diff options
Diffstat (limited to 'source/blender/draw')
30 files changed, 34 insertions, 34 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); diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c index 75c498dfd88..241cd68bc3a 100644 --- a/source/blender/draw/intern/draw_cache_impl_curve.c +++ b/source/blender/draw/intern/draw_cache_impl_curve.c @@ -463,7 +463,7 @@ static void curve_batch_cache_init(Curve *cu) __func__); cache->surf_per_mat = MEM_mallocN(sizeof(*cache->surf_per_mat) * cache->mat_len, __func__); - /* TODO Might be wiser to alloc in one chunck. */ + /* TODO Might be wiser to alloc in one chunk. */ for (int i = 0; i < cache->mat_len; ++i) { cache->surf_per_mat_tris[i] = MEM_callocN(sizeof(GPUIndexBuf), "GPUIndexBuf"); cache->surf_per_mat[i] = MEM_callocN(sizeof(GPUBatch), "GPUBatch"); @@ -679,7 +679,7 @@ static void curve_create_edit_curves_nor(CurveRenderData *rdata, GPUVertBuf *vbo GPU_vertbuf_attr_set(vbo_curves_nor, attr_id.tan, vbo_len_used, &ptan); vbo_len_used++; - /* Skip the other vertex (it does not need to be offseted). */ + /* Skip the other vertex (it does not need to be offsetted). */ GPU_vertbuf_attr_set(vbo_curves_nor, attr_id.pos, vbo_len_used, bevp->vec); vbo_len_used++; diff --git a/source/blender/draw/intern/draw_cache_impl_displist.c b/source/blender/draw/intern/draw_cache_impl_displist.c index d1c214c2aa6..90bbf996851 100644 --- a/source/blender/draw/intern/draw_cache_impl_displist.c +++ b/source/blender/draw/intern/draw_cache_impl_displist.c @@ -693,7 +693,7 @@ void DRW_displist_indexbuf_create_edges_adjacency_lines(struct ListBase *lb, v_idx += dl_vert_len(dl); } - /* Create edges for remaning non manifold edges. */ + /* Create edges for remaining non manifold edges. */ EdgeHashIterator *ehi; for (ehi = BLI_edgehashIterator_new(eh); BLI_edgehashIterator_isDone(ehi) == false; BLI_edgehashIterator_step(ehi)) { diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 2376787a273..ba58dc3d9de 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -3229,7 +3229,7 @@ static void mesh_create_loop_orco(MeshRenderData *rdata, GPUVertBuf *vbo) /* FIXME(fclem): We use the last component as a way to differentiate from generic vertex attribs. * This is a substential waste of Vram and should be done another way. Unfortunately, - * at the time of writting, I did not found any other "non disruptive" alternative. */ + * at the time of writing, I did not found any other "non disruptive" alternative. */ uint attr_id = GPU_vertformat_attr_add(&format, "orco", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); GPU_vertbuf_init_with_format(vbo, &format); @@ -3715,7 +3715,7 @@ static void mesh_create_edges_adjacency_lines(MeshRenderData *rdata, } } } - /* Create edges for remaning non manifold edges. */ + /* Create edges for remaining non manifold edges. */ EdgeHashIterator *ehi; for (ehi = BLI_edgehashIterator_new(eh); BLI_edgehashIterator_isDone(ehi) == false; BLI_edgehashIterator_step(ehi)) { diff --git a/source/blender/draw/intern/draw_cache_inline.h b/source/blender/draw/intern/draw_cache_inline.h index d94ef5b90d3..12dc0a47a68 100644 --- a/source/blender/draw/intern/draw_cache_inline.h +++ b/source/blender/draw/intern/draw_cache_inline.h @@ -47,7 +47,7 @@ BLI_INLINE GPUBatch *DRW_batch_request(GPUBatch **batch) { - /* XXX TODO(fclem): We are writting to batch cache here. Need to make this thread safe. */ + /* XXX TODO(fclem): We are writing to batch cache here. Need to make this thread safe. */ if (*batch == NULL) { *batch = MEM_callocN(sizeof(GPUBatch), "GPUBatch"); } diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index 9e494cdad88..ac3e7e4ce67 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -939,7 +939,7 @@ struct DRWCallBuffer *buffer_instance_bone_stick(DRWPass *pass, eGPUShaderConfig { {"boneStart", DRW_ATTR_FLOAT, 3}, {"boneEnd", DRW_ATTR_FLOAT, 3}, - {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port theses to uchar color */ + {"wireColor", DRW_ATTR_FLOAT, 4}, /* TODO port these to uchar