diff options
Diffstat (limited to 'source/blender/draw/engines')
18 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 1b152afa3bf..93521c71127 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -47,7 +47,7 @@ static struct { struct GPUShader *downsample_sh; struct GPUShader *downsample_cube_sh; - /* Theses are just references, not actually allocated */ + /* These are just references, not actually allocated */ struct GPUTexture *depth_src; struct GPUTexture *color_src; diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 5341661735f..2026b44fe87 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -1275,7 +1275,7 @@ void EEVEE_lightprobes_refresh_planar(EEVEE_ViewLayerData *sldata, EEVEE_Data *v /* Rendering happens here! */ eevee_lightbake_render_scene_to_planars(sldata, vedata); - /* Make sure no aditionnal visibility check runs after this. */ + /* Make sure no additional visibility check runs after this. */ pinfo->vis_data.collection = NULL; DRW_uniformbuffer_update(sldata->planar_ubo, &sldata->probes->planar_data); diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index f6e8cefd165..d23287264b3 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -1347,7 +1347,7 @@ void EEVEE_draw_shadows(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRWView int saved_ray_type = sldata->common_data.ray_type; - /* TODO: make it optionnal if we don't draw shadows. */ + /* TODO: make it optional if we don't draw shadows. */ sldata->common_data.ray_type = EEVEE_RAY_SHADOW; DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index bd08a61e3b8..8aeddc72316 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -633,7 +633,7 @@ typedef struct EEVEE_EffectsInfo { struct GPUTexture *source_buffer; /* latest updated texture */ struct GPUFrameBuffer *target_buffer; /* next target to render to */ struct GPUTexture *final_tx; /* Final color to transform to display color space. */ - struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachement. */ + struct GPUFrameBuffer *final_fb; /* Framebuffer with final_tx as attachment. */ } EEVEE_EffectsInfo; /* ***************** COMMON DATA **************** */ @@ -761,8 +761,8 @@ typedef struct EEVEE_ShadowCascadeData { float radius[MAX_CASCADE_NUM]; } EEVEE_ShadowCascadeData; -/* Theses are the structs stored inside Objects. - * It works with even if the object is in multiple layers +/* These are the structs stored inside Objects. + * It works even if the object is in multiple layers * because we don't get the same "Object *" for each layer. */ typedef struct EEVEE_LightEngineData { DrawData dd; diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index 286bcd8f738..ebd13ef1cf5 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -91,7 +91,7 @@ void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * copy_v4_fl4(camtexcofac, 1.0f, 1.0f, 0.0f, 0.0f); } - /* XXX overiding viewport size. Simplify things but is not really 100% safe. */ + /* XXX overriding viewport size. Simplify things but is not really 100% safe. */ DRW_render_viewport_size_set((int[2]){size_orig[0] + g_data->overscan_pixels * 2.0f, size_orig[1] + g_data->overscan_pixels * 2.0f}); diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index d53ed239f4e..3d1b64422a4 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -44,7 +44,7 @@ static struct { /* Screen Space Reflection */ struct GPUShader *ssr_sh[SSR_MAX_SHADER]; - /* Theses are just references, not actually allocated */ + /* These are just references, not actually allocated */ struct GPUTexture *depth_src; struct GPUTexture *color_src; } e_data = {{NULL}}; /* Engine data */ diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index f85c30044a9..7fb5c25ffc6 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -554,7 +554,7 @@ void EEVEE_volumes_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) /* Final integration: We compute for each froxel the * amount of scattered light and extinction coef at this - * given depth. We use theses textures as double buffer + * given depth. We use these textures as double buffer * for the volumetric history. */ txl->volume_scatter_history = DRW_texture_create_3d( tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl index ac6751fb5fb..428318e3c68 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl @@ -96,7 +96,7 @@ void main() FragColor = safe_color(color_history); /* There is some ghost issue if we use the alpha - * in the viewport. Overwritting alpha fixes it. */ + * in the viewport. Overwriting alpha fixes it. */ FragColor.a = color.a; } diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index a70ac686efd..56c05e3c036 