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Эх сурвалжийг харах

Fix formatting issues reported by the builder

Yuri Sizov 2 жил өмнө
parent
commit
c337204562

+ 20 - 17
contributing/development/compiling/cross-compiling_for_ios_on_linux.rst

@@ -26,26 +26,29 @@ described here and cross-compiling the binary.
 Requirements
 ------------
 
--  `XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__
-   (a dmg image, for newer versions a **xip** file is going to be downloaded.)
--  `Clang >= 3.5 <http://clang.llvm.org>`__ for your development
-   machine installed and in the ``PATH``. It has to be version >= 3.5
-   to target ``arm64`` architecture.
--  `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and unmounting
-   the dmg image.
--  `darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which
-   needs to be built from source. The procedure for that is explained
-   below.
-   - For newer versions you should download `xar <https://mackyle.github.io/xar/>` and `pbzx <https://github.com/NiklasRosenstein/pbzx>`.
-   -  For building darling-dmg, you'll need the development packages of
+- `XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__
+  (a dmg image, for newer versions a **xip** file is going to be downloaded.)
+- `Clang >= 3.5 <http://clang.llvm.org>`__ for your development
+  machine installed and in the ``PATH``. It has to be version >= 3.5
+  to target ``arm64`` architecture.
+- `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and unmounting
+  the dmg image.
+- `darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which
+  needs to be built from source. The procedure for that is explained
+  below.
+
+    - For newer versions you should download `xar <https://mackyle.github.io/xar/>`__
+      and `pbzx <https://github.com/NiklasRosenstein/pbzx>`__.
+    - For building darling-dmg, you'll need the development packages of
       the following libraries: fuse, icu, openssl, zlib, bzip2.
-   -  For building xar and pbzx you may want to follow `this guide <https://gist.github.com/phracker/1944ce190e01963c550566b749bd2b54>`
+    - For building xar and pbzx you may want to follow
+      `this guide <https://gist.github.com/phracker/1944ce190e01963c550566b749bd2b54>`__.
 
--  `cctools-port <https://github.com/tpoechtrager/cctools-port>`__
-   for the needed build tools. The procedure for building is quite
-   peculiar and is described below.
+- `cctools-port <https://github.com/tpoechtrager/cctools-port>`__
+  for the needed build tools. The procedure for building is quite
+  peculiar and is described below.
 
-   -  This also has some extra dependencies: automake, autogen, libtool.
+    - This also has some extra dependencies: automake, autogen, libtool.
 
 Configuring the environment
 ---------------------------

+ 8 - 8
tutorials/shaders/shader_reference/shader_preprocessor.rst

@@ -52,10 +52,10 @@ Defines with replacements may also have one or more *arguments*, which can then
 be passed when referencing the define (similar to a function call).
 
 If the replacement code is not defined, the identifier may only be used with
-``#ifdef` or ``#ifndef`` directives.
+``#ifdef`` or ``#ifndef`` directives.
 
-Compared to constants (``const CONSTANT = value;``), ``#define``s can be used
-anywhere within the shader. ``#define``s can also be used to insert arbitrary
+Compared to constants (``const CONSTANT = value;``), ``#define`` can be used
+anywhere within the shader. ``#define`` can also be used to insert arbitrary
 shader code at any location, while constants can't do that.
 
 .. code-block:: glsl
@@ -197,14 +197,14 @@ of the ``#if`` preprocessor statement:
     #endif
 
 However, the ``#if`` variant can be faster in certain scenarios. This is because
-all run-time branches in a shader are still compiled and variables within 
+all run-time branches in a shader are still compiled and variables within
 those branches may still take up register space, even if they are never run in
 practice.
 
-`Modern GPUs are quite effective at performing "static" branching <https://medium.com/@jasonbooth_86226/branching-on-a-gpu-18bfc83694f2>`__.
-"Static" branching refers to ``if`` statements where *all* pixels/vertices
-evaluate to the same result in a given shader invocation. However, high amounts
-of :abbr:`VGPR (Vector General-Purpose Register)`s (which can be caused by
+Modern GPUs are `quite effective <https://medium.com/@jasonbooth_86226/branching-on-a-gpu-18bfc83694f2>`__
+at performing "static" branching. "Static" branching refers to ``if`` statements where
+*all* pixels/vertices evaluate to the same result in a given shader invocation. However,
+high amounts of :abbr:`VGPRs (Vector General-Purpose Register)` (which can be caused by
 having too many branches) can still slow down shader execution significantly.
 
 #elif