From cc12f3e0ba11b108edcefd45e0ccdf02b2a672f4 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Wed, 3 Aug 2022 19:27:23 +0200 Subject: [PATCH] Cleanup: fix various typos Contributed by luzpaz. Differential Revision: https://developer.blender.org/D15588 --- CMakeLists.txt | 2 +- source/blender/blenfont/intern/blf_font.c | 2 +- source/blender/blenkernel/BKE_spline.hh | 2 +- .../blender/blenkernel/intern/armature_update.c | 2 +- source/blender/blenlib/BLI_math_rotation.h | 2 +- .../draw/engines/eevee_next/eevee_film.cc | 2 +- .../draw/engines/eevee_next/eevee_film.hh | 2 +- .../eevee_next/shaders/eevee_film_lib.glsl | 16 ++++++++-------- .../shaders/eevee_motion_blur_dilate_comp.glsl | 4 ++-- .../shaders/eevee_motion_blur_gather_comp.glsl | 2 +- .../eevee_next/shaders/eevee_sampling_lib.glsl | 2 +- .../eevee_next/shaders/eevee_velocity_lib.glsl | 2 +- .../freestyle/intern/view_map/ViewMap.cpp | 2 +- .../intern/lineart/lineart_shadow.c | 2 +- source/blender/python/gpu/gpu_py_framebuffer.c | 2 +- tests/performance/api/graph.py | 2 +- 16 files changed, 24 insertions(+), 24 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index c998919622e..80b8bfdbb3d 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -366,7 +366,7 @@ if(WIN32 OR APPLE) endif() option(WITH_INPUT_NDOF "Enable NDOF input devices (SpaceNavigator and friends)" ON) if(UNIX AND NOT APPLE) - option(WITH_INSTALL_PORTABLE "Install redistributeable runtime, otherwise install into CMAKE_INSTALL_PREFIX" ON) + option(WITH_INSTALL_PORTABLE "Install redistributable runtime, otherwise install into CMAKE_INSTALL_PREFIX" ON) option(WITH_STATIC_LIBS "Try to link with static libraries, as much as possible, to make blender more portable across distributions" OFF) if(WITH_STATIC_LIBS) option(WITH_BOOST_ICU "Boost uses ICU library (required for linking with static Boost built with libicu)." OFF) diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c index eb974f33994..339df9eb269 100644 --- a/source/blender/blenfont/intern/blf_font.c +++ b/source/blender/blenfont/intern/blf_font.c @@ -68,7 +68,7 @@ static ft_pix blf_font_width_max_ft_pix(struct FontBLF *font); /** \name FreeType Utilities (Internal) * \{ */ -/* Convert a FreeType 26.6 value representing an unscaled design size to factional pixels. */ +/* Convert a FreeType 26.6 value representing an unscaled design size to fractional pixels. */ static ft_pix blf_unscaled_F26Dot6_to_pixels(FontBLF *font, FT_Pos value) { /* Scale value by font size using integer-optimized multiplication. */ diff --git a/source/blender/blenkernel/BKE_spline.hh b/source/blender/blenkernel/BKE_spline.hh index 767018ae0bb..27542aa3586 100644 --- a/source/blender/blenkernel/BKE_spline.hh +++ b/source/blender/blenkernel/BKE_spline.hh @@ -360,7 +360,7 @@ class BezierSpline final : public Spline { * Returns non-owning access to an array of values containing the information necessary to * interpolate values from the original control points to evaluated points. The control point * index is the integer part of each value, and the factor used for interpolating to the next - * control point is the remaining factional part. + * control point is the remaining fractional part. */ blender::Span evaluated_mappings() const; blender::Span evaluated_positions() const final; diff --git a/source/blender/blenkernel/intern/armature_update.c b/source/blender/blenkernel/intern/armature_update.c index 2db4c086e04..6d7aed239e7 100644 --- a/source/blender/blenkernel/intern/armature_update.c +++ b/source/blender/blenkernel/intern/armature_update.c @@ -288,7 +288,7 @@ static int position_tail_on_spline(bSplineIKConstraint *ik_data, int max_seg_idx = BKE_anim_path_get_array_size(cache) - 1; /* Make an initial guess of where our intersection point will be. - * If the curve was a straight line, then the faction passed in r_new_curve_pos + * If the curve was a straight line, then the fraction passed in r_new_curve_pos * would be the correct location. * So make it our first initial guess. */ diff --git a/source/blender/blenlib/BLI_math_rotation.h b/source/blender/blenlib/BLI_math_rotation.h index 3987c9daf0a..b8ab74d95ff 100644 --- a/source/blender/blenlib/BLI_math_rotation.h +++ b/source/blender/blenlib/BLI_math_rotation.h @@ -189,7 +189,7 @@ void mat3_to_quat_is_ok(float q[4], const float mat[3][3]); * \endcode * * \param numerator: An integer factor in [0..denominator] (inclusive). - * \param denominator: The faction denominator (typically the number of segments of the circle). + * \param denominator: The fraction denominator (typically the number of segments of the circle). * \param r_sin: The resulting sine. * \param r_cos: The resulting cosine. */ diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc index e12b434e8e7..b3fbe088471 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.cc +++ b/source/blender/draw/engines/eevee_next/eevee_film.cc @@ -483,7 +483,7 @@ void Film::update_sample_table() data_.samples_weight_total = 1.0f; data_.samples_len = 1; } - /* NOTE: Threshold determined by hand until we don't hit the assert bellow. */ + /* NOTE: Threshold determined by hand until we don't hit the assert below. */ else if (data_.filter_radius < 2.20f) { /* Small filter Size. */ int closest_index = 0; diff --git a/source/blender/draw/engines/eevee_next/eevee_film.hh b/source/blender/draw/engines/eevee_next/eevee_film.hh index 0d443876d03..e1ace9a40a8 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.hh +++ b/source/blender/draw/engines/eevee_next/eevee_film.hh @@ -40,7 +40,7 @@ class Film { private: Instance &inst_; - /** Incomming combined buffer with post fx applied (motion blur + depth of field). */ + /** Incoming combined buffer with post fx applied (motion blur + depth of field). */ GPUTexture *combined_final_tx_ = nullptr; /** Main accumulation textures containing every render-pass except depth and combined. */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl index 135507d956c..08027f2ef6c 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl @@ -254,7 +254,7 @@ void film_get_catmull_rom_weights(vec2 t, out vec2 weights[4]) weights[3] = fct3 - fct2; } -/* Load color using a special filter to avoid loosing detail. +/* Load color using a special filter to avoid losing detail. * \a texel is sample position with subpixel accuracy. */ vec4 film_sample_catmull_rom(sampler2D color_tx, vec2 input_texel) { @@ -390,7 +390,7 @@ vec4 film_amend_combined_history( float t = line_aabb_clipping_dist(color_history.rgb, clip_dir.rgb, min_color.rgb, max_color.rgb); color_history.rgb += clip_dir.rgb * saturate(t); - /* Clip alpha on its own to avoid interference with other chanels. */ + /* Clip alpha on its own to avoid interference with other channels. */ float t_a = film_aabb_clipping_dist_alpha(color_history.a, clip_dir.a, min_color.a, max_color.a); color_history.a += clip_dir.a * saturate(t_a); @@ -406,16 +406,16 @@ float film_history_blend_factor(float velocity, { /* 5% of incoming color by default. */ float blend = 0.05; - /* Blend less history if the pixel has substential velocity. */ + /* Blend less history if the pixel has substantial velocity. */ blend = mix(blend, 0.20, saturate(velocity * 0.02)); /** * "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014 (Slide 43) - * Bias towards history if incomming pixel is near clamping. Reduces flicker. + * Bias towards history if incoming pixel is near clamping. Reduces flicker. */ float distance_to_luma_clip = min_v2(vec2(luma_history - luma_min, luma_max - luma_history)); /* Divide by bbox size to get a factor. 2 factor to compensate the line above. */ distance_to_luma_clip *= 2.0 * safe_rcp(luma_max - luma_min); - /* Linearly blend when history gets bellow to 25% of the bbox size. */ + /* Linearly blend when history gets below to 25% of the bbox size. */ blend *= saturate(distance_to_luma_clip * 4.0 + 0.1); /* Discard out of view history. */ if (any(lessThan(texel, vec2(0))) || any(greaterThanEqual(texel, film_buf.extent))) { @@ -451,13 +451,13 @@ void film_store_combined( float velocity = length(motion); - /* Load weight if it is not uniform accross the whole buffer (i.e: upsampling, panoramic). */ + /* Load weight if it is not uniform across the whole buffer (i.e: upsampling, panoramic). */ // dst.weight = film_weight_load(texel_combined); color_dst = film_sample_catmull_rom(in_combined_tx, history_texel); color_dst.rgb = film_YCoCg_from_scene_linear(color_dst.rgb); - /* Get local color bounding box of source neighboorhood. */ + /* Get local color bounding box of source neighborhood. */ vec4 min_color, max_color; film_combined_neighbor_boundbox(src_texel, min_color, max_color); @@ -622,7 +622,7 @@ void film_process_data(ivec2 texel_film, out vec4 out_color, out float out_depth src = film_sample_get(i, texel_film); film_sample_accum_combined(src, combined_accum, weight_accum); } - /* NOTE: src.texel is center texel in incomming data buffer. */ + /* NOTE: src.texel is center texel in incoming data buffer. */ film_store_combined(dst, src.texel, combined_accum, weight_accum, out_color); } diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl index c59b7d7f4df..99186ab6f67 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl @@ -1,7 +1,7 @@ /** * Dilate motion vector tiles until we covered maximum velocity. - * Outputs the largest intersecting motion vector in the neighboorhod. + * Outputs the largest intersecting motion vector in the neighborhood. * */ @@ -62,7 +62,7 @@ bool is_inside_motion_line(ivec2 tile, MotionLine motion_line) /* NOTE: Everything in is tile unit. */ float dist = point_line_projection_dist(vec2(tile), motion_line.origin, motion_line.normal); /* In order to be conservative and for