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -261,7 +261,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos) float weight_accum = 0.0; vec3 irradiance_accum = vec3(0.0); - /* For each neighboor cells */ + /* For each neighbor cells */ for (int i = 0; i < 8; ++i) { ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1); vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0); diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index a27dc011ac2..14e0c947b47 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -84,7 +84,7 @@ void prepare_raycast(vec3 ray_origin, ss_end.w = project_point(ProjectionMatrix, ray_end).z; /* XXX This is a hack. A better method is welcome! */ - /* We take the delta between the offseted depth and the depth and substract it from the ray + /* We take the delta between the offsetted depth and the depth and subtract it from the ray * depth. This will change the world space thickness appearance a bit but we can have negative * values without worries. We cannot do this in viewspace because of the perspective division. */ ss_start.w = 2.0 * ss_start.z - ss_start.w; diff --git a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl index 54f7dc10222..5646c257562 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_copy_frag.glsl @@ -3,7 +3,7 @@ layout(std140) uniform shadow_render_block { - /* Use vectors to avoid alignement padding. */ + /* Use vectors to avoid alignment padding. */ ivec4 shadowSampleCount; vec4 shadowInvSampleCount; vec4 filterSize; diff --git a/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl index 131cecd5db6..591666560c4 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_process_geom.glsl @@ -4,7 +4,7 @@ layout(triangle_strip, max_vertices = 3) out; layout(std140) uniform shadow_render_block { - /* Use vectors to avoid alignement padding. */ + /* Use vectors to avoid alignment padding. */ ivec4 shadowSampleCount; vec4 shadowInvSampleCount; vec4 filterSize; diff --git a/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl index 01e0db97482..95e6a48b81f 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_process_vert.glsl @@ -1,7 +1,7 @@ layout(std140) uniform shadow_render_block { - /* Use vectors to avoid alignement padding. */ + /* Use vectors to avoid alignment padding. */ ivec4 shadowSampleCount; vec4 shadowInvSampleCount; vec4 filterSize; diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl index e2982358e52..5c19ccd5ce1 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl @@ -1,7 +1,7 @@ layout(std140) uniform shadow_render_block { - /* Use vectors to avoid alignement padding. */ + /* Use vectors to avoid alignment padding. */ ivec4 shadowSampleCount; vec4 shadowInvSampleCount; vec4 filterSize; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl index 4096fc2d511..2b1ae60654e 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl @@ -11,7 +11,7 @@ uniform vec3 volumeOrcoSize; flat in int slice; -/* Warning: theses are not attributes, theses are global vars. */ +/* Warning: these are not attributes, these are global vars. */ vec3 worldPosition = vec3(0.0); vec3 viewPosition = vec3(0.0); vec3 viewNormal = vec3(0.0); diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl index 8d66cd7b26c..a0e04f252e2 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl @@ -46,7 +46,7 @@ vec3 get_view_space_from_depth(in vec2 uvcoords, in float depth) } } -/* forward declartion */ +/* forward declaration */ void ssao_factors(in float depth, in vec3 normal, in vec3 position, diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index 1af786b648c..376b19cdd1b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -58,7 +58,7 @@ void ssao_factors(in float depth, /* Handle Background case */ bool is_background = (depth_new == 1.0); - /* This trick provide good edge effect even if no neighboor is found. */ + /* This trick provide good edge effect even if no neighbor is found. */ vec3 pos_new = get_view_space_from_depth(uvcoords, (is_background) ? depth : depth_new); if (is_background) { diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c index 575da1f9683..1beb02ea3a0 100644 --- a/source/blender/draw/engines/workbench/workbench_volume.c +++ b/source/blender/draw/engines/workbench/workbench_volume.c @@ -161,7 +161,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata, sds->slice_axis - 1; float dim[3]; BKE_object_dimensions_get(ob, dim); - /* 0.05f to acheive somewhat the same opacity as the full view. */ + /* 0.05f to achieve somewhat the same opacity as the full view. */ float step_length = max_ff(1e-16f, dim[axis] * 0.05f); grp = DRW_shgroup_create(sh, vedata->psl->volume_pass); |