From 71aa3c864d20fb577c7c2aa94e756fcd88aaa795 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 2 Sep 2020 09:58:26 +1000 Subject: Cleanup: spelling --- source/blender/gpu/GPU_framebuffer.h | 2 +- source/blender/gpu/intern/gpu_context_private.hh | 18 ++++---- source/blender/gpu/intern/gpu_framebuffer.cc | 52 ++++++++++++++-------- .../blender/gpu/intern/gpu_framebuffer_private.hh | 6 +-- source/blender/gpu/opengl/gl_debug.cc | 4 +- source/blender/gpu/opengl/gl_framebuffer.cc | 38 ++++++++-------- 6 files changed, 68 insertions(+), 52 deletions(-) (limited to 'source/blender/gpu') diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h index e6648c69de7..9a81ce07d9a 100644 --- a/source/blender/gpu/GPU_framebuffer.h +++ b/source/blender/gpu/GPU_framebuffer.h @@ -211,7 +211,7 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb, void *userData); /* GPU OffScreen - * - wrapper around framebuffer and texture for simple offscreen drawing + * - wrapper around frame-buffer and texture for simple off-screen drawing */ GPUOffScreen *GPU_offscreen_create( diff --git a/source/blender/gpu/intern/gpu_context_private.hh b/source/blender/gpu/intern/gpu_context_private.hh index b72eee13105..20e57c405ba 100644 --- a/source/blender/gpu/intern/gpu_context_private.hh +++ b/source/blender/gpu/intern/gpu_context_private.hh @@ -44,7 +44,7 @@ struct GPUMatrixState; struct GPUContext { public: - /** State managment */ + /** State management */ blender::gpu::Shader *shader = NULL; blender::gpu::FrameBuffer *active_fb = NULL; GPUMatrixState *matrix_state = NULL; @@ -52,11 +52,11 @@ struct GPUContext { blender::gpu::Immediate *imm = NULL; /** - * All 4 window framebuffers. - * None of them are valid in an offscreen context. - * Right framebuffers are only available if using stereo rendering. - * Front framebuffers contains (in principle, but not always) the last frame color. - * Default framebuffer is back_left. + * All 4 window frame-buffers. + * None of them are valid in an off-screen context. + * Right frame-buffers are only available if using stereo rendering. + * Front frame-buffers contains (in principle, but not always) the last frame color. + * Default frame-buffer is back_left. */ blender::gpu::FrameBuffer *back_left = NULL; blender::gpu::FrameBuffer *front_left = NULL; @@ -67,7 +67,7 @@ struct GPUContext { /** Thread on which this context is active. */ pthread_t thread_; bool is_active_; - /** Avoid including GHOST headers. Can be NULL for offscreen contexts. */ + /** Avoid including GHOST headers. Can be NULL for off-screen contexts. */ void *ghost_window_; public: @@ -82,13 +82,13 @@ struct GPUContext { MEM_CXX_CLASS_ALLOC_FUNCS("GPUContext") }; -/* These require a gl ctx bound. */ +/* These require a OpenGL ctx bound. */ GLuint GPU_buf_alloc(void); GLuint GPU_tex_alloc(void); GLuint GPU_vao_alloc(void); GLuint GPU_fbo_alloc(void); -/* These can be called any threads even without gl ctx. */ +/* These can be called any threads even without OpenGL ctx. */ void GPU_buf_free(GLuint buf_id); void GPU_tex_free(GLuint tex_id); /* These two need the ctx the id was created with. */ diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc index 1b6fea56028..766b3348451 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.cc +++ b/source/blender/gpu/intern/gpu_framebuffer.cc @@ -77,7 +77,7 @@ FrameBuffer::~FrameBuffer() /** \} */ /* -------------------------------------------------------------------- */ -/** \name Attachments managment +/** \name Attachments Management * \{ */ void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &new_attachment) @@ -139,13 +139,13 @@ void FrameBuffer::recursive_downsample(int max_lvl, void *userData) { GPUContext *ctx = GPU_context_active_get(); - /* Bind to make sure the framebuffer is up to date. */ + /* Bind to make sure the frame-buffer is up to date. */ this->bind(true); if (width_ == 1 && height_ == 1) { return; } - /* HACK: Make the framebuffer appear not bound to avoid assert in GPU_texture_bind. */ + /* HACK: Make the frame-buffer appear not bound to avoid assert in GPU_texture_bind. */ ctx->active_fb = NULL; int levels = floor(log2(max_ii(width_, height_))); @@ -157,7 +157,7 @@ void FrameBuffer::recursive_downsample(int