[Bf-blender-cvs] [af51e4b41c9] master: Cleanup: fix source comment/documentation typos

Brecht Van Lommel noreply at git.blender.org
Mon Oct 3 22:07:48 CEST 2022


Commit: af51e4b41c9e591bd0640623d5314508f8e6a8ea
Author: Brecht Van Lommel
Date:   Mon Oct 3 19:24:13 2022 +0200
Branches: master
https://developer.blender.org/rBaf51e4b41c9e591bd0640623d5314508f8e6a8ea

Cleanup: fix source comment/documentation typos

Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D16071

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

M	source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
M	source/blender/draw/intern/shaders/common_shape_lib.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
M	source/blender/python/intern/bpy_msgbus.c

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

diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
index 597bc73e2ad..479a6b590b0 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
@@ -6,11 +6,11 @@
  * http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
  *
  * Major simplification has been made since we pad the buffer to always be
- * bigger than input to avoid mipmapping misalignement.
+ * bigger than input to avoid mipmapping misalignment.
  *
  * Start by copying the base level by quad loading the depth.
  * Then each thread compute it's local depth for level 1.
- * After that we use shared variables to do inter thread comunication and
+ * After that we use shared variables to do inter thread communication and
  * downsample to max level.
  */
 
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
index eefc024d0b8..366a7dc9ba0 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
@@ -1,6 +1,6 @@
 
 /**
- * Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots.
+ * Debug Shader outputting a gradient of orange - white - blue to mark culling hotspots.
  * Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling
  * pass is not conservative enough).
  */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
index 22a5f98e6c3..8daea3f52b9 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
@@ -47,7 +47,7 @@ int culling_z_to_zbin(float scale, float bias, float z)
     /* Ensure all threads inside a subgroup get the same value to reduce VGPR usage. */ \
     min_index = subgroupBroadcastFirst(subgroupMin(min_index)); \
     max_index = subgroupBroadcastFirst(subgroupMax(max_index)); \
-    /* Same as divide by 32 but avoid interger division. */ \
+    /* Same as divide by 32 but avoid integer division. */ \
     uint word_min = min_index >> 5u; \
     uint word_max = max_index >> 5u; \
     for (uint word_idx = word_min; word_idx <= word_max; word_idx++) { \
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
index 58608f6e1f0..144445801cf 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
@@ -84,7 +84,7 @@ float light_point_light(LightData ld, const bool is_directional, vec3 L, float d
    **/
   float d_sqr = sqr(dist);
   float r_sqr = ld.radius_squared;
-  /* Using reformulation that has better numerical percision. */
+  /* Using reformulation that has better numerical precision. */
   float power = 2.0 / (d_sqr + r_sqr + dist * sqrt(d_sqr + r_sqr));
 
   if (is_area_light(ld.type)) {
diff --git a/source/blender/draw/intern/shaders/common_shape_lib.glsl b/source/blender/draw/intern/shaders/common_shape_lib.glsl
index f2c8bf0faaf..56722c417aa 100644
--- a/source/blender/draw/intern/shaders/common_shape_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_shape_lib.glsl
@@ -188,7 +188,7 @@ Frustum shape_frustum(vec3 corners[8])
 /** \name Cone
  * \{ */
 
-/* Cone at orign with no height. */
+/* Cone at origin with no height. */
 struct Cone {
   vec3 direction;
   float angle_cos;
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
index 0d8f2272c10..29ba4f3c119 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -150,7 +150,7 @@ void node_bsdf_principled(vec4 base_color,
   refraction_data.ior = ior;
 
   /* Ref. T98190: Defines are optimizations for old compilers.
-   * Might become unecessary with EEVEE-Next. */
+   * Might become unnecessary with EEVEE-Next. */
   if (do_diffuse == 0.0 && do_refraction == 0.0 && do_clearcoat != 0.0) {
 #ifdef PRINCIPLED_CLEARCOAT
     /* Metallic & Clearcoat case. */
diff --git a/source/blender/python/intern/bpy_msgbus.c b/source/blender/python/intern/bpy_msgbus.c
index 10165bf6b0d..32519e5e373 100644
--- a/source/blender/python/intern/bpy_msgbus.c
+++ b/source/blender/python/intern/bpy_msgbus.c
@@ -42,7 +42,7 @@
   "      - :class:`bpy.types.Property` instance.\n" \
   "      - :class:`bpy.types.Struct` type.\n" \
   "      - (:class:`bpy.types.Struct`, str) type and property name.\n" \
-  "   :type key: Muliple\n"
+  "   :type key: Multiple\n"
 
 /**
  * There are multiple ways we can get RNA from Python,



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