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Fix formatting issues reported by the builder

Yuri Sizov 2 years ago
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
 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.
       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
 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).
 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
 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.
 shader code at any location, while constants can't do that.
 
 
 .. code-block:: glsl
 .. code-block:: glsl
@@ -197,14 +197,14 @@ of the ``#if`` preprocessor statement:
     #endif
     #endif
 
 
 However, the ``#if`` variant can be faster in certain scenarios. This is because
 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
 those branches may still take up register space, even if they are never run in
 practice.
 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.
 having too many branches) can still slow down shader execution significantly.
 
 
 #elif
 #elif