diff options
Diffstat (limited to 'source/blender/gpu/metal/mtl_shader_interface.hh')
-rw-r--r-- | source/blender/gpu/metal/mtl_shader_interface.hh | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/gpu/metal/mtl_shader_interface.hh b/source/blender/gpu/metal/mtl_shader_interface.hh index 0f04c04031d..0da84cad997 100644 --- a/source/blender/gpu/metal/mtl_shader_interface.hh +++ b/source/blender/gpu/metal/mtl_shader_interface.hh @@ -23,33 +23,33 @@ namespace blender::gpu { -/* MTLShaderInterface describes the layout and properties of a given shader, +/* #MTLShaderInterface describes the layout and properties of a given shader, * including input and output bindings, and any special properties or modes * that the shader may require. * * -- Shader input/output bindings -- * - * We require custom datastructures for the binding information in Metal. + * We require custom data-structures for the binding information in Metal. * This is because certain bindings contain and require more information to * be stored than can be tracked solely within the `ShaderInput` struct. * e.g. data sizes and offsets. * * Upon interface completion, `prepare_common_shader_inputs` is used to - * populate the global ShaderInput* array to enable correct functionality + * populate the global `ShaderInput*` array to enable correct functionality * of shader binding location lookups. These returned locations act as indices - * into the arrays stored here in the MTLShaderInterace, such that extraction - * of required information can be performed within the backend. + * into the arrays stored here in the #MTLShaderInterface, such that extraction + * of required information can be performed within the back-end. * * e.g. `int loc = GPU_shader_get_uniform(...)` - * `loc` will match the index into the MTLShaderUniform uniforms_[] array + * `loc` will match the index into the `MTLShaderUniform uniforms_[]` array * to fetch the required Metal specific information. * * * * -- Argument Buffers and Argument Encoders -- * - * We can use ArgumentBuffers (AB's) in Metal to extend the resource bind limitations - * by providing bindless support. + * We can use #ArgumentBuffers (AB's) in Metal to extend the resource bind limitations + * by providing bind-less support. * * Argument Buffers are used for sampler bindings when the builtin * sampler limit of 16 is exceeded, as in all cases for Blender, @@ -60,8 +60,8 @@ namespace blender::gpu { * In future, argument buffers may be extended to support other resource * types, if overall bind limits are ever increased within Blender. * - * The ArgumentEncoder cache used to store the generated ArgumentEncoders for a given - * shader permutation. The ArgumentEncoder is the resource used to write resource binding + * The #ArgumentEncoder cache used to store the generated #ArgumentEncoders for a given + * shader permutation. The #ArgumentEncoder is the resource used to write resource binding * information to a specified buffer, and is unique to the shader's resource interface. */ @@ -107,7 +107,7 @@ struct MTLShaderInputAttribute { struct MTLShaderUniformBlock { uint32_t name_offset; uint32_t size = 0; - /* Buffer resouce bind index in shader [[buffer(index)]]. */ + /* Buffer resource bind index in shader `[[buffer(index)]]`. */ uint32_t buffer_index; /* Tracking for manual uniform addition. */ @@ -127,7 +127,7 @@ struct MTLShaderUniform { struct MTLShaderTexture { bool used; uint32_t name_offset; - /* Texture resource bind slot in shader [[texture(n)]]. */ + /* Texture resource bind slot in shader `[[texture(n)]]`. */ int slot_index; eGPUTextureType type; ShaderStage stage_mask; @@ -135,7 +135,7 @@ struct MTLShaderTexture { struct MTLShaderSampler { uint32_t name_offset; - /* Sampler resource bind slot in shader [[sampler(n)]]. */ + /* Sampler resource bind slot in shader `[[sampler(n)]]`. */ uint32_t slot_index = 0; }; @@ -143,7 +143,7 @@ struct MTLShaderSampler { MTLVertexFormat mtl_datatype_to_vertex_type(eMTLDataType type); /** - * Implementation of Shader interface for Metal Backend. + * Implementation of Shader interface for Metal Back-end. **/ class MTLShaderInterface : public ShaderInterface { @@ -157,7 +157,7 @@ class MTLShaderInterface : public ShaderInterface { }; ArgumentEncoderCacheEntry arg_encoders_[ARGUMENT_ENCODERS_CACHE_SIZE] = {}; - /* Vertex input Attribues. */ + /* Vertex input Attributes. */ uint32_t total_attributes_; uint32_t total_vert_stride_; MTLShaderInputAttribute attributes_[MTL_MAX_VERTEX_INPUT_ATTRIBUTES]; @@ -218,7 +218,7 @@ class MTLShaderInterface : public ShaderInterface { uint32_t argument_buffer_bind_index_vert, uint32_t argument_buffer_bind_index_frag); - /* Prepare ShaderInput interface for binding resolution. */ + /* Prepare #ShaderInput interface for binding resolution. */ void prepare_common_shader_inputs(); /* Fetch Uniforms. */ |