diff options
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.cc | 8 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 8 |
2 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc index 85cfa9749fa..fdd0fe97a02 100644 --- a/source/blender/gpu/intern/gpu_codegen.cc +++ b/source/blender/gpu/intern/gpu_codegen.cc @@ -245,7 +245,7 @@ class GPUCodegen { ListBase ubo_inputs_ = {nullptr, nullptr}; GPUInput *cryptomatte_input_ = nullptr; - /** Cache paramters for complexity heuristic. */ + /** Cache parameters for complexity heuristic. */ uint nodes_total_ = 0; uint textures_total_ = 0; uint uniforms_total_ = 0; @@ -459,7 +459,7 @@ void GPUCodegen::generate_library() GPUCodegenCreateInfo &info = *create_info; void *value; - /* Iterate over libraries. We need to keep this struct intact incase + /* Iterate over libraries. We need to keep this struct intact in case * it is required for the optimization an pass. */ GHashIterator *ihash = BLI_ghashIterator_new((GHash *)graph.used_libraries); while (!BLI_ghashIterator_done(ihash)) { @@ -694,7 +694,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, /** Cache lookup: Reuse shaders already compiled. * NOTE: We only perform cache look-up for non-optimized shader - * graphs, as baked constant data amongst other optimizations will generate too many + * graphs, as baked constant data among other optimizations will generate too many * shader source permutations, with minimal re-usability. */ pass_hash = gpu_pass_cache_lookup(codegen.hash_get()); @@ -750,7 +750,7 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, pass->compiled = false; /* Only flag pass optimization hint if this is the first generated pass for a material. * Optimized passes cannot be optimized further, even if the heuristic is still not - * favourable. */ + * favorable. */ pass->should_optimize = (!optimize_graph) && codegen.should_optimize_heuristic(); codegen.create_info = nullptr; diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 991cb229eda..6d0779797b0 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -45,13 +45,13 @@ #define MAX_COLOR_BAND 128 #define MAX_GPU_SKIES 8 -/** Whether the optimized variant of the GPUPass should be created asynchronously. +/** Whether the optimized variant of the #GPUPass should be created asynchronously. * Usage of this depends on whether there are possible threading challenges of doing so. * Currently, the overhead of GPU_generate_pass is relatively small in comparison to shader * compilation, though this option exists in case any potential scenarios for material graph * optimization cause a slow down on the main thread. * - * NOTE: The actual shader program for the optimized pass will alwaysbe compiled asynchronously, + * NOTE: The actual shader program for the optimized pass will always be compiled asynchronously, * this flag controls whether shader node graph source serialization happens on the compilation * worker thread. */ #define ASYNC_OPTIMIZED_PASS_CREATION 0 @@ -67,8 +67,8 @@ typedef struct GPUSkyBuilder { } GPUSkyBuilder; struct GPUMaterial { - /* Contains GPUShader and source code for deferred compilation. - * Can be shared between similar material (i.e: sharing same nodetree topology). */ + /* Contains #GPUShader and source code for deferred compilation. + * Can be shared between similar material (i.e: sharing same node-tree topology). */ GPUPass *pass; /* Optimized GPUPass, situationally compiled after initial pass for optimal realtime performance. * This shader variant bakes dynamic uniform data as constant. This variant will not use |