[Bf-blender-cvs] [502c2c233d1] master: Cleanup: misc spelling fixes in variable names & defines

Campbell Barton noreply at git.blender.org
Thu Aug 1 09:36:23 CEST 2019


Commit: 502c2c233d1741a5288f0d4a52df9173d850348c
Author: Campbell Barton
Date:   Thu Aug 1 17:32:42 2019 +1000
Branches: master
https://developer.blender.org/rB502c2c233d1741a5288f0d4a52df9173d850348c

Cleanup: misc spelling fixes in variable names & defines

T68045 by @luzpaz

===================================================================

M	source/blender/blenkernel/intern/softbody.c
M	source/blender/editors/include/ED_view3d.h
M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/gpu/intern/gpu_material.c
M	source/blender/imbuf/IMB_imbuf.h
M	source/blender/makesdna/DNA_node_types.h
M	source/blender/makesrna/intern/rna_nodetree.c

===================================================================

diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index d46ef0e452a..2024a507ebb 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -258,7 +258,7 @@ static float _final_mass(Object *ob, BodyPoint *bp)
 /* just an ID here to reduce the prob for killing objects
  * ob->sumohandle points to we should not kill :)
  */
-static const int CCD_SAVETY = 190561;
+static const int CCD_SAFETY = 190561;
 
 typedef struct ccdf_minmax {
   float minx, miny, minz, maxx, maxy, maxz;
@@ -269,7 +269,7 @@ typedef struct ccd_Mesh {
   const MVert *mvert;
   const MVert *mprevvert;
   const MVertTri *tri;
-  int savety;
+  int safety;
   ccdf_minmax *mima;
   /* Axis Aligned Bounding Box AABB */
   float bbmin[3];
@@ -298,7 +298,7 @@ static ccd_Mesh *ccd_mesh_make(Object *ob)
   pccd_M = MEM_mallocN(sizeof(ccd_Mesh), "ccd_Mesh");
   pccd_M->mvert_num = cmd->mvert_num;
   pccd_M->tri_num = cmd->tri_num;
-  pccd_M->savety = CCD_SAVETY;
+  pccd_M->safety = CCD_SAFETY;
   pccd_M->bbmin[0] = pccd_M->bbmin[1] = pccd_M->bbmin[2] = 1e30f;
   pccd_M->bbmax[0] = pccd_M->bbmax[1] = pccd_M->bbmax[2] = -1e30f;
   pccd_M->mprevvert = NULL;
@@ -486,7 +486,8 @@ static void ccd_mesh_update(Object *ob, ccd_Mesh *pccd_M)
 
 static void ccd_mesh_free(ccd_Mesh *ccdm)
 {
-  if (ccdm && (ccdm->savety == CCD_SAVETY)) { /*make sure we're not nuking objects we don't know*/
+  /* Make sure we're not nuking objects we don't know. */
+  if (ccdm && (ccdm->safety == CCD_SAFETY)) {
     MEM_freeN((void *)ccdm->mvert);
     MEM_freeN((void *)ccdm->tri);
     if (ccdm->mprevvert) {
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 14e18c8bec5..081bcbf4746 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -568,7 +568,7 @@ void ED_view3d_draw_offscreen(struct Depsgraph *depsgraph,
                               bool do_sky,
                               bool is_persp,
                               const char *viewname,
-                              const bool do_color_managment,
+                              const bool do_color_management,
                               struct GPUOffScreen *ofs,
                               struct GPUViewport *viewport);
 void ED_view3d_draw_setup_view(struct wmWindow *win,
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 0c751808489..51b73c93c86 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -2138,7 +2138,7 @@ static bool gpu_pass_shader_validate(GPUPass *pass, GPUShader *shader)
 
 bool GPU_pass_compile(GPUPass *pass, const char *shname)
 {
-  bool sucess = true;
+  bool success = true;
   if (!pass->compiled) {
     GPUShader *shader = GPU_shader_create(
         pass->vertexcode, pass->fragmentcode, pass->geometrycode, NULL, pass->defines, shname);
@@ -2146,7 +2146,7 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
     /* NOTE: Some drivers / gpu allows more active samplers than the opengl limit.
      * We need to make sure to count active samplers to avoid undefined behavior. */
     if (!gpu_pass_shader_validate(pass, shader)) {
-      sucess = false;
+      success = false;
       if (shader != NULL) {
         fprintf(stderr, "GPUShader: error: too many samplers in shader.\n");
         GPU_shader_free(shader);
@@ -2169,7 +2169,7 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
     MEM_SAFE_FREE(pass->binary.content);
   }
 
