Cleanup: spelling in comments

This commit is contained in:
Campbell Barton 2024-07-06 14:19:04 +10:00
parent c4ab17ab79
commit bdf06e6d82
7 changed files with 8 additions and 7 deletions

@ -124,7 +124,7 @@ template<typename T> static void shrink_array(T **array, int *num, const int shr
bool Action::is_empty() const bool Action::is_empty() const
{ {
/* The check for emptyness has to include the check for an empty `groups` ListBase because of the /* The check for emptiness has to include the check for an empty `groups` ListBase because of the
* animation filtering code. With the functions `rearrange_action_channels` and * animation filtering code. With the functions `rearrange_action_channels` and
* `join_groups_action_temp` the ownership of FCurves is temporarily transferred to the `groups` * `join_groups_action_temp` the ownership of FCurves is temporarily transferred to the `groups`
* ListBase leaving `curves` potentially empty. */ * ListBase leaving `curves` potentially empty. */

@ -1271,8 +1271,8 @@ static bool write_file_handle(Main *mainvar,
FOREACH_MAIN_ID_END; FOREACH_MAIN_ID_END;
} }
/* Recompute all ID usercounts if requested. Allows to avoid skipping writing of IDs wrongly /* Recompute all ID user-counts if requested. Allows to avoid skipping writing of IDs wrongly
* detected as unused due to invalid usercount. */ * detected as unused due to invalid user-count. */
if (!wd->use_memfile) { if (!wd->use_memfile) {
if (USER_EXPERIMENTAL_TEST(&U, use_recompute_usercount_on_save_debug)) { if (USER_EXPERIMENTAL_TEST(&U, use_recompute_usercount_on_save_debug)) {
BKE_main_id_refcount_recompute(mainvar, false); BKE_main_id_refcount_recompute(mainvar, false);

@ -253,7 +253,7 @@ void main()
{ {
uint l_idx = gl_GlobalInvocationID.x; uint l_idx = gl_GlobalInvocationID.x;
/* We are dispatching (with padding) over the culled light array. /* We are dispatching (with padding) over the culled light array.
* This array is not contiguous. Visible local lights are packed at the begining * This array is not contiguous. Visible local lights are packed at the beginning
* and directional lights at the end. There is a range of uninitialized value in between that * and directional lights at the end. There is a range of uninitialized value in between that
* needs to be avoided. */ * needs to be avoided. */
bool valid_local = (l_idx < light_cull_buf.visible_count); bool valid_local = (l_idx < light_cull_buf.visible_count);

@ -7,7 +7,7 @@
#pragma BLENDER_REQUIRE(gpu_shader_utildefines_lib.glsl) #pragma BLENDER_REQUIRE(gpu_shader_utildefines_lib.glsl)
/** /**
* Select the smallest viewport that can contain the given rect of tiles to render. * Select the smallest viewport that can contain the given rectangle of tiles to render.
* Returns the viewport size in tile. * Returns the viewport size in tile.
*/ */
ivec2 shadow_viewport_size_get(uint viewport_index) ivec2 shadow_viewport_size_get(uint viewport_index)

@ -55,7 +55,7 @@ void main()
dst_coord_buf[page_index] = page_packed; dst_coord_buf[page_index] = page_packed;
src_coord_buf[page_index] = packUvec4x8( src_coord_buf[page_index] = packUvec4x8(
uvec4(relative_tile_co.x, relative_tile_co.y, view_index, 0)); uvec4(relative_tile_co.x, relative_tile_co.y, view_index, 0));
/* Tag tile as rendered. Should be safe since only one thread is reading and writting. */ /* Tag tile as rendered. Should be safe since only one thread is reading and writing. */
tiles_buf[tile_index] |= SHADOW_IS_RENDERED; tiles_buf[tile_index] |= SHADOW_IS_RENDERED;
/* Statistics. */ /* Statistics. */
atomicAdd(statistics_buf.page_rendered_count, 1); atomicAdd(statistics_buf.page_rendered_count, 1);

@ -269,7 +269,7 @@ ShadowRayPunctual shadow_ray_generate_punctual(LightData light, vec2 random_2d,
/* Clip the ray to not cross the near plane. /* Clip the ray to not cross the near plane.
* Avoid traces that starts on tiles that have not been queried, creating noise. */ * Avoid traces that starts on tiles that have not been queried, creating noise. */
float clip_distance = length(lP - shadow_position) - clip_near; float clip_distance = length(lP - shadow_position) - clip_near;
/* Still clamp to a minimal size to avoid isssue with zero length vectors. */ /* Still clamp to a minimal size to avoid issue with zero length vectors. */
direction *= saturate(1e-6 + clip_distance * inversesqrt(length_squared(direction))); direction *= saturate(1e-6 + clip_distance * inversesqrt(length_squared(direction)));
/* Compute the ray again. */ /* Compute the ray again. */

@ -349,6 +349,7 @@ dict_custom = {
"reupload", "reupload",
"reusability", "reusability",
"rotationally", "rotationally",
"sanitization",
"saveable", "saveable",
"schemas", "schemas",
"scrollable", "scrollable",