[Bf-blender-cvs] [12e5b92c9c3] master: Cleanup: fix typos

Brecht Van Lommel noreply at git.blender.org
Mon Aug 15 13:53:05 CEST 2022


Commit: 12e5b92c9c3815a21769b322b6ef54d473ce185f
Author: Brecht Van Lommel
Date:   Mon Aug 15 13:28:12 2022 +0200
Branches: master
https://developer.blender.org/rB12e5b92c9c3815a21769b322b6ef54d473ce185f

Cleanup: fix typos

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D15680

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

M	source/blender/blenkernel/nla_private.h
M	source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl
M	source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
M	source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
M	source/blender/gpu/intern/gpu_shader_dependency.cc
M	source/blender/windowmanager/message_bus/wm_message_bus.h

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

diff --git a/source/blender/blenkernel/nla_private.h b/source/blender/blenkernel/nla_private.h
index 41d1eef733c..c6fbdcc542c 100644
--- a/source/blender/blenkernel/nla_private.h
+++ b/source/blender/blenkernel/nla_private.h
@@ -128,7 +128,7 @@ typedef struct NlaEvalData {
   int num_channels;
   NlaEvalSnapshot base_snapshot;
 
-  /* Evaluation result shapshot. */
+  /* Evaluation result snapshot. */
   NlaEvalSnapshot eval_snapshot;
 } NlaEvalData;
 
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
index 688ae4915e1..7dec30a96b1 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
@@ -124,7 +124,7 @@ void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_wei
   dof_gather_accumulate_resolve(total_sample_count, bg_accum, bg_col, bg_weight, unused_occlusion);
   dof_gather_accumulate_resolve(total_sample_count, fg_accum, fg_col, fg_weight, unused_occlusion);
 
-  /* Fix weighting issues on perfectly focus > slight focus transitionning areas. */
+  /* Fix weighting issues on perfectly focus > slight focus transitioning areas. */
   if (abs(center_data.coc) < 0.5) {
     bg_col = center_data.color;
     bg_weight = 1.0;
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
index 57f229feedb..99a47c541e9 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
@@ -665,7 +665,7 @@ void dof_slight_focus_gather(sampler2D depth_tx,
   dof_gather_accumulate_resolve(total_sample_count, bg_accum, bg_col, bg_weight, unused_occlusion);
   dof_gather_accumulate_resolve(total_sample_count, fg_accum, fg_col, fg_weight, unused_occlusion);
 
-  /* Fix weighting issues on perfectly focus to slight focus transitionning areas. */
+  /* Fix weighting issues on perfectly focus to slight focus transitioning areas. */
   if (abs(center_data.coc) < 0.5) {
     bg_col = center_data.color;
     bg_weight = 1.0;
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
index c5c0e210109..67e6c8ec7d2 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
@@ -134,7 +134,7 @@ void main()
 {
   /**
    * NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear
-   * filtering in the resolve pass. Not outputing to a tile means that border texels have undefined
+   * filtering in the resolve pass. Not outputting to a tile means that border texels have undefined
    * value and tile border will be noticeable in the final image.
    */
 
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
index e9905cd8aaf..201e8ac9ba1 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
@@ -2,7 +2,7 @@
 /**
  * Gather pass: Convolve foreground and background parts in separate passes.
  *
- * Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
  * A fast gather path is taken if there is not many CoC variation inside the tile.
  *
  * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
index 2b664520bba..1b42d21ed65 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
@@ -2,7 +2,7 @@
 /**
  * Holefill pass: Gather background parts where foreground is present.
  *
- * Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
  * A fast gather path is taken if there is not many CoC variation inside the tile.
  *
  * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
index c757e8304ac..80555367478 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
@@ -8,7 +8,7 @@
  * Inputs:
  * - Output of setup pass (halfres) and reduce downsample pass (quarter res).
  * Outputs:
- * - Halfres padded to avoid mipmap mis-alignment (so possibly not matching input size).
+ * - Halfres padded to avoid mipmap misalignment (so possibly not matching input size).
  * - Gather input color (whole mip chain), Scatter rect list, Signed CoC (whole mip chain).
  **/
 
