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Diffstat (limited to 'source/blender/gpu/metal/mtl_framebuffer.mm')
-rw-r--r--source/blender/gpu/metal/mtl_framebuffer.mm32
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/gpu/metal/mtl_framebuffer.mm b/source/blender/gpu/metal/mtl_framebuffer.mm
index b2cab3f8af6..22de255bf63 100644
--- a/source/blender/gpu/metal/mtl_framebuffer.mm
+++ b/source/blender/gpu/metal/mtl_framebuffer.mm
@@ -59,7 +59,7 @@ MTLFrameBuffer::~MTLFrameBuffer()
/* Restore default frame-buffer if this frame-buffer was bound. */
if (context_->active_fb == this && context_->back_left != this) {
/* If this assert triggers it means the frame-buffer is being freed while in use by another
- * context which, by the way, is TOTALLY UNSAFE!!! (Copy from GL behaviour). */
+ * context which, by the way, is TOTALLY UNSAFE!!! (Copy from GL behavior). */
BLI_assert(context_ == static_cast<MTLContext *>(unwrap(GPU_context_active_get())));
GPU_framebuffer_restore();
}
@@ -129,7 +129,7 @@ bool MTLFrameBuffer::check(char err_out[256])
/* Ensure local MTLAttachment data is up to date. */
this->update_attachments(true);
- /* Ensure there is atleast one attachment. */
+ /* Ensure there is at least one attachment. */
bool valid = (this->get_attachment_count() > 0 ||
this->has_depth_attachment() | this->has_stencil_attachment());
if (!valid) {
@@ -144,7 +144,7 @@ bool MTLFrameBuffer::check(char err_out[256])
}
/* Ensure all attachments have identical dimensions. */
- /* Ensure all attachments are rendertargets. */
+ /* Ensure all attachments are render-targets. */
bool first = true;
uint dim_x = 0;
uint dim_y = 0;
@@ -160,7 +160,7 @@ bool MTLFrameBuffer::check(char err_out[256])
else {
if (dim_x != att.texture->width_get() || dim_y != att.texture->height_get()) {
const char *format =
- "Framebuffer %s:Colour attachment dimensions do not match those of previous "
+ "Framebuffer %s: Color attachment dimensions do not match those of previous "
"attachment\n";
if (err_out) {
BLI_snprintf(err_out, 256, format, name_);
@@ -175,7 +175,7 @@ bool MTLFrameBuffer::check(char err_out[256])
}
else {
const char *format =
- "Framebuffer %s: Colour attachment texture does not have usage flag "
+ "Framebuffer %s: Color attachment texture does not have usage flag "
"'GPU_TEXTURE_USAGE_ATTACHMENT'\n";
if (err_out) {
BLI_snprintf(err_out, 256, format, name_);
@@ -276,7 +276,7 @@ void MTLFrameBuffer::force_clear()
MTLFrameBuffer *current_framebuffer = mtl_context->get_current_framebuffer();
if (current_framebuffer) {
BLI_assert(current_framebuffer == this);
- /* End current renderpass. */
+ /* End current render-pass. */
if (mtl_context->main_command_buffer.is_inside_render_pass()) {
mtl_context->main_command_buffer.end_active_command_encoder();
}
@@ -326,10 +326,10 @@ void MTLFrameBuffer::clear(eGPUFrameBufferBits buffers,
/* Apply state before clear. */
this->apply_state();
- /* TODO(Metal): Optimise - Currently force-clear always used. Consider moving clear state to
+ /* TODO(Metal): Optimize - Currently force-clear always used. Consider moving clear state to
* MTLTexture instead. */
/* Force clear if RP is not yet active -- not the most efficient, but there is no distinction
- * between clears where no draws occur. Can optimise at the high-level by using explicit
+ * between clears where no draws occur. Can optimize at the high-level by using explicit
* load-store flags. */
this->force_clear();
}
@@ -356,10 +356,10 @@ void MTLFrameBuffer::clear_multi(const float (*clear_cols)[4])
/* Apply state before clear. */
this->apply_state();
- /* TODO(Metal): Optimise - Currently force-clear always used. Consider moving clear state to
+ /* TODO(Metal): Optimize - Currently force-clear always used. Consider moving clear state to
* MTLTexture instead. */
/* Force clear if RP is not yet active -- not the most efficient, but there is no distinction
- * between clears where no draws occur. Can optimise at the high-level by using explicit
+ * between clears where no draws occur. Can optimize at the high-level by using explicit
* load-store flags. */
this->force_clear();
}
@@ -442,10 +442,10 @@ void MTLFrameBuffer::clear_attachment(GPUAttachmentType type,
/* Apply state before clear. */
this->apply_state();
- /* TODO(Metal): Optimise - Currently force-clear always used. Consider moving clear state to
+ /* TODO(Metal): Optimize - Currently force-clear always used. Consider moving clear state to
* MTLTexture instead. */
/* Force clear if RP is not yet active -- not the most efficient, but there is no distinction
- * between clears where no draws occur. Can optimise at the high-level by using explicit
+ * between clears where no draws occur. Can optimize at the high-level by using explicit
* load-store flags. */
this->force_clear();
}
@@ -676,7 +676,7 @@ void MTLFrameBuffer::update_attachments(bool update_viewport)
}
}
- /* Flag depth as added -- mirrors the behaviour in gl_framebuffer.cc to exit the for-loop
+ /* Flag depth as added -- mirrors the behavior in gl_framebuffer.cc to exit the for-loop
* after GPU_FB_DEPTH_STENCIL_ATTACHMENT has executed. */
depth_added = true;
@@ -765,7 +765,7 @@ void MTLFrameBuffer::apply_state(void)
return;
}
- /* Ensure viewport has been set. Note: This should no longer happen, but kept for safety to
+ /* Ensure viewport has been set. NOTE: This should no longer happen, but kept for safety to
* track bugs. */
if (viewport_[2] == 0 || viewport_[3] == 0) {
MTL_LOG_WARNING(
@@ -1538,7 +1538,7 @@ MTLRenderPassDescriptor *MTLFrameBuffer::bake_render_pass_descriptor(bool load_c
#if defined(MAC_OS_X_VERSION_11_0) && __MAC_OS_X_VERSION_MAX_ALLOWED > MAC_OS_X_VERSION_11_0
if (@available(macOS 11.00, *)) {
- /* Optimisation: Use smaller tile size on Apple Silicon if exceeding a certain bpp limit. */
+ /* Optimization: Use smaller tile size on Apple Silicon if exceeding a certain bpp limit. */
bool is_tile_based_gpu = [metal_ctx->device hasUnifiedMemory];
if (is_tile_based_gpu) {
uint framebuffer_bpp = this->get_bits_per_pixel();
@@ -1597,7 +1597,7 @@ MTLRenderPassDescriptor *MTLFrameBuffer::bake_render_pass_descriptor(bool load_c
framebuffer_descriptor_[descriptor_config].renderTargetArrayLength = 0;
}
- /* Colour attachments. */
+ /* Color attachments. */
int colour_attachments = 0;
for (int attachment_ind = 0; attachment_ind < GPU_FB_MAX_COLOR_ATTACHMENT; attachment_ind++) {