diff options
Diffstat (limited to 'source/blender/gpu/metal/mtl_shader.hh')
-rw-r--r-- | source/blender/gpu/metal/mtl_shader.hh | 39 |
1 files changed, 20 insertions, 19 deletions
diff --git a/source/blender/gpu/metal/mtl_shader.hh b/source/blender/gpu/metal/mtl_shader.hh index cdbcd7c68f6..64d9d1cf849 100644 --- a/source/blender/gpu/metal/mtl_shader.hh +++ b/source/blender/gpu/metal/mtl_shader.hh @@ -56,7 +56,7 @@ struct MTLBufferArgumentData { /* Metal Render Pipeline State Instance. */ struct MTLRenderPipelineStateInstance { - /* Function instances with specialisation. + /* Function instances with specialization. * Required for argument encoder construction. */ id<MTLFunction> vert; id<MTLFunction> frag; @@ -78,7 +78,7 @@ struct MTLRenderPipelineStateInstance { /** Reflection Data. * Currently used to verify whether uniform buffers of incorrect sizes being bound, due to left * over bindings being used for slots that did not need updating for a particular draw. Metal - * Backend over-generates bindings due to detecting their presence, though in many cases, the + * Back-end over-generates bindings due to detecting their presence, though in many cases, the * bindings in the source are not all used for a given shader. * This information can also be used to eliminate redundant/unused bindings. */ bool reflection_data_available; @@ -86,7 +86,7 @@ struct MTLRenderPipelineStateInstance { blender::Vector<MTLBufferArgumentData> buffer_bindings_reflection_data_frag; }; -/* MTLShaderBuilder source wrapper used during initial compilation. */ +/* #MTLShaderBuilder source wrapper used during initial compilation. */ struct MTLShaderBuilder { NSString *msl_source_vert_ = @""; NSString *msl_source_frag_ = @""; @@ -100,17 +100,17 @@ struct MTLShaderBuilder { }; /** - * MTLShader implements shader compilation, Pipeline State Object (PSO) + * #MTLShader implements shader compilation, Pipeline State Object (PSO) * creation for rendering and uniform data binding. * Shaders can either be created from native MSL, or generated - * from a GLSL source shader using GPUShaderCreateInfo. + * from a GLSL source shader using #GPUShaderCreateInfo. * * Shader creation process: - * - Create MTLShader: - * - Convert GLSL to MSL source if required. - * - set MSL source. - * - set Vertex/Fragment function names. - * - Create and populate MTLShaderInterface. + * - Create #MTLShader: + * - Convert GLSL to MSL source if required. + * - set MSL source. + * - set Vertex/Fragment function names. + * - Create and populate #MTLShaderInterface. **/ class MTLShader : public Shader { friend shader::ShaderCreateInfo; @@ -164,7 +164,7 @@ class MTLShader : public Shader { * and perform vertex assembly manually, rather than using Stage-in. * This is used to give a vertex shader full access to all of the * vertex data. - * This is primarily used for optimisation techniques and + * This is primarily used for optimization techniques and * alternative solutions for Geometry-shaders which are unsupported * by Metal. */ bool use_ssbo_vertex_fetch_mode_ = false; @@ -315,7 +315,7 @@ class MTLShader : public Shader { * and the type specified in the shader source. * * e.g. vec3 to vec4 expansion, or vec4 to vec2 truncation. - * Note: Vector expansion will replace empty elements with the values + * NOTE: Vector expansion will replace empty elements with the values * (0,0,0,1). * * If implicit format resize is not possible, this function @@ -591,18 +591,19 @@ inline bool mtl_vertex_format_resize(MTLVertexFormat mtl_format, return out_vert_format != MTLVertexFormatInvalid; } -/* Returns whether the METAL API can internally convert between the input type of data in the +/** + * Returns whether the METAL API can internally convert between the input type of data in the * incoming vertex buffer and the format used by the vertex attribute inside the shader. * * - Returns TRUE if the type can be converted internally, along with returning the appropriate - * type to be passed into the MTLVertexAttributeDescriptorPSO. + * type to be passed into the #MTLVertexAttributeDescriptorPSO. * * - Returns FALSE if the type cannot be converted internally e.g. casting Int4 to Float4. * * If implicit conversion is not possible, then we can fallback to performing manual attribute - * conversion using the special attribute read function specialisations in the shader. + * conversion using the special attribute read function specializations in the shader. * These functions selectively convert between types based on the specified vertex - * attribute 'GPUVertFetchMode fetch_mode' e.g. GPU_FETCH_INT. + * attribute `GPUVertFetchMode fetch_mode` e.g. `GPU_FETCH_INT`. */ inline bool mtl_convert_vertex_format(MTLVertexFormat shader_attrib_format, GPUVertCompType component_type, @@ -1026,7 +1027,7 @@ inline uint comp_count_from_vert_format(MTLVertexFormat vert_format) case MTLVertexFormatInt1010102Normalized: default: - BLI_assert_msg(false, "Unrecognised attribute type. Add types to switch as needed."); + BLI_assert_msg(false, "Unrecognized attribute type. Add types to switch as needed."); return 0; } } @@ -1086,7 +1087,7 @@ inline GPUVertFetchMode fetchmode_from_vert_format(MTLVertexFormat vert_format) return GPU_FETCH_INT_TO_FLOAT_UNIT; default: - BLI_assert_msg(false, "Unrecognised attribute type. Add types to switch as needed."); + BLI_assert_msg(false, "Unrecognized attribute type. Add types to switch as needed."); return GPU_FETCH_FLOAT; } } @@ -1156,7 +1157,7 @@ inline GPUVertCompType comp_type_from_vert_format(MTLVertexFormat vert_format) return GPU_COMP_I10; default: - BLI_assert_msg(false, "Unrecognised attribute type. Add types to switch as needed."); + BLI_assert_msg(false, "Unrecognized attribute type. Add types to switch as needed."); return GPU_COMP_F32; } } |