max_lvl, /* calculate next viewport size */ current_dim[0] = max_ii(current_dim[0] / 2, 1); current_dim[1] = max_ii(current_dim[1] / 2, 1); - /* Replace attaached miplevel for each attachement. */ + /* Replace attached mip-level for each attachment. */ for (int att = 0; att < ARRAY_SIZE(attachments_); att++) { GPUTexture *tex = attachments_[att].tex; if (tex != NULL) { @@ -177,7 +177,7 @@ void FrameBuffer::recursive_downsample(int max_lvl, /* Update the internal attachments and viewport size. */ dirty_attachments_ = true; this->bind(true); - /* HACK: Make the framebuffer appear not bound to avoid assert in GPU_texture_bind. */ + /* HACK: Make the frame-buffer appear not bound to avoid assert in GPU_texture_bind. */ ctx->active_fb = NULL; callback(userData, mip_lvl); @@ -217,7 +217,7 @@ using namespace blender::gpu; GPUFrameBuffer *GPU_framebuffer_create(const char *name) { /* We generate the FB object later at first use in order to - * create the framebuffer in the right opengl context. */ + * create the frame-buffer in the right opengl context. */ return (GPUFrameBuffer *)GPUBackend::get()->framebuffer_alloc(name); } @@ -235,7 +235,9 @@ void GPU_framebuffer_bind(GPUFrameBuffer *gpu_fb) fb->bind(enable_srgb); } -/* Workaround for binding a srgb framebuffer without doing the srgb transform. */ +/** + * Workaround for binding a SRGB frame-buffer without doing the SRGB transform. + */ void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb) { FrameBuffer *fb = reinterpret_cast(gpu_fb); @@ -243,7 +245,9 @@ void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *gpu_fb) fb->bind(enable_srgb); } -/* For stereo rendering. */ +/** + * For stereo rendering. + */ void GPU_backbuffer_bind(eGPUBackBuffer buffer) { GPUContext *ctx = GPU_context_active_get(); @@ -267,7 +271,7 @@ GPUFrameBuffer *GPU_framebuffer_active_get(void) return reinterpret_cast(ctx ? ctx->active_fb : NULL); } -/* Returns the default framebuffer. Will always exists even if it's just a dummy. */ +/* Returns the default frame-buffer. Will always exists even if it's just a dummy. */ GPUFrameBuffer *GPU_framebuffer_back_get(void) { GPUContext *ctx = GPU_context_active_get(); @@ -363,9 +367,11 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb, /* ---------- Viewport & Scissor Region ----------- */ -/* Viewport and scissor size is stored per framebuffer. - * It is only reset to its original dimensions explicitely OR when binding the framebuffer after - * modifiying its attachments. */ +/** + * Viewport and scissor size is stored per frame-buffer. + * It is only reset to its original dimensions explicitly OR when binding the frame-buffer after + * modifying its attachments. + */ void GPU_framebuffer_viewport_set(GPUFrameBuffer *gpu_fb, int x, int y, int width, int height) { int viewport_rect[4] = {x, y, width, height}; @@ -377,7 +383,9 @@ void GPU_framebuffer_viewport_get(GPUFrameBuffer *gpu_fb, int r_viewport[4]) reinterpret_cast(gpu_fb)->viewport_get(r_viewport); } -/* Reset to its attachement(s) size. */ +/** + * Reset to its attachment(s) size. + */ void GPU_framebuffer_viewport_reset(GPUFrameBuffer *gpu_fb) { reinterpret_cast(gpu_fb)->viewport_reset(); @@ -394,7 +402,9 @@ void GPU_framebuffer_clear(GPUFrameBuffer *gpu_fb, reinterpret_cast(gpu_fb)->clear(buffers, clear_col, clear_depth, clear_stencil); } -/* Clear all textures attached to this framebuffer with a different color. */ +/** + * Clear all textures attached to this frame-buffer with a different color. + */ void GPU_framebuffer_multi_clear(GPUFrameBuffer *gpu_fb, const float (*clear_cols)[4]) { reinterpret_cast(gpu_fb)->clear_multi(clear_cols); @@ -487,7 +497,7 @@ void GPU_framebuffer_blit(GPUFrameBuffer *gpufb_read, } /** - * Use this if you need to custom down-sample your texture and use the previous mip level as + * Use this if you need to custom down-sample your texture and use the previous mip-level as * input. This function only takes care of the correct texture handling. It execute the callback * for each texture level. */ @@ -504,7 +514,7 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *gpu_fb, /* -------------------------------------------------------------------- */ /** \name GPUOffScreen * - * Container