-  return sucess;
+  return success;
 }
 
 void GPU_pass_release(GPUPass *pass)
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 6f1b8d2d0c6..20b91c0c95d 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -733,7 +733,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
 
 void GPU_material_compile(GPUMaterial *mat)
 {
-  bool sucess;
+  bool success;
 
   BLI_assert(mat->status == GPU_MAT_QUEUED);
   BLI_assert(mat->pass);
@@ -741,12 +741,12 @@ void GPU_material_compile(GPUMaterial *mat)
   /* NOTE: The shader may have already been compiled here since we are
    * sharing GPUShader across GPUMaterials. In this case it's a no-op. */
 #ifndef NDEBUG
-  sucess = GPU_pass_compile(mat->pass, mat->name);
+  success = GPU_pass_compile(mat->pass, mat->name);
 #else
-  sucess = GPU_pass_compile(mat->pass, __func__);
+  success = GPU_pass_compile(mat->pass, __func__);
 #endif
 
-  if (sucess) {
+  if (success) {
     GPUShader *sh = GPU_pass_shader_get(mat->pass);
     if (sh != NULL) {
       mat->status = GPU_MAT_SUCCESS;
diff --git a/source/blender/imbuf/IMB_imbuf.h b/source/blender/imbuf/IMB_imbuf.h
index fbaa9b06d3b..791e939db7f 100644
--- a/source/blender/imbuf/IMB_imbuf.h
+++ b/source/blender/imbuf/IMB_imbuf.h
@@ -324,7 +324,7 @@ struct IndexBuildContext *IMB_anim_index_rebuild_context(struct anim *anim,
                                                          IMB_Timecode_Type tcs_in_use,
                                                          IMB_Proxy_Size proxy_sizes_in_use,
                                                          int quality,
-                                                         const bool overwite,
+                                                         const bool overwrite,
                                                          struct GSet *file_list);
 
 /* will rebuild all used indices and proxies at once */
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 672dbaebae1..75c0721f72a 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -387,12 +387,12 @@ typedef struct bNodeLink {
 #define NTREE_QUALITY_LOW 2
 
 /* tree->chunksize */
-#define NTREE_CHUNCKSIZE_32 32
-#define NTREE_CHUNCKSIZE_64 64
-#define NTREE_CHUNCKSIZE_128 128
-#define NTREE_CHUNCKSIZE_256 256
-#define NTREE_CHUNCKSIZE_512 512
-#define NTREE_CHUNCKSIZE_1024 1024
+#define NTREE_CHUNKSIZE_32 32
+#define NTREE_CHUNKSIZE_64 64
+#define NTREE_CHUNKSIZE_128 128
+#define NTREE_CHUNKSIZE_256 256
+#define NTREE_CHUNKSIZE_512 512
+#define NTREE_CHUNKSIZE_1024 1024
 
 /* the basis for a Node tree, all links and nodes reside internal here */
 /* only re-usable node trees are in the library though,
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index eec280a5f3e..b28403bf28c 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -89,12 +89,12 @@ static const EnumPropertyItem node_quality_items[] = {
 };
 
 static const EnumPropertyItem node_chunksize_items[] = {
-    {NTREE_CHUNCKSIZE_32, "32", 0, "32x32", "Chunksize of 32x32"},
-    {NTREE_CHUNCKSIZE_64, "64", 0, "64x64", "Chunksize of 64x64"},
-    {NTREE_CHUNCKSIZE_128, "128", 0, "128x128", "Chunksize of 128x128"},
-    {NTREE_CHUNCKSIZE_256, "256", 0, "256x256", "Chunksize of 256x256"},
-    {NTREE_CHUNCKSIZE_512, "512", 0, "512x512", "Chunksize of 512x512"},
-    {NTREE_CHUNCKSIZE_1024, "1024", 0, "1024x1024", "Chunksize of 1024x1024"},
+    {NTREE_CHUNKSIZE_32, "32", 0, "32x32", "Chunksize of 32x32"},
+    {NTREE_CHUNKSIZE_64, "64", 0, "64x64", "Chunksize of 64x64"},
+    {NTREE_CHUNKSIZE_128, "128", 0, "128x128", "Chunksize of 128x128"},
+    {NTREE_CHUNKSIZE_256, "256", 0, "256x256", "Chunksize of 256x256"},
+    {NTREE_CHUNKSIZE_512, "512", 0, "512x512", "Chunksize of 512x512"},
+    {NTREE_CHUNKSIZE_1024, "1024", 0, "1024x1024", "Chunksize of 1024x1024"},
     {0, NULL, 0, NULL, NULL},
 };
 #endif



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