[Bf-blender-cvs] [c1c6c11ca6c] master: Cleanup: spelling in comments

Campbell Barton noreply at git.blender.org
Tue Oct 12 08:55:59 CEST 2021


Commit: c1c6c11ca6c5f4cd775b787910fe69119b054af2
Author: Campbell Barton
Date:   Tue Oct 12 17:52:35 2021 +1100
Branches: master
https://developer.blender.org/rBc1c6c11ca6c5f4cd775b787910fe69119b054af2

Cleanup: spelling in comments

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

M	intern/cycles/bvh/bvh.h
M	intern/cycles/kernel/bvh/bvh_util.h
M	intern/cycles/kernel/closure/bsdf.h
M	intern/cycles/kernel/closure/bsdf_principled_diffuse.h
M	intern/cycles/kernel/closure/bssrdf.h
M	intern/cycles/kernel/integrator/integrator_shade_volume.h
M	intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h
M	intern/cycles/kernel/shaders/node_image_texture.osl
M	intern/cycles/kernel/svm/svm_image.h
M	source/blender/blenkernel/BKE_bvhutils.h
M	source/blender/blenkernel/intern/bvhutils.cc
M	source/blender/blenkernel/intern/curve_deform.c
M	source/blender/blenkernel/intern/subdiv_ccg.c
M	source/blender/editors/armature/pose_slide.c
M	source/blender/editors/interface/interface_button_group.c
M	source/blender/editors/render/render_view.c
M	source/blender/editors/space_graph/graph_edit.c
M	source/blender/editors/space_image/image_edit.c
M	source/blender/editors/space_node/node_draw.cc
M	source/blender/freestyle/intern/blender_interface/FRS_freestyle.cpp
M	source/blender/imbuf/intern/imageprocess.c
M	source/blender/imbuf/intern/iris.c
M	source/blender/io/collada/ArmatureImporter.cpp

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

diff --git a/intern/cycles/bvh/bvh.h b/intern/cycles/bvh/bvh.h
index d9e2ad9526c..b222dfb14ed 100644
--- a/intern/cycles/bvh/bvh.h
+++ b/intern/cycles/bvh/bvh.h
@@ -52,7 +52,7 @@ struct PackedBVH {
   array<int> object_node;
   /* primitive type - triangle or strand */
   array<int> prim_type;
-  /* visibility visibilitys for primitives */
+  /* Visibility visibilities for primitives. */
   array<uint> prim_visibility;
   /* mapping from BVH primitive index to true primitive index, as primitives
    * may be duplicated due to spatial splits. -1 for instances. */
diff --git a/intern/cycles/kernel/bvh/bvh_util.h b/intern/cycles/kernel/bvh/bvh_util.h
index e16da9755f2..d143fe4aeab 100644
--- a/intern/cycles/kernel/bvh/bvh_util.h
+++ b/intern/cycles/kernel/bvh/bvh_util.h
@@ -72,7 +72,7 @@ ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
 }
 
 #if defined(__VOLUME_RECORD_ALL__) || (defined(__SHADOW_RECORD_ALL__) && defined(__KERNEL_CPU__))
-/* ToDo: Move to another file? */
+/* TODO: Move to another file? */
 ccl_device int intersections_compare(const void *a, const void *b)
 {
   const Intersection *isect_a = (const Intersection *)a;
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h
index 87aa6339f80..bb80b9636bb 100644
--- a/intern/cycles/kernel/closure/bsdf.h
+++ b/intern/cycles/kernel/closure/bsdf.h
@@ -654,7 +654,7 @@ ccl_device_inline
 
 ccl_device void bsdf_blur(const KernelGlobals *kg, ShaderClosure *sc, float roughness)
 {
-  /* ToDo: do we want to blur volume closures? */
+  /* TODO: do we want to blur volume closures? */
 #ifdef __SVM__
   switch (sc->type) {
     case CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID:
diff --git a/intern/cycles/kernel/closure/bsdf_principled_diffuse.h b/intern/cycles/kernel/closure/bsdf_principled_diffuse.h
index 04963ca1dc5..52a37eafd9f 100644
--- a/intern/cycles/kernel/closure/bsdf_principled_diffuse.h
+++ b/intern/cycles/kernel/closure/bsdf_principled_diffuse.h
@@ -91,7 +91,7 @@ ccl_device float3 bsdf_principled_diffuse_compute_brdf(
   return make_float3(value, value, value);
 }
 
