Cleanup: spelling in comments
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@@ -37,7 +37,7 @@ ccl_device_forceinline float intersection_t_offset(const float t)
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* always return smallest normalized value. If a denormalized zero is returned
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* it will cause false-positive intersection detection with a distance of 0.
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*
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* The check relies on the fact that comparison of de-normal values with zero
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* The check relies on the fact that comparison of denormal values with zero
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* returns true. */
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if (t == 0.0f) {
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/* The exact bit value of this should be 0x1p-126, but hex floating point values notation is
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@@ -131,7 +131,7 @@ void kernel_gpu_##name::run(thread MetalKernelContext& context, \
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#else
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/* On macOS versions before 14.x, builtin constants (e.g. metal_global_id) must
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* be accessed through attributed entrypoint parameters. */
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* be accessed through attributed entry-point parameters. */
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#define ccl_gpu_kernel_signature(name, ...) \
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struct kernel_gpu_##name \
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@@ -255,7 +255,7 @@ int insert_vert_fcurve(
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beztr.back = 1.70158f;
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/* "elastic" easing - Values here were hand-optimized for a default duration of
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* ~10 frames (typical mograph motion length) */
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* ~10 frames (typical motion-graph motion length). */
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beztr.amplitude = 0.8f;
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beztr.period = 4.1f;
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@@ -192,18 +192,18 @@ template<typename T> inline T safe_acos(const T &a)
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return math::acos((a));
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}
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/* Faster/approximate version of acosf. Max error 4.51803e-5 (0.00258 degrees).*/
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/** Faster/approximate version of `acosf`. Max error 4.51803e-5 (0.00258 degrees). */
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inline float safe_acos_approx(float x)
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{
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const float f = fabsf(x);
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/* clamp and crush denormals. */
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/* Clamp and crush denormals. */
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const float m = (f < 1.0f) ? 1.0f - (1.0f - f) : 1.0f;
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/* Based on http://www.pouet.net/topic.php?which=9132&page=2
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* 85% accurate (ULP 0)
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* Examined 2130706434 values of acos:
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* 15.2000597 avg ULP diff, 4492 max ULP, 4.51803e-05 max error // without "denormal crush"
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* Examined 2130706434 values of acos:
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* 15.2007108 avg ULP diff, 4492 max ULP, 4.51803e-05 max error // with "denormal crush"
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* Examined 2130706434 values of `acos`:
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* 15.2000597 avg ULP diff, 4492 max ULP, 4.51803e-05 max error // without "denormal crush".
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* Examined 2130706434 values of `acos`:
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* 15.2007108 avg ULP diff, 4492 max ULP, 4.51803e-05 max error // with "denormal crush".
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*/
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const float a = sqrtf(1.0f - m) *
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(1.5707963267f + m * (-0.213300989f + m * (0.077980478f + m * -0.02164095f)));
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@@ -3336,18 +3336,16 @@ static bool point_in_slice(const float p[3],
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const float l1[3],
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const float l2[3])
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{
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/*
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* what is a slice ?
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* some maths:
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/* What is a slice?
