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Diffstat (limited to 'source/blender/draw/intern/draw_cache_impl_subdivision.cc')
-rw-r--r--source/blender/draw/intern/draw_cache_impl_subdivision.cc20
1 files changed, 11 insertions, 9 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_subdivision.cc b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
index f8d8674f2a7..06b83a379e4 100644
--- a/source/blender/draw/intern/draw_cache_impl_subdivision.cc
+++ b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
@@ -1135,9 +1135,11 @@ static uint get_dispatch_size(uint elements)
return divide_ceil_u(elements, SUBDIV_LOCAL_WORK_GROUP_SIZE);
}
-/* Helper to ensure that the UBO is always initalized before dispatching computes and that the same
- * number of elements that need to be processed is used for the UBO and the dispatch size.
- * Use this instead of a raw call to #GPU_compute_dispatch. */
+/**
+ * Helper to ensure that the UBO is always initialized before dispatching computes and that the
+ * same number of elements that need to be processed is used for the UBO and the dispatch size.
+ * Use this instead of a raw call to #GPU_compute_dispatch.
+ */
static void drw_subdiv_compute_dispatch(const DRWSubdivCache *cache,
GPUShader *shader,
const int src_offset,
@@ -1219,8 +1221,8 @@ void draw_subdiv_extract_pos_nor(const DRWSubdivCache *cache,
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
- /* This generates a vertex buffer, so we need to put a barrier on the vertex attrib array. We
- * also need it for subsequent compute shaders, so a barrier on the shader storage is also
+ /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array.
+ * We also need it for subsequent compute shaders, so a barrier on the shader storage is also
* needed. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
@@ -1389,8 +1391,8 @@ void draw_subdiv_accumulate_normals(const DRWSubdivCache *cache,
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_verts);
- /* This generates a vertex buffer, so we need to put a barrier on the vertex attrib array. We
- * also need it for subsequent compute shaders, so a barrier on the shader storage is also
+ /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array.
+ * We also need it for subsequent compute shaders, so a barrier on the shader storage is also
* needed. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY);
@@ -1413,8 +1415,8 @@ void draw_subdiv_finalize_normals(const DRWSubdivCache *cache,
drw_subdiv_compute_dispatch(cache, shader, 0, 0, cache->num_subdiv_quads);
- /* This generates a vertex buffer, so we need to put a barrier on the vertex attrib array. We
- * also need it for subsequent compute shaders, so a barrier on the shader storage is also
+ /* This generates a vertex buffer, so we need to put a barrier on the vertex attribute array.
+ * We also need it for subsequent compute shaders, so a barrier on the shader storage is also
* needed. */
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE | GPU_BARRIER_VERTEX_ATTRIB_ARRAY);