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Diffstat (limited to 'source/blender/draw/intern/draw_hair.cc')
-rw-r--r--source/blender/draw/intern/draw_hair.cc18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/intern/draw_hair.cc b/source/blender/draw/intern/draw_hair.cc
index 69f123b95f3..ceee1c7cb48 100644
--- a/source/blender/draw/intern/draw_hair.cc
+++ b/source/blender/draw/intern/draw_hair.cc
@@ -59,7 +59,7 @@ static int g_tf_target_height;
static GPUVertBuf *g_dummy_vbo = nullptr;
static GPUTexture *g_dummy_texture = nullptr;
-static DRWPass *g_tf_pass; /* XXX can be a problem with multiple DRWManager in the future */
+static DRWPass *g_tf_pass; /* XXX can be a problem with multiple #DRWManager in the future */
static blender::draw::UniformBuffer<CurvesInfos> *g_dummy_curves_info = nullptr;
static GPUShader *hair_refine_shader_get(ParticleRefineShader refinement)
@@ -87,7 +87,7 @@ void DRW_hair_init(void)
const float vert[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GPU_vertbuf_data_alloc(g_dummy_vbo, 1);
GPU_vertbuf_attr_fill(g_dummy_vbo, dummy_id, vert);
- /* Create vbo immediately to bind to texture buffer. */
+ /* Create VBO immediately to bind to texture buffer. */
GPU_vertbuf_use(g_dummy_vbo);
g_dummy_texture = GPU_texture_create_from_vertbuf("hair_dummy_attr", g_dummy_vbo);
@@ -247,7 +247,7 @@ DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
DRWShadingGroup *shgrp = DRW_shgroup_create_sub(shgrp_parent);
- /* TODO: optimize this. Only bind the ones GPUMaterial needs. */
+ /* TODO: optimize this. Only bind the ones #GPUMaterial needs. */
for (int i = 0; i < hair_cache->num_uv_layers; i++) {
for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; n++) {
DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]);
@@ -373,17 +373,17 @@ void DRW_hair_update()
GPU_framebuffer_free(fb);
}
else {
- /* Note(Metal): If compute is not supported, bind a temporary framebuffer to avoid
+ /* NOTE(Metal): If compute is not supported, bind a temporary frame-buffer to avoid
* side-effects from rendering in the active buffer.
- * We also need to guarantee that a Framebuffer is active to perform any rendering work,
- * even if there is no output */
+ * We also need to guarantee that a frame-buffer is active to perform any rendering work,
+ * even if there is no output. */
GPUFrameBuffer *temp_fb = nullptr;
GPUFrameBuffer *prev_fb = nullptr;
if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_MAC, GPU_DRIVER_ANY, GPU_BACKEND_METAL)) {
if (!GPU_compute_shader_support()) {
prev_fb = GPU_framebuffer_active_get();
char errorOut[256];
- /* if the framebuffer is invalid we need a dummy framebuffer to be bound. */
+ /* if the frame-buffer is invalid we need a dummy frame-buffer to be bound. */
if (!GPU_framebuffer_check_valid(prev_fb, errorOut)) {
int width = 64;
int height = 64;
@@ -405,11 +405,11 @@ void DRW_hair_update()
GPU_memory_barrier(GPU_BARRIER_SHADER_STORAGE);
}
- /* Release temporary framebuffer. */
+ /* Release temporary frame-buffer. */
if (temp_fb != nullptr) {
GPU_framebuffer_free(temp_fb);
}
- /* Rebind existing framebuffer */
+ /* Rebind existing frame-buffer */
if (prev_fb != nullptr) {
GPU_framebuffer_bind(prev_fb);
}