Cleanup: spelling in comments
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@@ -49,7 +49,7 @@ struct BVHMetalBuildThrottler {
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bvh_throttle_printf("safe_wired_limit = %zu\n", safe_wired_limit);
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}
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/* Block until we're safely able to wire the requsted resources. */
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/* Block until we're safely able to wire the requested resources. */
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void acquire(size_t bytes_to_be_wired)
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{
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bool throttled = false;
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@@ -291,8 +291,8 @@ bool BVHMetal::build_BLAS_mesh(Progress &progress,
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}
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[accelEnc endEncoding];
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/* Estimated size of resources that will be wired for the GPU accelerated build. Accel-struct
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* size is doubled to account for possible compaction step. */
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/* Estimated size of resources that will be wired for the GPU accelerated build.
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* Acceleration-struct size is doubled to account for possible compaction step. */
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size_t wired_size = posBuf.allocatedSize + indexBuf.allocatedSize + scratchBuf.allocatedSize +
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accel_uncompressed.allocatedSize * 2;
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@@ -627,8 +627,8 @@ bool BVHMetal::build_BLAS_hair(Progress &progress,
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}
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[accelEnc endEncoding];
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/* Estimated size of resources that will be wired for the GPU accelerated build. Accel-struct
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* size is doubled to account for possible compaction step. */
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/* Estimated size of resources that will be wired for the GPU accelerated build.
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* Acceleration-struct size is doubled to account for possible compaction step. */
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size_t wired_size = cpBuffer.allocatedSize + radiusBuffer.allocatedSize +
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idxBuffer.allocatedSize + scratchBuf.allocatedSize +
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accel_uncompressed.allocatedSize * 2;
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@@ -875,8 +875,8 @@ bool BVHMetal::build_BLAS_pointcloud(Progress &progress,
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}
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[accelEnc endEncoding];
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/* Estimated size of resources that will be wired for the GPU accelerated build. Accel-struct
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* size is doubled to account for possible compaction step. */
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/* Estimated size of resources that will be wired for the GPU accelerated build.
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* Acceleration-struct size is doubled to account for possible compaction step. */
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size_t wired_size = aabbBuf.allocatedSize + scratchBuf.allocatedSize +
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accel_uncompressed.allocatedSize * 2;
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@@ -349,8 +349,8 @@ string MetalDevice::preprocess_source(MetalPipelineType pso_type,
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case METAL_GPU_APPLE:
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global_defines += "#define __KERNEL_METAL_APPLE__\n";
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# ifdef WITH_NANOVDB
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/* Compiling in NanoVDB results in a marginal drop in render perf, so disable it for
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* specialized PSOs when no textures are using it. */
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/* Compiling in NanoVDB results in a marginal drop in render performance,
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* so disable it for specialized PSOs when no textures are using it. */
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if ((pso_type == PSO_GENERIC || using_nanovdb) && DebugFlags().metal.use_nanovdb) {
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global_defines += "#define WITH_NANOVDB\n";
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}
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@@ -334,9 +334,9 @@ enum {
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PANEL_TYPE_NO_SEARCH = (1 << 7),
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};
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/* uilist types */
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/* #uiList types. */
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/* Draw an item in the uiList */
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/** Draw an item in the `ui_list`. */
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using uiListDrawItemFunc = void (*)(uiList *ui_list,
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const bContext *C,
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uiLayout *layout,
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@@ -27,7 +27,7 @@ struct SearchItem {
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struct RecentCache {
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/**
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* Stores a logical time stamp for each previously choosen search item. The higher the time
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* Stores a logical time stamp for each previously chosen search item. The higher the time
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* stamp, the more recently the item has been selected.
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*/
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Map<std::string, int> logical_time_by_str;
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@@ -69,8 +69,8 @@ void brdf_f82_tint_lut(vec3 F0,
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* model at ~82°, similar to F0 and F90.
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* With F82-Tint, on the other hand, the value at 82° is the value of the classic Schlick
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* model multiplied by the tint input.
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* Therefore, the factor follows by setting F82Tint(cosI) = FSchlick(cosI) - b*cosI*(1-cosI)^6
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* and F82Tint(acos(1/7)) = FSchlick(acos(1/7)) * f82_tint and solving for b. */
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* Therefore, the factor follows by setting `F82Tint(cosI) = FSchlick(cosI) - b*cosI*(1-cosI)^6`
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* and `F82Tint(acos(1/7)) = FSchlick(acos(1/7)) * f82_tint` and solving for `b`. */
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const float f = 6.0 / 7.0;
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const float f5 = (f * f) * (f * f) * f;
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const float f6 = (f * f) * (f * f) * (f * f);
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@@ -321,8 +321,8 @@ void brdf_f82_tint_lut(vec3 F0,
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* model at ~82°, similar to F0 and F90.
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* With F82-Tint, on the other hand, the value at 82° is the value of the classic Schlick
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* model multiplied by the tint input.
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* Therefore, the factor follows by setting F82Tint(cosI) = FSchlick(cosI) - b*cosI*(1-cosI)^6
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* and F82Tint(acos(1/7)) = FSchlick(acos(1/7)) * f82_tint and solving for b. */
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* Therefore, the factor follows by setting `F82Tint(cosI) = FSchlick(cosI) - b*cosI*(1-cosI)^6`
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* and `F82Tint(acos(1/7)) = FSchlick(acos(1/7)) * f82_tint` and solving for `b`. */
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const float f = 6.0 / 7.0;
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const float f5 = (f * f) * (f * f) * f;
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const float f6 = (f * f) * (f * f) * (f * f);
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@@ -975,7 +975,7 @@ inline void _texture_write_internal_fast(thread _mtl_combined_image_sampler_3d<S
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tex.texture->write(value, uint3(_coord.xyz));
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}
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/* Texture atomic operations are only supported in Metal 3.1 and onwards (macOS 14.0 Sonoma). */
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/* Texture atomic operations are only supported in Metal 3.1 and onward (macOS 14.0 Sonoma). */
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#if __METAL_VERSION__ >= 310
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/* Image atomic operations. */
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