@@ -98,7 +98,7 @@ void main()
   do_scatter[LOCAL_INDEX] *= dof_scatter_screen_border_rejection(coc_cache[LOCAL_INDEX], texel);
   /* Only scatter if neighborhood is different enough. */
   do_scatter[LOCAL_INDEX] *= dof_scatter_neighborhood_rejection(color_cache[LOCAL_INDEX].rgb);
-  /* For debuging. */
+  /* For debugging. */
   if (no_scatter_pass) {
     do_scatter[LOCAL_INDEX] = 0.0;
   }
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
index d21f6d69541..8873a9da235 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
@@ -36,7 +36,7 @@ float dof_slight_focus_coc_tile_get(vec2 frag_coord)
   }
   /* Use atomic reduce operation. */
   atomicMax(shared_max_slight_focus_abs_coc, floatBitsToUint(local_abs_max));
-  /* "Broadcast" result accross all threads. */
+  /* "Broadcast" result across all threads. */
   barrier();
 
   return uintBitsToFloat(shared_max_slight_focus_abs_coc);
@@ -44,7 +44,7 @@ float dof_slight_focus_coc_tile_get(vec2 frag_coord)
 
 vec3 dof_neighborhood_clamp(vec2 frag_coord, vec3 color, float center_coc, float weight)
 {
-  /* Stabilize color by clamping with the stable half res neighboorhood. */
+  /* Stabilize color by clamping with the stable half res neighborhood. */
   vec3 neighbor_min, neighbor_max;
   const vec2 corners[4] = vec2[4](vec2(-1, -1), vec2(1, -1), vec2(-1, 1), vec2(1, 1));
   for (int i = 0; i < 4; i++) {
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl
index b22af0e88f0..5ffedf3068b 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl
@@ -211,7 +211,7 @@ vec2 dof_pixel_history_motion_vector(ivec2 texel_sample)
   return vector.xy * vec2(textureSize(color_tx, 0));
 }
 
-/* Load color using a special filter to avoid loosing detail.
+/* Load color using a special filter to avoid losing detail.
  * \a texel is sample position with subpixel accuracy. */
 DofSample dof_sample_history(vec2 input_texel)
 {
@@ -285,17 +285,17 @@ float dof_history_blend_factor(
 
   /* 5% of incoming color by default. */
   float blend = 0.05;
-  /* Blend less history if the pixel has substential velocity. */
+  /* Blend less history if the pixel has substantial velocity. */
   /* NOTE(fclem): velocity threshold multiplied by 2 because of half resolution. */
   blend = mix(blend, 0.20, saturate(velocity * 0.02 * 2.0));
   /**
    * "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014 (Slide 43)
-   * Bias towards history if incomming pixel is near clamping. Reduces flicker.
+   * Bias towards history if incoming pixel is near clamping. Reduces flicker.
    */
   float distance_to_luma_clip = min_v2(vec2(luma_history - luma_min, luma_max - luma_history));
   /* Divide by bbox size to get a factor. 2 factor to compensate the line above. */
   distance_to_luma_clip *= 2.0 * safe_rcp(luma_max - luma_min);
-  /* Linearly blend when history gets bellow to 25% of the bbox size. */
+  /* Linearly blend when history gets below to 25% of the bbox size. */
   blend *= saturate(distance_to_luma_clip * 4.0 + 0.1);
   /* Progressively discard history until history CoC is twice as big as the filtered CoC.
    * Note we use absolute diff here because we are not comparing neighbors and thus do not risk to
@@ -335,7 +335,7 @@ void main()
 
   DofSample dst = dof_sample_history(history_texel);
 
-  /* Get local color bounding box of source neighboorhood. */
+  /* Get local color bounding box of source neighborhood. */
   DofNeighborhoodMinMax bbox = dof_neighbor_boundbox();
 
   float blend = dof_history_blend_factor(velocity, history_texel, bbox, src, dst);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
index 612ce8c6300..ca5a6aff2ca 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_ar

@@ Diff output truncated at 10240 characters. @@



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