-/* Compute Fresnel at entry point, to be compbined with PRINCIPLED_DIFFUSE_LAMBERT_EXIT
+/* Compute Fresnel at entry point, to be combined with #PRINCIPLED_DIFFUSE_LAMBERT_EXIT
  * at the exit point to get the complete BSDF. */
 ccl_device_inline float bsdf_principled_diffuse_compute_entry_fresnel(const float NdotV)
 {
@@ -99,7 +99,7 @@ ccl_device_inline float bsdf_principled_diffuse_compute_entry_fresnel(const floa
   return (1.0f - 0.5f * FV);
 }
 
-/* Ad-hoc weight adjusment to avoid retro-reflection taking away half the
+/* Ad-hoc weight adjustment to avoid retro-reflection taking away half the
  * samples from BSSRDF. */
 ccl_device_inline float bsdf_principled_diffuse_retro_reflection_sample_weight(
     PrincipledDiffuseBsdf *bsdf, const float3 I)
diff --git a/intern/cycles/kernel/closure/bssrdf.h b/intern/cycles/kernel/closure/bssrdf.h
index d2f8af7910c..07415c53ec5 100644
--- a/intern/cycles/kernel/closure/bssrdf.h
+++ b/intern/cycles/kernel/closure/bssrdf.h
@@ -136,10 +136,10 @@ ccl_device float bssrdf_burley_eval(const float d, float r)
   /* Burley reflectance profile, equation (3).
    *
    * NOTES:
-   * - Surface albedo is already included into sc->weight, no need to
+   * - Surface albedo is already included into `sc->weight`, no need to
    *   multiply by this term here.
    * - This is normalized diffuse model, so the equation is multiplied
-   *   by 2*pi, which also matches cdf().
+   *   by `2*pi`, which also matches `cdf()`.
    */
   float exp_r_3_d = expf(-r / (3.0f * d));
   float exp_r_d = exp_r_3_d * exp_r_3_d * exp_r_3_d;
@@ -288,7 +288,7 @@ ccl_device int bssrdf_setup(ShaderData *sd, Bssrdf *bssrdf, ClosureType type, co
       bsdf->roughness = bssrdf->roughness;
       flag |= bsdf_principled_diffuse_setup(bsdf, PRINCIPLED_DIFFUSE_RETRO_REFLECTION);
 
-      /* Ad-hoc weight adjusment to avoid retro-reflection taking away half the
+      /* Ad-hoc weight adjustment to avoid retro-reflection taking away half the
        * samples from BSSRDF. */
       bsdf->sample_weight *= bsdf_principled_diffuse_retro_reflection_sample_weight(bsdf, sd->I);
     }
diff --git a/intern/cycles/kernel/integrator/integrator_shade_volume.h b/intern/cycles/kernel/integrator/integrator_shade_volume.h
index dac3efb3996..aa4c652c037 100644
--- a/intern/cycles/kernel/integrator/integrator_shade_volume.h
+++ b/intern/cycles/kernel/integrator/integrator_shade_volume.h
@@ -232,7 +232,7 @@ ccl_device void volume_shadow_heterogeneous(INTEGRATOR_STATE_ARGS,
        * because `exp(a)*exp(b) = exp(a+b)`, also do a quick #VOLUME_THROUGHPUT_EPSILON
        * check then. */
       sum += (-sigma_t * dt);
-      if ((i & 0x07) == 0) { /* ToDo: Other interval? */
+      if ((i & 0x07) == 0) { /* TODO: Other interval? */
         tp = *throughput * exp3(sum);
 
         /* stop if nearly all light is blocked */
diff --git a/intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h b/intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h
index cffc53bf270..d4935b0ce4a 100644
--- a/intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h
+++ b/intern/cycles/kernel/integrator/integrator_subsurface_random_walk.h
@@ -253,7 +253,7 @@ ccl_device_inline bool subsurface_random_walk(INTEGRATOR_STATE_ARGS,
   bool have_opposite_interface = false;
   float opposite_distance = 0.0f;
 
-  /* Todo: Disable for alpha>0.999 or so? */
+  /* TODO: Disable for `alpha > 0.999` or so? */
   /* Our heuristic, a compromise between guiding and classic. */
   const float guided_fraction = 1.0f - fmaxf(0.5f, powf(fabsf(anisotropy), 0.125f));
 
@@ -295,7 +295,7 @@ ccl_device_inline bool subsurface_random_walk(INTEGRATOR_STATE_ARGS,
     float sample_sigma_t = volume_channel_get(sigma_t, channel);
     float randt = path_state_rng_1D(kg, &rng_state, PRNG_SCATTER_DISTANCE);
 