that holds a framebuffer and its textures. + * Container that holds a frame-buffer and its textures. * Might be bound to multiple contexts. * \{ */ @@ -543,7 +553,9 @@ struct GPUOffScreen { GPUTexture *depth; }; -/* Returns the correct framebuffer for the current context. */ +/** + * Returns the correct frame-buffer for the current context. + */ static GPUFrameBuffer *gpu_offscreen_fb_get(GPUOffScreen *ofs) { GPUContext *ctx = GPU_context_active_get(); @@ -689,7 +701,9 @@ GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs) return ofs->color; } -/* only to be used by viewport code! */ +/** + * \note only to be used by viewport code! + */ void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs, GPUFrameBuffer **r_fb, GPUTexture **r_color, @@ -700,4 +714,4 @@ void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs, *r_depth = ofs->depth; } -/** \} */ \ No newline at end of file +/** \} */ diff --git a/source/blender/gpu/intern/gpu_framebuffer_private.hh b/source/blender/gpu/intern/gpu_framebuffer_private.hh index 3fba0c8de92..1add3cd9b0f 100644 --- a/source/blender/gpu/intern/gpu_framebuffer_private.hh +++ b/source/blender/gpu/intern/gpu_framebuffer_private.hh @@ -90,15 +90,15 @@ namespace gpu { class FrameBuffer { protected: - /** Set of texture attachements to render to. DEPTH and DEPTH_STENCIL are mutualy exclusive. */ + /** Set of texture attachments to render to. DEPTH and DEPTH_STENCIL are mutually exclusive. */ GPUAttachment attachments_[GPU_FB_MAX_ATTACHEMENT]; /** Is true if internal representation need to be updated. */ bool dirty_attachments_; - /** Size of attachement textures. */ + /** Size of attachment textures. */ int width_, height_; /** Debug name. */ char name_[DEBUG_NAME_LEN]; - /** Framebuffer state. */ + /** Frame-buffer state. */ int viewport_[4]; int scissor_[4]; bool scissor_test_ = false; diff --git a/source/blender/gpu/opengl/gl_debug.cc b/source/blender/gpu/opengl/gl_debug.cc index c1a3780bb51..fc4dc3db2b6 100644 --- a/source/blender/gpu/opengl/gl_debug.cc +++ b/source/blender/gpu/opengl/gl_debug.cc @@ -43,7 +43,7 @@ namespace blender::gpu::debug { /** \name Debug Callbacks * * Hooks up debug callbacks to a debug OpenGL context using extensions or 4.3 core debug - * capabiliities. + * capabilities. * \{ */ /* Debug callbacks need the same calling convention as OpenGL functions. */ @@ -204,4 +204,4 @@ void check_gl_resources(const char *info) /** \} */ -} // namespace blender::gpu::debug \ No newline at end of file +} // namespace blender::gpu::debug diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc index 8d48c9f8de3..60b7a6b45cf 100644 --- a/source/blender/gpu/opengl/gl_framebuffer.cc +++ b/source/blender/gpu/opengl/gl_framebuffer.cc @@ -38,7 +38,7 @@ namespace blender::gpu { GLFrameBuffer::GLFrameBuffer(const char *name) : FrameBuffer(name) { - /* Just-In-Time init. See GLFrameBuffer::init(). */ + /* Just-In-Time init. See #GLFrameBuffer::init(). */ immutable_ = false; fbo_id_ = 0; } @@ -52,7 +52,7 @@ GLFrameBuffer::GLFrameBuffer( immutable_ = true; fbo_id_ = fbo; gl_attachments_[0] = target; - /* Never update an internal framebuffer. */ + /* Never update an internal frame-buffer. */ dirty_attachments_ = false; width_ = w; height_ = h; @@ -79,15 +79,15 @@ GLFrameBuffer::~GLFrameBuffer() } if (context_ == GPU_context_active_get()) { - /* Context might be partially freed. This happens when destroying the window framebuffers. */ + /* Context might be partially freed. This happens when destroying the window frame-buffers. */ glDeleteFramebuffers(1, &fbo_id_); } else { context_->fbo_free(fbo_id_); } - /* Restore default framebuffer if this framebuffer was bound. */ + /* 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 framebuffer is being freed while in use by another + /* 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!!! */ BLI_assert(context_ == GPU_context_active_get()); GPU_framebuffer_restore(); @@ -149,7 +149,7 @@ bool GLFrameBuffer::check(char err_out[256]) #undef FORMAT_STATUS - const char *format = "GPUFrameBuffer: framebuffer status %s\n"; + const char *format = "GPUFrameBuffer: frame-buffer status %s\n"; if (err_out) { BLI_snprintf(err_out, 256, format, err); @@ -163,11 +163,11 @@ bool GLFrameBuffer::check(char err_out[256]) void GLFrameBuffer::update_attachments(void) { - /* Default framebuffers cannot have attachements. */ + /* Default frame-buffers cannot have attachments. */ BLI_assert(immutable_ == false); /* First color texture OR the depth texture if no color is attached. - * Used to determine framebuffer colorspace and dimensions. */ + * Used to determine frame-buffer color-space and dimensions. */ GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHEMENT; /* NOTE: Inverse iteration to get the first color texture. */ for (GPUAttachmentType type = GPU_FB_MAX_ATTACHEMENT - 1; type >= 0; --type) { @@ -179,7 +179,7 @@ void GLFrameBuffer::update_attachments(void) first_attachment = (attach.tex) ? type : first_attachment; } else if (first_attachment == GPU_FB_MAX_ATTACHEMENT) { - /* Only use depth texture to get infos if there is no color attachment. */ + /* Only use depth texture to get information if there is no color attachment. */ first_attachment = (attach.tex) ? type : first_attachment; } @@ -190,7 +190,7 @@ void GLFrameBuffer::update_attachments(void) GLuint gl_tex = GPU_texture_opengl_bindcode(attach.tex); if (attach.layer > -1 && GPU_texture_cube(attach.tex) && !GPU_texture_array(attach.tex)) { /* Could be avoided if ARB_direct_state_access is required. In this case - * glFramebufferTextureLayer would bind the correct face. */ + * #glFramebufferTextureLayer would bind the correct face. */ GLenum gl_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + attach.layer; glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attachment, gl_target, gl_tex, attach.mip); } @@ -198,7 +198,7 @@ void GLFrameBuffer::update_attachments(void) glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip, attach.layer); } else { - /* The whole texture level is attached. The framebuffer is potentially layered. */ + /* The whole texture level is attached. The frame-buffer is potentially layered. */ glFramebufferTexture(GL_FRAMEBUFFER, gl_attachment, gl_tex, attach.mip); } /* We found one depth buffer type. Stop here, otherwise we would @@ -275,13 +275,13 @@ void GLFrameBuffer::bind(bool enabled_srgb) } if (context_ != GPU_context_active_get()) { - BLI_assert(!"Trying to use the same framebuffer in multiple context"); + BLI_assert(!"Trying to use the same frame-buffer in multiple context"); return; } if (context_->active_fb != this) { glBindFramebuffer(GL_FRAMEBUFFER, fbo_id_); - /* Internal framebuffers have only one color output and needs to be set everytime. */ + /* Internal frame-buffers have only one color output and needs to be set every time. */ if (immutable_ && fbo_id_ == 0) { glDrawBuffer(gl_attachments_[0]); } @@ -367,7 +367,7 @@ void GLFrameBuffer::clear_multi(const float (*clear_cols)[4]) context_->state_manager->apply_state(); - /* WATCH: This can easilly access clear_cols out of bounds it clear_cols is not big enough for + /* WATCH: This can easily access clear_cols out of bounds it clear_cols is not big enough for * all attachments. * TODO(fclem) fix this insecurity? */ int type = GPU_FB_COLOR_ATTACHMENT0; @@ -406,7 +406,7 @@ void GLFrameBuffer::read(eGPUFrameBufferBits plane, fprintf(stderr, "GPUFramebuffer: Error: Trying to read stencil bit. Unsupported."); return; default: - fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one framebuffer plane."); + fprintf(stderr, "GPUFramebuffer: Error: Trying to read more than one frame-buffer plane."); return; } @@ -415,14 +415,16 @@ void GLFrameBuffer::read(eGPUFrameBufferBits plane, glReadPixels(UNPACK4(area), format, type, r_data); } -/* Copy src at the give offset inside dst. */ +/** + * Copy \a src at the give offset inside \a dst. + */ void GLFrameBuffer::blit_to( eGPUFrameBufferBits planes, int src_slot, FrameBuffer *dst_, int dst_slot, int x, int y) { GLFrameBuffer *src = this; GLFrameBuffer *dst = static_cast(dst_); - /* Framebuffers must be up to date. This simplify this function. */ + /* Frame-buffers must be up to date. This simplify this function. */ if (src->dirty_attachments_) { src->bind(true); } @@ -457,4 +459,4 @@ void GLFrameBuffer::blit_to( /** \} */ -} // namespace blender::gpu \ No newline at end of file +} // namespace blender::gpu -- cgit v1.2.3