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* Some math:
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* a line including (l1, l2) and a point not on the line
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* define a subset of R3 delimited by planes parallel to the line and orthogonal
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* to the (point --> line) distance vector, one plane on the line one on the point,
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* the room inside usually is rather small compared to R3 though still infinite
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* useful for restricting (speeding up) searches
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* e.g. all points of triangular prism are within the intersection of 3 'slices'
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* another trivial case : cube
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* but see a 'spat' which is a deformed cube with paired parallel planes needs only 3 slices too
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*/
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* e.g. all points of triangular prism are within the intersection of 3 "slices"
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* Another trivial case is a cube, but see a "spat" which is a deformed cube
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* with paired parallel planes needs only 3 slices too. */
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float h, rp[3], cp[3], q[3];
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closest_to_line_v3(cp, v1, l1, l2);
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@@ -249,7 +249,7 @@ void FullFrameExecutionModel::get_output_render_area(NodeOperation *output_op, r
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/* Get border with normalized coordinates. */
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const rctf *norm_border = has_viewer_border ? border_.viewer_border : border_.render_border;
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/* Return de-normalized border within canvas. */
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/* Return denormalized border within canvas. */
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const int w = output_op->get_width();
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const int h = output_op->get_height();
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r_area.xmin = canvas.xmin + norm_border->xmin * w;
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@@ -78,7 +78,7 @@ MTLFrameBuffer::~MTLFrameBuffer()
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}
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}
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/* Free colour attachment descriptors. */
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/* Free color attachment descriptors. */
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for (int i = 0; i < GPU_FB_MAX_COLOR_ATTACHMENT; i++) {
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if (colour_attachment_descriptors_[i] != nil) {
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[colour_attachment_descriptors_[i] release];
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@@ -717,7 +717,7 @@ void MTLFrameBuffer::update_attachments(bool /*update_viewport*/)
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case GPU_FB_COLOR_ATTACHMENT5: {
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int color_slot_ind = type - GPU_FB_COLOR_ATTACHMENT0;
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if (attach.tex) {
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/* If we already had a colour attachment, preserve load/clear-state parameters,
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/* If we already had a color attachment, preserve load/clear-state parameters,
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* but remove existing and add new attachment. */
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if (this->has_attachment_at_slot(color_slot_ind)) {
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MTLAttachment color_attachment_prev = this->get_color_attachment(color_slot_ind);
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@@ -1696,7 +1696,7 @@ MTLRenderPassDescriptor *MTLFrameBuffer::bake_render_pass_descriptor(bool load_c
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atIndexedSubscript:attachment_ind];
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}
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else {
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/* Disable colour attachment. */
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/* Disable color attachment. */
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[framebuffer_descriptor_[descriptor_config].colorAttachments setObject:nil
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atIndexedSubscript:attachment_ind];
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}
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@@ -3257,8 +3257,8 @@ void SEQ_effect_text_font_load(TextVars *data, const bool do_id_user)
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* This code can be called from non-main thread, e.g. when copying sequences as part of
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* depsgraph CoW copy of the evaluated scene. Just skip font loading in that case, BLF code
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* is not thread-safe, and if this happens from threaded context, it almost certainly means
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* that a previous atempt to load the font already failed, e.g. because font filepath is
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* invalid. Propoer fix would likely be to not attempt to reload a failed-to-load font every
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* that a previous attempt to load the font already failed, e.g. because font file-path is
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* invalid. Proposer fix would likely be to not attempt to reload a failed-to-load font every
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* time. */
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BLI_path_abs(filepath, ID_BLEND_PATH_FROM_GLOBAL(&vfont->id));
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@@ -1474,8 +1474,8 @@ static uiBlock *wm_block_dialog_create(bContext *C, ARegion *region, void *user_
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UI_block_flag_disable(block, UI_BLOCK_LOOP);
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UI_block_theme_style_set(block, UI_BLOCK_THEME_STYLE_REGULAR);
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/* intentionally don't use 'UI_BLOCK_MOVEMOUSE_QUIT', some dialogues have many items
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* where quitting by accident is very annoying */
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/* Intentionally don't use #UI_BLOCK_MOVEMOUSE_QUIT, some dialogs have many items
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* where quitting by accident is very annoying. */
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UI_block_flag_enable(block, UI_BLOCK_KEEP_OPEN | UI_BLOCK_NUMSELECT);
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uiLayout *layout = UI_block_layout(
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@@ -2145,7 +2145,7 @@ static bool wm_main_playanim_intern(int argc, const char **argv, PlayArgs *args_
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BLF_exit();
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/* NOTE: Must happen before GPU Context destruction as GPU resources are released via
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* Colour Management module. */
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* Color Management module. */
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IMB_exit();
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if (ps.ghost_data.gpu_context) {
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@@ -107,7 +107,9 @@ dict_custom = {
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"denoised",
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"denoiser",
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"denoising",
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"denormal",
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"denormalized",
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"denormals",
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"dereference",
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"dereferenced",
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"dereferences",
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