-    /* We need the result of the raycast to compute the full guided PDF, so just remember the
+    /* We need the result of the ray-cast to compute the full guided PDF, so just remember the
      * relevant terms to avoid recomputing them later. */
     float backward_fraction = 0.0f;
     float forward_pdf_factor = 0.0f;
@@ -330,7 +330,7 @@ ccl_device_inline bool subsurface_random_walk(INTEGRATOR_STATE_ARGS,
       float hg_pdf;
       if (guided) {
         cos_theta = sample_phase_dwivedi(diffusion_length, phase_log, scatter_u);
-        /* The backwards guiding distribution is just mirrored along sd->N, so swapping the
+        /* The backwards guiding distribution is just mirrored along `sd->N`, so swapping the
          * sign here is enough to sample from that instead. */
         if (guide_backward) {
           cos_theta = -cos_theta;
@@ -358,7 +358,7 @@ ccl_device_inline bool subsurface_random_walk(INTEGRATOR_STATE_ARGS,
 
       /* Prepare distance sampling.
        * For the backwards case, this also needs the sign swapped since now directions against
-       * sd->N (and therefore with negative cos_theta) are preferred. */
+       * `sd->N` (and therefore with negative cos_theta) are preferred. */
       forward_stretching = (1.0f - cos_theta / diffusion_length);
       backward_stretching = (1.0f + cos_theta / diffusion_length);
       if (guided) {
@@ -369,10 +369,10 @@ ccl_device_inline bool subsurface_random_walk(INTEGRATOR_STATE_ARGS,
     /* Sample direction along ray. */
     float t = -logf(1.0f - randt) / sample_sigma_t;
 
-    /* On the first bounce, we use the raycast to check if the opposite side is nearby.
+    /* On the first bounce, we use the ray-cast to check if the opposite side is nearby.
      * If yes, we will later use backwards guided sampling in order to have a decent
      * chance of connecting to it.
-     * Todo: Maybe use less than 10 times the mean free path? */
+     * TODO: Maybe use less than 10 times the mean free path? */
     ray.t = (bounce == 0) ? max(t, 10.0f / (min3(sigma_t))) : t;
     scene_intersect_local(kg, &ray, &ss_isect, object, NULL, 1);
     hit = (ss_isect.num_hits > 0);
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl
index 9e2ef84c872..56fcc47a011 100644
--- a/intern/cycles/kernel/shaders/node_image_texture.osl
+++ b/intern/cycles/kernel/shaders/node_image_texture.osl
@@ -143,10 +143,10 @@ shader node_image_texture(int use_mapping = 0,
      * in between we blend between two textures, and in the middle we a blend
      * between three textures.
      *
-     * the Nxyz values are the barycentric coordinates in an equilateral
+     * the `Nxyz` values are the barycentric coordinates in an equilateral
      * triangle, which in case of blending, in the middle has a smaller
      * equilateral triangle where 3 textures blend. this divides things into
-     * 7 zones, with an if () test for each zone */
+     * 7 zones, with an if () test for each zone. */
 
     vector weight = vector(0.0, 0.0, 0.0);
     float blend = projection_blend;
diff --git a/intern/cycles/kernel/svm/svm_image.h b/intern/cycles/kernel/svm/svm_image.h
index a344f36977a..ce70109392b 100644
--- a/intern/cycles/kernel/svm/svm_image.h
+++ b/intern/cycles/kernel/svm/svm_image.h
@@ -142,10 +142,10 @@ ccl_device_noinline void svm_node_tex_image_box(const KernelGlobals *kg,
    * in between we blend between two textures, and in the middle we a blend
    * between three textures.
    *
-   * the Nxyz values are the barycentric coordinates in an equilateral
+   * The `Nxyz` values are the barycentric coordinates in an equilateral
    * triangle, which in case of blending, in the middle has a smaller
    * equilateral triangle where 3 textures blend. this divides things into
-   * 7 zones, with an if() test for each zone */
+   * 7 zones, with an if() test for each zone. */
 
   float3 weight = make_float3(0.0f, 0.0f, 0.0f);
   float blend = __int_as_float(node.w);
diff --git a/source/blender/blenkernel/BKE_bvhutils.h b/source/blender/blenkernel/BKE_bvhutils.h
index 06be8ec80fc..bb95985ef4c 100644
--- a/source/blender/blenkernel/BKE_bvhutils.h
+++ b/source/blender/blenkernel/BKE_bvhutils.h
@@ -48,7 +48,7 @@ struct BVHCache;
 typede

@@ Diff output truncated at 10240 characters. @@



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