Cleanup: spelling

This commit is contained in:
Campbell Barton 2021-05-06 08:09:05 +10:00
parent 832f7170dc
commit efc6f4675d
12 changed files with 12 additions and 12 deletions

@ -362,7 +362,7 @@ ccl_device float fast_atan2f(float y, float x)
ccl_device float fast_log2f(float x) ccl_device float fast_log2f(float x)
{ {
/* NOTE: clamp to avoid special cases and make result "safe" from large /* NOTE: clamp to avoid special cases and make result "safe" from large
* negative values/nans. */ * negative values/NAN's. */
x = clamp(x, FLT_MIN, FLT_MAX); x = clamp(x, FLT_MIN, FLT_MAX);
unsigned bits = __float_as_uint(x); unsigned bits = __float_as_uint(x);
int exponent = (int)(bits >> 23) - 127; int exponent = (int)(bits >> 23) - 127;

@ -1711,7 +1711,7 @@ GHOST_TSuccess GHOST_SystemCocoa::handleMouseEvent(void *eventPtr)
dx = [event scrollingDeltaX]; dx = [event scrollingDeltaX];
dy = [event scrollingDeltaY]; dy = [event scrollingDeltaY];
/* However, wacom tablet (intuos5) needs old deltas, /* However, Wacom tablet (intuos5) needs old deltas,
* it then has momentum and phase at zero. */ * it then has momentum and phase at zero. */
if (phase == NSEventPhaseNone && momentumPhase == NSEventPhaseNone) { if (phase == NSEventPhaseNone && momentumPhase == NSEventPhaseNone) {
dx = [event deltaX]; dx = [event deltaX];

@ -1861,7 +1861,7 @@ static void editbmesh_calc_modifiers(struct Depsgraph *depsgraph,
/* Ensure normals calculation below is correct (normal settings have transferred properly). /* Ensure normals calculation below is correct (normal settings have transferred properly).
* However, nodes modifiers might create meshes from scratch or transfer meshes from other * However, nodes modifiers might create meshes from scratch or transfer meshes from other
* objects with different settings, and in general it doesn't make sense to guarentee that * objects with different settings, and in general it doesn't make sense to guarantee that
* the settings are the same as the original mesh. If necessary, this could become a modifier * the settings are the same as the original mesh. If necessary, this could become a modifier
* type flag. */ * type flag. */
BLI_assert(mesh_input->smoothresh == mesh_cage->smoothresh); BLI_assert(mesh_input->smoothresh == mesh_cage->smoothresh);

@ -56,7 +56,7 @@ typedef struct LibraryForeachIDData {
*/ */
ID *self_id; ID *self_id;
/** Flags controlling the bahaviour of the 'foreach id' looping code. */ /** Flags controlling the behavior of the 'foreach id' looping code. */
int flag; int flag;
/** Generic flags to be passed to all callback calls for current processed data. */ /** Generic flags to be passed to all callback calls for current processed data. */
int cb_flag; int cb_flag;

@ -398,7 +398,7 @@ Span<float3> BezierSpline::evaluated_positions() const
this->evaluate_bezier_segment(i_last, 0, positions.slice(offsets.last(), resolution_)); this->evaluate_bezier_segment(i_last, 0, positions.slice(offsets.last(), resolution_));
} }
else { else {
/* Since evualating the bezier segment doesn't add the final point, /* Since evaluating the bezier segment doesn't add the final point,
* it must be added manually in the non-cyclic case. */ * it must be added manually in the non-cyclic case. */
positions.last() = positions_.last(); positions.last() = positions_.last();
} }

@ -78,7 +78,7 @@ float BLI_dial_angle(Dial *dial, const float current_position[2])
cosval = dot_v2v2(current_direction, dial->initial_direction); cosval = dot_v2v2(current_direction, dial->initial_direction);
sinval = cross_v2v2(current_direction, dial->initial_direction); sinval = cross_v2v2(current_direction, dial->initial_direction);
/* clamp to avoid nans in #acos */ /* Clamp to avoid NAN's in #acos */
angle = atan2f(sinval, cosval); angle = atan2f(sinval, cosval);
/* change of sign, we passed the 180 degree threshold. This means we need to add a turn. /* change of sign, we passed the 180 degree threshold. This means we need to add a turn.

@ -24,7 +24,7 @@
* Use these instead of glGenBuffers & its friends * Use these instead of glGenBuffers & its friends
* - alloc must be called from a thread that is bound * - alloc must be called from a thread that is bound
* to the context that will be used for drawing with * to the context that will be used for drawing with
* this vao. * this VAO.
* - free can be called from any thread * - free can be called from any thread
*/ */

@ -543,7 +543,7 @@ bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *precalc,
&precalc->dims.zmax); &precalc->dims.zmax);
if (isinf(precalc->dims.zmax)) { if (isinf(precalc->dims.zmax)) {
/* We cannot retrieve the actual value of the clip_end. /* We cannot retrieve the actual value of the clip_end.
* Use `FLT_MAX` to avoid nans. */ * Use `FLT_MAX` to avoid NAN's. */
precalc->dims.zmax = FLT_MAX; precalc->dims.zmax = FLT_MAX;
} }
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {

@ -44,7 +44,7 @@
using namespace blender::gpu; using namespace blender::gpu;
/* -------------------------------------------------------------------- */ /* -------------------------------------------------------------------- */
/** \name Vao cache /** \name VAO Cache
* *
* Each #GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration. * Each #GLBatch has a small cache of VAO objects that are used to avoid VAO reconfiguration.
* TODO(fclem): Could be revisited to avoid so much cross references. * TODO(fclem): Could be revisited to avoid so much cross references.

@ -43,7 +43,7 @@ class GLShaderInterface;
#define GPU_VAO_STATIC_LEN 3 #define GPU_VAO_STATIC_LEN 3
/* Vao management: remembers all geometry state (vertex attribute bindings & element buffer) /* VAO management: remembers all geometry state (vertex attribute bindings & element buffer)
* for each shader interface. Start with a static number of vaos and fallback to dynamic count * for each shader interface. Start with a static number of vaos and fallback to dynamic count
* if necessary. Once a batch goes dynamic it does not go back. */ * if necessary. Once a batch goes dynamic it does not go back. */
class GLVaoCache { class GLVaoCache {

@ -38,7 +38,7 @@ namespace blender::gpu {
class GLImmediate : public Immediate { class GLImmediate : public Immediate {
private: private:
/* Use two buffers for strict and unstrict vertex count to /* Use two buffers for strict and non-strict vertex count to
* avoid some huge driver slowdown (see T70922). * avoid some huge driver slowdown (see T70922).
* Use accessor functions to get / modify. */ * Use accessor functions to get / modify. */
struct { struct {

@ -175,7 +175,7 @@ static void zbuf_add_to_span(ZSpan *zspan, const float v1[2], const float v2[2])
/* Functions */ /* Functions */
/*-----------------------------------------------------------*/ /*-----------------------------------------------------------*/
/* Scanconvert for strand triangles, calls func for each x, y coordinate /* Scan-convert for strand triangles, calls function for each x, y coordinate
* and gives UV barycentrics and z. */ * and gives UV barycentrics and z. */
void zspan_scanconvert(ZSpan *zspan, void zspan_scanconvert(ZSpan *zspan,