simplicity, we use the tiles bounding circles. - * Consider that both the tile and the line have bouding radius of M_SQRT1_2. */ + * Consider that both the tile and the line have bounding radius of M_SQRT1_2. */ return abs(dist) < M_SQRT2; } diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl index a7329f77181..5249e6637b6 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl @@ -22,7 +22,7 @@ const int gather_sample_count = 8; * target post-fx framebuffer. */ vec4 motion_blur_sample_velocity(sampler2D velocity_tx, vec2 uv) { - /* We can load velocity without velocity_resolve() since we resovled during the flatten pass. */ + /* We can load velocity without velocity_resolve() since we resolved during the flatten pass. */ vec4 velocity = velocity_unpack(texture(velocity_tx, uv)); return velocity * vec2(textureSize(velocity_tx, 0)).xyxy * motion_blur_buf.motion_scale.xxyy; } diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl index 0c7bbaa9dc2..0eea4a5ff33 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl @@ -9,7 +9,7 @@ /* -------------------------------------------------------------------- */ /** \name Sampling data. * - * Return a random values from Low Discrepency Sequence in [0..1) range. + * Return a random values from Low Discrepancy Sequence in [0..1) range. * This value is uniform (constant) for the whole scene sample. * You might want to couple it with a noise function. * \{ */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl index c0a5b976810..8d02609fedc 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl @@ -47,7 +47,7 @@ vec4 velocity_surface(vec3 P_prv, vec3 P, vec3 P_nxt) */ vec4 velocity_background(vec3 vV) { - /* Only transform direction to avoid loosing precision. */ + /* Only transform direction to avoid losing precision. */ vec3 V = transform_direction(camera_curr.viewinv, vV); /* NOTE: We don't use the drw_view.winmat to avoid adding the TAA jitter to the velocity. */ vec2 prev_uv = project_point(camera_prev.winmat, V).xy; diff --git a/source/blender/freestyle/intern/view_map/ViewMap.cpp b/source/blender/freestyle/intern/view_map/ViewMap.cpp index b26a833b32e..d918cfec2ae 100644 --- a/source/blender/freestyle/intern/view_map/ViewMap.cpp +++ b/source/blender/freestyle/intern/view_map/ViewMap.cpp @@ -398,7 +398,7 @@ void TVertex::setBackEdgeB(ViewEdge *iBackEdgeB, bool incoming) void TVertex::Replace(ViewEdge *iOld, ViewEdge *iNew) { - // theoritically, we only replace edges for which this + // theoretically, we only replace edges for which this // view vertex is the B vertex if ((iOld == _FrontEdgeA.first) && (_FrontEdgeA.first->B() == this)) { _FrontEdgeA.first = iNew; diff --git a/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c b/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c index ad0137fe0f0..d0047e235b8 100644 --- a/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c +++ b/source/blender/gpencil_modifiers/intern/lineart/lineart_shadow.c @@ -481,7 +481,7 @@ static void lineart_shadow_create_shadow_edge_array(LineartData *ld, * This process is repeated on each existing segments of the shadow edge (#e), which ensures they * all have been tested for closest segments after cutting. And in the diagram it's clear that the * left/right side of cuts are likely to be discontinuous, each cut's left side designates the - * right side of the last segment, and vise versa. */ + * right side of the last segment, and vice-versa. */ static void lineart_shadow_edge_cut(LineartData *ld, LineartShadowEdge *e, double start, diff --git a/source/blender/python/gpu/gpu_py_framebuffer.c b/source/blender/python/gpu/gpu_py_framebuffer.c index 33d9ff0b041..9bb2a9137f4 100644 --- a/source/blender/python/gpu/gpu_py_framebuffer.c +++ b/source/blender/python/gpu/gpu_py_framebuffer.c @@ -686,7 +686,7 @@ static struct PyMethodDef pygpu_framebuffer__tp_methods[] = { PyDoc_STRVAR(pygpu_framebuffer__tp_doc, ".. class:: GPUFrameBuffer(depth_slot=None, color_slots=None)\n" "\n" - " This object gives access to framebuffer functionallities.\n" + " This object gives access to framebuffer functionalities.\n" " When a 'layer' is specified in a argument, a single layer of a 3D or array " "texture is attached to the frame-buffer.\n" " For cube map textures, layer is translated into a cube map face.\n" diff --git a/tests/performance/api/graph.py b/tests/performance/api/graph.py index 6c9ba70141f..d95d386569e 100644 --- a/tests/performance/api/graph.py +++ b/tests/performance/api/graph.py @@ -74,7 +74,7 @@ class TestGraph: revisions[revision] = len(revisions) revision_dates[revision] = int(entry.date) - # Google Charts JSON data layout is like a spreadsheat table, with + # Google Charts JSON data layout is like a spreadsheet table, with # columns, rows, and cells. We create one column for revision labels, # and one column for each test. cols = []