color */ {"boneColor", DRW_ATTR_FLOAT, 4}, {"headColor", DRW_ATTR_FLOAT, 4}, {"tailColor", DRW_ATTR_FLOAT, 4}, diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index 20d5ae096c9..fa1f1f2aab4 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -249,7 +249,7 @@ void DRW_hair_update(void) { #ifndef USE_TRANSFORM_FEEDBACK /** - * Workaround to tranform feedback not working on mac. + * Workaround to transform feedback not working on mac. * On some system it crashes (see T58489) and on some other it renders garbage (see T60171). * * So instead of using transform feedback we render to a texture, diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index dfc089bc6c4..a6c671a631a 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1132,7 +1132,7 @@ static void drw_engines_cache_populate(Object *ob) drw_batch_cache_generate_requested(ob); } - /* ... and clearing it here too because theses draw data are + /* ... and clearing it here too because this draw data is * from a mempool and must not be free individually by depsgraph. */ drw_drawdata_unlink_dupli((ID *)ob); } diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index 424d06a3e56..f37e713e374 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -225,7 +225,7 @@ typedef struct DRWViewUboStorage { float wininv[4][4]; float clipplanes[6][4]; - /* Should not be here. Not view dependant (only main view). */ + /* Should not be here. Not view dependent (only main view). */ float viewcamtexcofac[4]; } DRWViewUboStorage; diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c index 272aa552d38..f0e35e47a66 100644 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -371,7 +371,7 @@ static void edit_mesh_create_overlay_passes(float face_alpha, DRW_shgroup_state_enable(grp, DRW_STATE_CLIP_PLANES); } - /* Cage geom needs to be offseted to avoid Z-fighting. */ + /* Cage geom needs to be offsetted to avoid Z-fighting. */ passes->faces_cage = DRW_pass_create("Edit Mesh Faces Cage", DRW_STATE_WRITE_COLOR | statemod); grp = shgrps->faces_cage = DRW_shgroup_create(face_sh, passes->faces_cage); DRW_shgroup_uniform_block(grp, "globalsBlock", G_draw.block_ubo); diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index 8d4083f1723..148a4951dc6 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -2862,7 +2862,7 @@ static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data, DRWCallBuffer *buf = buffer_theme_id_to_probe_cube_outline_shgrp( stl, theme_id, ob->base_flag); - /* TODO remove or change the drawing of the cube probes. Theses line draws nothing on purpose + /* TODO remove or change the drawing of the cube probes. This line draws nothing on purpose * to keep the call ids correct. */ zero_m4(probe_cube_mat); DRW_buffer_add_entry(buf, call_id, &draw_size, probe_cube_mat); diff --git a/source/blender/draw/modes/shaders/common_globals_lib.glsl b/source/blender/draw/modes/shaders/common_globals_lib.glsl index 3cc6ac9a5a4..f75ef06b6d9 100644 --- a/source/blender/draw/modes/shaders/common_globals_lib.glsl +++ b/source/blender/draw/modes/shaders/common_globals_lib.glsl @@ -83,7 +83,7 @@ layout(std140) uniform globalsBlock float pad_globalsBlock; }; -/* data[0] (1nd byte flags) */ +/* data[0] (1st byte flags) */ #define FACE_ACTIVE (1 << 0) #define FACE_SELECTED (1 << 1) #define FACE_FREESTYLE (1 << 2) diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl index e7002dde291..cbcdc947bc7 100644 --- a/source/blender/draw/modes/shaders/common_hair_lib.glsl +++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl @@ -44,7 +44,7 @@ uniform usamplerBuffer hairStrandSegBuffer; /* R16UI */ /* -- Subdivision stage -- */ /** * We use a transform feedback to preprocess the strands and add more subdivision to it. - * For the moment theses are simple smooth interpolation but one could hope to see the full + * For the moment these are simple smooth interpolation but one could hope to see the full * children particle modifiers being evaluated at this stage. * * If no more subdivision is needed, we can skip this step. |