 1) % METAL_SWAPCHAIN_SIZE; /* Ensure backing texture is ready for current swapchain index */ @@ -409,7 +409,7 @@ GHOST_TSuccess GHOST_ContextCGL::initializeDrawingContext() pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:&attribs[0]]; if (pixelFormat == nil) { /* If pixel format creation fails when testing increased sampler limit, - * attempt intialisation again with feature disabled, otherwise, fail. */ + * attempt initialization again with feature disabled, otherwise, fail. */ if (increasedSamplerLimit) { increasedSamplerLimit = false; continue; @@ -594,7 +594,7 @@ void GHOST_ContextCGL::metalInit() } /* Create a render pipeline to composite things rendered with Metal on top - * of the framebuffer contents. Uses the same vertex and fragment shader + * of the frame-buffer contents. Uses the same vertex and fragment shader * as the blit above, but with alpha blending enabled. */ desc.label = @"Metal Overlay"; desc.colorAttachments[0].blendingEnabled = YES; |