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Diffstat (limited to 'intern/ghost/intern/GHOST_ContextCGL.mm')
-rw-r--r--intern/ghost/intern/GHOST_ContextCGL.mm10
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;